Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Darksun 3.0
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Saeviomagy" data-source="post: 7170736" data-attributes="member: 5890"><p>Weapons:</p><p> The whole "metal is worth 100 x normal" makes basically no sense, unless you're going to make metal arms and armor way, way better than they currently are. Last time I played dark sun, not one member of the party had any interest in keeping any metal item we found that wasn't magic, simply because selling them made us ridiculously rich, well beyond the benefits of those items. Looking at the rules you've got... I'm thinking it will turn out the same.</p><p></p><p>Races: </p><p>I don't see a problem with allowing any old race. The main reason not to is simply that rarity might lead to a campaign derailment by slavers.</p><p>Even without specifically mentioning the pristine tower, darksun was always presented as a setting where lots of mutations and weirdness exist, and you might find anything out in the desert.</p><p></p><p>I think it would do to have guidelines that cover starting campaigns in the various city-states. It never made sense to me that people could start as halflings in most cities, for instance.</p><p></p><p>Classes: </p><p>I feel like you're doing that thing 2e did where everyone has their class tattooed on their forehead. As long as you're clear where a character's power is coming from, then I have no problem with mix-and-matching classes and roles. Want a sorceror as a templar of a sorceror king? That makes perfect sense. Want a warlock as a psion? No problem. Want a monk as a defiler? No problem. Things just have to be reflavoured, I feel. You're not going to be able to pick typical animals for barbarian totem warriors or druid shapeshifts, but banning them seems harsh when other analogues exist.</p><p></p><p>Skills: </p><p>Making skills have perma-disadvantage doesn't work very well, because it removes disadvantage from the DM's toolbox when he's making a skill check harder.</p><p>I would suggest giving example DCs for history and survival. Arcana should probably just not be on most proficiency lists. Even most spell casters shouldn't have access to it.</p><p></p><p>Defiling:</p><p>I feel like your defiling is not worth using. It's the tiniest of bumps to power in exchange for quite a lot of loss.</p><p></p><p>I feel like preserving should be a choice that makes life much harder, because that makes it feel more like a temptation to defile, and it should be a fairly big loss to be preserving. Something like making one spell slot/day at each level a defiler-only slot would be more than enough I think. And yes, that means that if you only have 1 slot at your highest level, you need to defile to use it.</p><p></p><p>I feel like the attack cantrips don't really fit athas either.</p><p></p><p>Feats:</p><p>The restrictions here seem completely arbitrary, and run contrary to the assertion that "fighters lead athas' armies". Without inspiring leadership, there's absolutely no benefit that an army can get from a fighter.</p><p></p><p>Rules:</p><p>I personally don't like the gritty realism rules, because I think that doing literally nothing for a week to get spell slots back is silly. If your goal is to have overland travel gradually deplete resources, I think you'd be better off saying that long rests aren't possible without at least semi-permanent shelter and short rests aren't possible without shelter (ie - making a camp). This means that city and dungeon adventures don't have ridiculous pauses while the party rest for a week after mild exertion, but means that being out in the desert sucks hard. It also solves any problems you have with spellcasters nourishing the entire party in the desert.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7170736, member: 5890"] Weapons: The whole "metal is worth 100 x normal" makes basically no sense, unless you're going to make metal arms and armor way, way better than they currently are. Last time I played dark sun, not one member of the party had any interest in keeping any metal item we found that wasn't magic, simply because selling them made us ridiculously rich, well beyond the benefits of those items. Looking at the rules you've got... I'm thinking it will turn out the same. Races: I don't see a problem with allowing any old race. The main reason not to is simply that rarity might lead to a campaign derailment by slavers. Even without specifically mentioning the pristine tower, darksun was always presented as a setting where lots of mutations and weirdness exist, and you might find anything out in the desert. I think it would do to have guidelines that cover starting campaigns in the various city-states. It never made sense to me that people could start as halflings in most cities, for instance. Classes: I feel like you're doing that thing 2e did where everyone has their class tattooed on their forehead. As long as you're clear where a character's power is coming from, then I have no problem with mix-and-matching classes and roles. Want a sorceror as a templar of a sorceror king? That makes perfect sense. Want a warlock as a psion? No problem. Want a monk as a defiler? No problem. Things just have to be reflavoured, I feel. You're not going to be able to pick typical animals for barbarian totem warriors or druid shapeshifts, but banning them seems harsh when other analogues exist. Skills: Making skills have perma-disadvantage doesn't work very well, because it removes disadvantage from the DM's toolbox when he's making a skill check harder. I would suggest giving example DCs for history and survival. Arcana should probably just not be on most proficiency lists. Even most spell casters shouldn't have access to it. Defiling: I feel like your defiling is not worth using. It's the tiniest of bumps to power in exchange for quite a lot of loss. I feel like preserving should be a choice that makes life much harder, because that makes it feel more like a temptation to defile, and it should be a fairly big loss to be preserving. Something like making one spell slot/day at each level a defiler-only slot would be more than enough I think. And yes, that means that if you only have 1 slot at your highest level, you need to defile to use it. I feel like the attack cantrips don't really fit athas either. Feats: The restrictions here seem completely arbitrary, and run contrary to the assertion that "fighters lead athas' armies". Without inspiring leadership, there's absolutely no benefit that an army can get from a fighter. Rules: I personally don't like the gritty realism rules, because I think that doing literally nothing for a week to get spell slots back is silly. If your goal is to have overland travel gradually deplete resources, I think you'd be better off saying that long rests aren't possible without at least semi-permanent shelter and short rests aren't possible without shelter (ie - making a camp). This means that city and dungeon adventures don't have ridiculous pauses while the party rest for a week after mild exertion, but means that being out in the desert sucks hard. It also solves any problems you have with spellcasters nourishing the entire party in the desert. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Darksun 3.0
Top