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Dark Sun: What System would you use?
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<blockquote data-quote="pawsplay" data-source="post: 5500250" data-attributes="member: 15538"><p>.... well.... Mayfair put out some products under the Role-Aids brand a while back. One of them was a very decent set of Psionics rules. </p><p></p><p></p><p></p><p>I'm not sure what you mean by "buildy." It's possible to spend a lot of time fiddling with advantages and such, but the SOP for building a GURPS character is to use a template, or set some key values for skills and Attributes, then use your remaining points to grab some secondary skills and fill out your background and unique traits. </p><p></p><p></p><p></p><p>The play really depends. How many points? What are the players expected to spend the points on? What optional rules? Basic combat system, or Advanced options? map or no map? etc. The default game would probably use the Advanced options, a map (hexes), and ignore most of the sidebarry information.</p><p></p><p>To get started... I would start <a href="http://www.sjgames.com/gurps/lite/" target="_blank">here</a>, to see if you like anything of what you see. Free GURPS! To do it "for real" would take two $29.99 core books for the GM or somebody (players could probably skate by on GURPS lite and passing around the books). If you use someone else's GURPS conversion, that's probably all you need. To kitbash it yourself, you would probably add GURPS Psionics (softback or PDF). </p><p></p><p></p><p></p><p>I've never used E6 "out of the lab" so to speak, so I can't speak on play experiences. In principle, the sorcerer kings would probably sit in at about CR 12, theoretically beatable in the right circumstances.</p><p></p><p>If you want to keep it low down and gritty, don't want to go full d20, and don't feel like learning GURPS, I think True20 is a very solid (and cheap!) option. And you wouldn't be completely on your own: people have thrown True20 toward nearly every possible conversion at some point or another. Ex: </p><p></p><p><a href="http://true20.com/forum/viewtopic.php?f=4&t=2116" target="_blank">True20 Adventure Roleplaying • View topic - Dark Sun</a></p></blockquote><p></p>
[QUOTE="pawsplay, post: 5500250, member: 15538"] .... well.... Mayfair put out some products under the Role-Aids brand a while back. One of them was a very decent set of Psionics rules. I'm not sure what you mean by "buildy." It's possible to spend a lot of time fiddling with advantages and such, but the SOP for building a GURPS character is to use a template, or set some key values for skills and Attributes, then use your remaining points to grab some secondary skills and fill out your background and unique traits. The play really depends. How many points? What are the players expected to spend the points on? What optional rules? Basic combat system, or Advanced options? map or no map? etc. The default game would probably use the Advanced options, a map (hexes), and ignore most of the sidebarry information. To get started... I would start [URL="http://www.sjgames.com/gurps/lite/"]here[/URL], to see if you like anything of what you see. Free GURPS! To do it "for real" would take two $29.99 core books for the GM or somebody (players could probably skate by on GURPS lite and passing around the books). If you use someone else's GURPS conversion, that's probably all you need. To kitbash it yourself, you would probably add GURPS Psionics (softback or PDF). I've never used E6 "out of the lab" so to speak, so I can't speak on play experiences. In principle, the sorcerer kings would probably sit in at about CR 12, theoretically beatable in the right circumstances. If you want to keep it low down and gritty, don't want to go full d20, and don't feel like learning GURPS, I think True20 is a very solid (and cheap!) option. And you wouldn't be completely on your own: people have thrown True20 toward nearly every possible conversion at some point or another. Ex: [url=http://true20.com/forum/viewtopic.php?f=4&t=2116]True20 Adventure Roleplaying • View topic - Dark Sun[/url] [/QUOTE]
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