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<blockquote data-quote="Wik" data-source="post: 4948070" data-attributes="member: 40177"><p>Okay, I'm a bit confused. Where's this "no easy healing" thing coming from? All the priestly classes in the original set got minor access to the cosmos, meaning they got access to the necessary healing spells. Even Templars!</p><p></p><p>(We made some changes to the rules, so that Clerics would get more than one or two spell choices for 4th level spells or better... high level clerics in Dark Sun were kind of boring). </p><p></p><p>I can deal with Dragonborn in Dark Sun. Tieflings will be barred from play, if they're presented as a race in the book - it's just that simple. What I'm more concerned about is psionics... the PHB 3 is coming out along with the setting, so I'm sure they'll mutually support one another (which is cool). But I really don't want to see Dark Sun become a totally matrix-like psionics playground, with psionics filling the void magic produces in other game worlds.</p><p></p><p>I really didn't like the later addtions to Dark Sun, where there were Psionically-charged flying elemental ships, Psionic Prisons, and psionic means of long-distance communication.</p><p></p><p>Conversely, I hope they don't completely ignore psionics in Dark Sun (not likely, but still). I'd love to see random Psionic Wild talents, but I realize that's a pipe dream at this point. </p><p></p><p>The other big thing I'm worrying about is the resource model of Dark Sun. 4e is very much a gamist perspective on things, where treasure parcels are synced up to fit with equivalent-level magic items. Dark Sun, in my mind, has always been a game about scavenging for resources, where PCs are rewarded small treasures that prevent them from becoming rather rich. There are no magic item stores in Dark Sun (or, rather, they're small scale and illegal). I'd be a bit bummed if 4e Dark Sun was a game where PCs could buy and sell magic items, and by 6th or 7th level had every item slot filled with a magic item of some sort. </p><p></p><p>But that's not really the point of this thread. It's more about the posted teasers (it is, isn't it? Because no one seems to be talking about that).</p><p></p><p>I have no problem with minor changes to the map... in fact, I wouldn't notice small changes like that. I wouldn't mind seeing, for example, a changed scale for the Tyr region, or larger city populations (not too much larger, mind). Likewise, primordials don't bother me too much, because they do sort of fit with the campaign's original premise.</p></blockquote><p></p>
[QUOTE="Wik, post: 4948070, member: 40177"] Okay, I'm a bit confused. Where's this "no easy healing" thing coming from? All the priestly classes in the original set got minor access to the cosmos, meaning they got access to the necessary healing spells. Even Templars! (We made some changes to the rules, so that Clerics would get more than one or two spell choices for 4th level spells or better... high level clerics in Dark Sun were kind of boring). I can deal with Dragonborn in Dark Sun. Tieflings will be barred from play, if they're presented as a race in the book - it's just that simple. What I'm more concerned about is psionics... the PHB 3 is coming out along with the setting, so I'm sure they'll mutually support one another (which is cool). But I really don't want to see Dark Sun become a totally matrix-like psionics playground, with psionics filling the void magic produces in other game worlds. I really didn't like the later addtions to Dark Sun, where there were Psionically-charged flying elemental ships, Psionic Prisons, and psionic means of long-distance communication. Conversely, I hope they don't completely ignore psionics in Dark Sun (not likely, but still). I'd love to see random Psionic Wild talents, but I realize that's a pipe dream at this point. The other big thing I'm worrying about is the resource model of Dark Sun. 4e is very much a gamist perspective on things, where treasure parcels are synced up to fit with equivalent-level magic items. Dark Sun, in my mind, has always been a game about scavenging for resources, where PCs are rewarded small treasures that prevent them from becoming rather rich. There are no magic item stores in Dark Sun (or, rather, they're small scale and illegal). I'd be a bit bummed if 4e Dark Sun was a game where PCs could buy and sell magic items, and by 6th or 7th level had every item slot filled with a magic item of some sort. But that's not really the point of this thread. It's more about the posted teasers (it is, isn't it? Because no one seems to be talking about that). I have no problem with minor changes to the map... in fact, I wouldn't notice small changes like that. I wouldn't mind seeing, for example, a changed scale for the Tyr region, or larger city populations (not too much larger, mind). Likewise, primordials don't bother me too much, because they do sort of fit with the campaign's original premise. [/QUOTE]
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