Zardnaar
Legend
I may have missed it, but you mentioned healing surges... how would you handle 5e 's very generous natural healing?
Change overnight healing and the HD mechanic to a single HD regained only. Dump the 6 to 8 encounters expectation.
I may have missed it, but you mentioned healing surges... how would you handle 5e 's very generous natural healing?
This does beg the question: if a setting requires major revision to the 5e game mechanics to run (so much so that whole races and classes must be rewritten) than is there any advantage to running it in 5e rather than running it in its original edition?
Put another way; does the benefits of a new edition outweigh the large amount of new stuff you have to do to make it mimic the old edition's assumptions?
Yes. The mechanics of 5E work much better than the mechanics of 2E.This does beg the question: if a setting requires major revision to the 5e game mechanics to run (so much so that whole races and classes must be rewritten) than is there any advantage to running it in 5e rather than running it in its original edition?
But is that list easier than, say, reversing 2e's AC system? The typical Dark Sun revision list like yours above could easily fill at least two books without even getting into the gazetteer-style info.Yes. The mechanics of 5E work much better than the mechanics of 2E.
To do Dark Sun well in 5E, you need to do what they did when Dark Sun was first released: Build a specialized campaign setting. If you really like the vision, it is worth the effort.
I would:
1.) Eliminate the cleric and paladin classes.
2.) Add a Templar class that is similar to the cleric, but designed to fit the theme.
3.) Create 2 psionics class (Psion and Psionic Warrior). I would also create a few additional subclasses, including a Sorcerer King Warlock Pact, a Preserver Wizard, and an Elemental Druid.
4.) Add the Dark Sun specific races.
5.) Add a resource tracking system that expands rules for dehydration, starvation and exposure. These are essential elements of Dark Sun and this is the only setting where I would even tolerate, much less recommend, them.
6.) Add defiling as the default when using magic, and create restrictions on magic when someone preserves.
7.) Rewrite the entire history of Athas to introduce new storylines, Sorcerer Kings, etc... The old materials were so 'railroad' that anyone that is a fan of the setting knows too much.
I'd also use the old monster books to add abilities to existing monsters to give me Dark Sun threats.
Go grab some friends and have a nostalgic night: Run a one session 2E game for them. Tell them to build 500,000 EXP 2E characters. When you're done, you can come back and hang your head in shame for thinking it would be easier to run it in 2E.But is that list easier than, say, reversing 2e's AC system? The typical Dark Sun revision list like yours above could easily fill at least two books without even getting into the gazetteer-style info.
I tried my own hand at converting Masque of the Red Death from 2e to 5e. In the end, it was a fools errand; the amount of things that needed removing, rewriting, and converting was overwhelming. If I was to run MotRD, I'd probably just use the 2e books and tweak the rules. I can't say I see Dark Sun as any simpler to do.
Well yeah, you're suggesting an xp budget over 20th level in a low magic setting! 5e breaks down at that level! Around 5th level, the complexity is high, but probably on par with all the house rules I'd need to run D&D 5e in a 1890's Victorian horror setting.Go grab some friends and have a nostalgic night: Run a one session 2E game for them. Tell them to build 500,000 EXP 2E characters. When you're done, you can come back and hang your head in shame for thinking it would be easier to run it in 2E.
Yes. The mechanics of 5E work much better than the mechanics of 2E.
To do Dark Sun well in 5E, you need to do what they did when Dark Sun was first released: Build a specialized campaign setting. If you really like the vision, it is worth the effort.
I would:
1.) Eliminate the cleric and paladin classes.
2.) Add a Templar class that is similar to the cleric, but designed to fit the theme.
3.) Create 2 psionics class (Psion and Psionic Warrior). I would also create a few additional subclasses, including a Sorcerer King Warlock Pact, a Preserver Wizard, and an Elemental Druid.
4.) Add the Dark Sun specific races.
5.) Add a resource tracking system that expands rules for dehydration, starvation and exposure. These are essential elements of Dark Sun and this is the only setting where I would even tolerate, much less recommend, them.
6.) Add defiling as the default when using magic, and create restrictions on magic when someone preserves.
7.) Rewrite the entire history of Athas to introduce new storylines, Sorcerer Kings, etc... The old materials were so 'railroad' that anyone that is a fan of the setting knows too much.
I'd also use the old monster books to add abilities to existing monsters to give me Dark Sun threats.
Try again. In 2nd edition, 500,000 is 11th level wizard, 9th level paladin, 10th level fighter, 12th level druid, etc... If you don't remember that, you're not prepared for the skill systems, death immeditely at zero, THAC0, non-dynamic saves, thief skill points, instadeath spells, varied attacks per round, initiative system, etc.... Going from 5E to 2E is a bit like going from a 2015 Honda Civic to a Mule. The Mule ws nice when it was ll you had, but now....Well yeah, you're suggesting an xp budget over 20th level in a low magic setting! 5e breaks down at that level! Around 5th level, the complexity is high, but probably on par with all the house rules I'd need to run D&D 5e in a 1890's Victorian horror setting.