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DnDBeyond leaks Dark Sun?
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<blockquote data-quote="Yaarel" data-source="post: 8755986" data-attributes="member: 58172"><p>By the way, according to the 1dd playtest, we technically have all of the 2e core Dark Sun races. Half races choose one parentage for the stats, and blend both parents for the appearance.</p><p></p><p><strong>One D&D</strong></p><p>• Human</p><p>• Dwarf</p><p>• Elf ( = wood elf)</p><p>• Elf, half ( = wood elf or human)</p><p>• Giant, half ( = ... human)</p><p>• Halfling</p><p>• Mul ( = dwarf or human)</p><p></p><p><strong>Spelljammer</strong></p><p>• Thri-kreen</p><p></p><p></p><p></p><p>Balancewise, the 1dd elf is ... "fair" ... compared to the other 1dd races. I have mixed feelings. For me, the Spelljammer astral elf is the right amount of design space, with its Misty Step pro times per day (compare 4e eladrin), plus cantrip plus fluid proficiency swaps. (And I would love to swap out its darkvision.) In comparison, the 1dd elf with its minimal level 1 features and its delayed magic feels meh. Dragonborn fans have a similar reaction when comparing the Fizbans dragonborn to the 1dd dragonborn.</p><p></p><p>Of course, the 1dd divinely-ordained racism flavor for each race is unhelpful.</p><p></p><p>In any case, the athas elf is a wood elf, and the speed features are appropriate. Possibly, include a way to swap out elven trance for something like immunity to nonmagical fire and cold.</p><p></p><p>Mechanically, the 1dd method for mixed-races, is to pick one parentage for the mechanics, and both parentages for the narrative. A half-elf can stat either wood elf or human, and a mul either dwarf or human.</p><p></p><p>A half-giant can stat human, and narrate as partly giant. There is no playable giant race yet, but the human parentage is available for mechanics. Pick a feat that exhibits giant traits.</p><p></p><p>Of course, I rather a giant race, for Large and larger. Personally, I find reflavoring a goliath less satisfying because a giant is a manifestation of nature − not a brute per se. Elemental magic (cliff, frost, storm, fire) is central to the concept, and other forms of magic are too.</p><p></p><p>To be fair, the two races of Dark Sun giants are peculiar. The humanlike giants are very low Intelligence (yikes! dark skin), mercurial personalities, where alignment depends on daily mood, and behavior alternates hospitably polite to violently savage. The beast-head giants are smarter.</p><p></p><p>Wielding magic is a reallife archetype of a giant (at least where I come from). Making both kinds of athasian giants adept psionicists helps achieve the feel nature being magic in a Dark Sun way. Normally, I prefer psionic avoid elemental, but I like when psionic nature beings wield elemental. They actually are the elements, and their minds more in tune with elements.</p><p></p><p>I would lose the low Intelligence brute trope. I strongly prefer Intelligent giants that are actually high Intelligence with vast memory while simultaneously childlike, naive, and gullible. This character concept is a 5e personality flaw, not an ability score dump. Also lose how beast-heads value the humanlikes who disrespect them. These kinds of so-called "fun" personalities get D&D into perennially embarrassing and concerning situations.</p><p></p><p>Spelljammer supplies the thri-kreen, but the Spelljammer design space is more powerful than 1dd races.</p><p></p><p></p><p></p><p><em>Mentioned as 2e Languages</em></p><p>• Aarakocra ( = MMM)</p><p>• Yuan-ti ( = MMM)</p><p>• Gith ( ≈ githzerai? = MMM)</p><p>• Kenku ( = MMM)</p><p></p><p>• Ettercap ( =MM)</p><p>• Genie ( = MM) ( ≈ genasi? = MMM)</p><p>• Giant (?)</p><p></p><p>• Anakore</p><p>• Belgoi</p><p>• Braxat</p><p>• Goblin Spider</p><p>• Jozhal</p><p>• Meazel</p><p></p><p></p><p></p><p>4e introduces other races in thoughtful ways, like eladrin ( = high elf) in vestiges of the positive material plane, dragonborn as resulting from a sorcerer king experiment, and so on.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8755986, member: 58172"] By the way, according to the 1dd playtest, we technically have all of the 2e core Dark Sun races. Half races choose one parentage for the stats, and blend both parents for the appearance. [B]One D&D[/B] • Human • Dwarf • Elf ( = wood elf) • Elf, half ( = wood elf or human) • Giant, half ( = ... human) • Halfling • Mul ( = dwarf or human) [B]Spelljammer[/B] • Thri-kreen Balancewise, the 1dd elf is ... "fair" ... compared to the other 1dd races. I have mixed feelings. For me, the Spelljammer astral elf is the right amount of design space, with its Misty Step pro times per day (compare 4e eladrin), plus cantrip plus fluid proficiency swaps. (And I would love to swap out its darkvision.) In comparison, the 1dd elf with its minimal level 1 features and its delayed magic feels meh. Dragonborn fans have a similar reaction when comparing the Fizbans dragonborn to the 1dd dragonborn. Of course, the 1dd divinely-ordained racism flavor for each race is unhelpful. In any case, the athas elf is a wood elf, and the speed features are appropriate. Possibly, include a way to swap out elven trance for something like immunity to nonmagical fire and cold. Mechanically, the 1dd method for mixed-races, is to pick one parentage for the mechanics, and both parentages for the narrative. A half-elf can stat either wood elf or human, and a mul either dwarf or human. A half-giant can stat human, and narrate as partly giant. There is no playable giant race yet, but the human parentage is available for mechanics. Pick a feat that exhibits giant traits. Of course, I rather a giant race, for Large and larger. Personally, I find reflavoring a goliath less satisfying because a giant is a manifestation of nature − not a brute per se. Elemental magic (cliff, frost, storm, fire) is central to the concept, and other forms of magic are too. To be fair, the two races of Dark Sun giants are peculiar. The humanlike giants are very low Intelligence (yikes! dark skin), mercurial personalities, where alignment depends on daily mood, and behavior alternates hospitably polite to violently savage. The beast-head giants are smarter. Wielding magic is a reallife archetype of a giant (at least where I come from). Making both kinds of athasian giants adept psionicists helps achieve the feel nature being magic in a Dark Sun way. Normally, I prefer psionic avoid elemental, but I like when psionic nature beings wield elemental. They actually are the elements, and their minds more in tune with elements. I would lose the low Intelligence brute trope. I strongly prefer Intelligent giants that are actually high Intelligence with vast memory while simultaneously childlike, naive, and gullible. This character concept is a 5e personality flaw, not an ability score dump. Also lose how beast-heads value the humanlikes who disrespect them. These kinds of so-called "fun" personalities get D&D into perennially embarrassing and concerning situations. Spelljammer supplies the thri-kreen, but the Spelljammer design space is more powerful than 1dd races. [I]Mentioned as 2e Languages[/I] • Aarakocra ( = MMM) • Yuan-ti ( = MMM) • Gith ( ≈ githzerai? = MMM) • Kenku ( = MMM) • Ettercap ( =MM) • Genie ( = MM) ( ≈ genasi? = MMM) • Giant (?) • Anakore • Belgoi • Braxat • Goblin Spider • Jozhal • Meazel 4e introduces other races in thoughtful ways, like eladrin ( = high elf) in vestiges of the positive material plane, dragonborn as resulting from a sorcerer king experiment, and so on. [/QUOTE]
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