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*Pathfinder & Starfinder
Dragon 338: Returning to Athas, part1
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<blockquote data-quote="Wik" data-source="post: 5225945" data-attributes="member: 40177"><p>Yeah, you've more or less got it, though if memory serves, most of the cat-like things were dropped in revised rules for some reason. Really, most mammals were dropped in the revised set, but I think the original set mentioned there being "athasian bears" and "athasian wolves" or something like that, with the idea being "take a mammal, lose the fur, and add a carapace". </p><p></p><p>***</p><p></p><p>Really, I think any monster can work in Dark Sun, provided it is not a "species" and is instead a "mutation". Monsters that are easily recognizable from other D&D sources (Goblins, Owlbears, Minotaurs, etc) should be dropped unless you don't mind muddying your setting a bit (another reason I dislike Eladrin + Tieflings, as when I think of them, I think of the things they're associated with, too, and those things should not be in my dark sun). </p><p></p><p>Avoid planar monsters, unless you're willing to refluff. The reasoning for this (in my book) is that "Planar" means "External". And one of the great ideas of Athas is that humanity has done this to itself. It wasn't done because devils corrupted man, or anything silly like that. Everything you see was done to ourselves. Which is a traditional post-apocalyptic theme. </p><p></p><p>Adding in planar monsters sets up the fact that devils and the like probably had a part to play (and even if they didn't, they'll still be corrupting men, which isn't so good in Dark Sun - humans should be corrupting themselves, without external aid). </p><p></p><p>Of course, that's all my opinion. Really, I'd just say use the monster lists as a guideline, and in the end there should be absolutely no reason why your campaign can't have mimics, couatls, and owlbears.</p></blockquote><p></p>
[QUOTE="Wik, post: 5225945, member: 40177"] Yeah, you've more or less got it, though if memory serves, most of the cat-like things were dropped in revised rules for some reason. Really, most mammals were dropped in the revised set, but I think the original set mentioned there being "athasian bears" and "athasian wolves" or something like that, with the idea being "take a mammal, lose the fur, and add a carapace". *** Really, I think any monster can work in Dark Sun, provided it is not a "species" and is instead a "mutation". Monsters that are easily recognizable from other D&D sources (Goblins, Owlbears, Minotaurs, etc) should be dropped unless you don't mind muddying your setting a bit (another reason I dislike Eladrin + Tieflings, as when I think of them, I think of the things they're associated with, too, and those things should not be in my dark sun). Avoid planar monsters, unless you're willing to refluff. The reasoning for this (in my book) is that "Planar" means "External". And one of the great ideas of Athas is that humanity has done this to itself. It wasn't done because devils corrupted man, or anything silly like that. Everything you see was done to ourselves. Which is a traditional post-apocalyptic theme. Adding in planar monsters sets up the fact that devils and the like probably had a part to play (and even if they didn't, they'll still be corrupting men, which isn't so good in Dark Sun - humans should be corrupting themselves, without external aid). Of course, that's all my opinion. Really, I'd just say use the monster lists as a guideline, and in the end there should be absolutely no reason why your campaign can't have mimics, couatls, and owlbears. [/QUOTE]
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