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Eberron: Rising from the Last War Coming For D&D In November
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<blockquote data-quote="Remathilis" data-source="post: 7793051" data-attributes="member: 7635"><p>The problem here is that the original Dark Sun barely resembles D&D. It uses the same xp tables and thac0 systems, but it's races, classes, equipment, magic, monsters and tone are completely alien to the rest of D&D. To Whit: a Greyhawk elf, a Realms elf, an Ebberon elf, a Dargonlance elf, a Ravenloft elf, and even a Ravnica elf all have the same mechanics based on the PHB. A Dark Sun elf resembles them as much as an Keebler elf does; totally different in terms of look, tone, and mechanics. </p><p></p><p>The problem is that do to that radical shift in everything from elves to magic to dragons, there is surprisingly little that overlaps with the core rules. In 2e, where settings had tons of support, that was fine. They could make custom races, classes, spells and monsters to augment the core rules. Since 4e though, setting support is limited; a setting might at best get 1-2 books tops. So that leaves a few possible options:</p><p></p><p>1. Force the setting to accept more of the core rules to maximize the potential abilities for expansion. That means finding room for newer races and most classes and monsters, just re-themed to fit the setting </p><p></p><p>2. Accept that a setting like Dark Sun will be extremely limited; most of the gaps removed from the game for not fitting would not be filled due to time and space concerns. DS might get a psionic class, but the book can't possibly make a spell-less bard, gladiator class, and Templar class to fill the holes carved but removing bards, monks and clerics. Or that most of the MM is basically useless with only maybe a dozen new monsters to fill the void. </p><p></p><p>3. Here me out: make it a separate spinoff game that is compatible with 5e. Give it a PHB that rewrites the classes and races appropriately, has appropriate equipment section, and just reprints some of the important area of the PHB (combat and spells) with tweaks to fit. Then do a Monster Manual new creatures and updated art and lore. Then do a DMG/setting guide that covers all the DM stuff and magic/psionic items. Make it all self contained so that the core books aren't needed, but a DM can use stuff form it as they want. Want Goliath's or dragonborn? The DM can import them from the appropriate books, but if he doesn't he has enough using these three DS core rules to run for a long time.</p><p></p><p>Honestly, 3 makes the most sense if you are keeping true to 2es tone and deviations. 1 is basically 4e's version redux, and 2 is the worst of both worlds but is the only way to keep the original feel in a 1 book supplement. The choice comes down to what is most important.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 7793051, member: 7635"] The problem here is that the original Dark Sun barely resembles D&D. It uses the same xp tables and thac0 systems, but it's races, classes, equipment, magic, monsters and tone are completely alien to the rest of D&D. To Whit: a Greyhawk elf, a Realms elf, an Ebberon elf, a Dargonlance elf, a Ravenloft elf, and even a Ravnica elf all have the same mechanics based on the PHB. A Dark Sun elf resembles them as much as an Keebler elf does; totally different in terms of look, tone, and mechanics. The problem is that do to that radical shift in everything from elves to magic to dragons, there is surprisingly little that overlaps with the core rules. In 2e, where settings had tons of support, that was fine. They could make custom races, classes, spells and monsters to augment the core rules. Since 4e though, setting support is limited; a setting might at best get 1-2 books tops. So that leaves a few possible options: 1. Force the setting to accept more of the core rules to maximize the potential abilities for expansion. That means finding room for newer races and most classes and monsters, just re-themed to fit the setting 2. Accept that a setting like Dark Sun will be extremely limited; most of the gaps removed from the game for not fitting would not be filled due to time and space concerns. DS might get a psionic class, but the book can't possibly make a spell-less bard, gladiator class, and Templar class to fill the holes carved but removing bards, monks and clerics. Or that most of the MM is basically useless with only maybe a dozen new monsters to fill the void. 3. Here me out: make it a separate spinoff game that is compatible with 5e. Give it a PHB that rewrites the classes and races appropriately, has appropriate equipment section, and just reprints some of the important area of the PHB (combat and spells) with tweaks to fit. Then do a Monster Manual new creatures and updated art and lore. Then do a DMG/setting guide that covers all the DM stuff and magic/psionic items. Make it all self contained so that the core books aren't needed, but a DM can use stuff form it as they want. Want Goliath's or dragonborn? The DM can import them from the appropriate books, but if he doesn't he has enough using these three DS core rules to run for a long time. Honestly, 3 makes the most sense if you are keeping true to 2es tone and deviations. 1 is basically 4e's version redux, and 2 is the worst of both worlds but is the only way to keep the original feel in a 1 book supplement. The choice comes down to what is most important. [/QUOTE]
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