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<blockquote data-quote="Dispater" data-source="post: 7453382" data-attributes="member: 683"><p>Hi,</p><p>Stumbled across this thread as I am currently redesigning 5e to suit my Dark Sun campaign.</p><p></p><p>I always wanted to play Dark Sun, but never wanted to play 2e after 3e came out. I never really did like the rules mechanics of 2e (thought they were hastily written and all over the place). I skipped past 4e since I didn't really play RPG's for several years, so when I came back into the fold of D&D it was 5e that people around me played. Upon reading it, I loved 5e, but saw immediately it needed some modification if I was to run a DS game. </p><p></p><p>First off, DS is to me - a low fantasy setting. Resources are scarce, so is magic. The only supernatural element there's plenty of is psionics, but most of it is farily low-level stuff (wild talents). The problem with 5e is all the player classes are pretty beefed up high-fantasy heroes, so they all needed a general nerf. I took away all the spellcasting subclasses, leaving me only with defiler/preserver (wizard type), druid and a spellcasting version of the elite templar. The bard and ranger had to be made into non-spellcasting classes (as in the original setting). I took away the elemental cleric, because i felt they were too much of a high fantasy trope and kind of ruined the feel I was going for. No clerics in my setting. Period. The restrictions for healing your hitpoints is generally loosened, meaning a party can heal up pretty ok without clerics.</p><p></p><p>Second, the vancian auto-cast spell system of 5e doesn't really suit DS. I made a house 'magical die' house rule where preservers and defilers have to roll for the magical energy they get to cast spells. Same must druids and templars, in different forms. I'm about to playtest it now, so we'll see how it works out. With these rules I played an entire campaign in DS without any magical items. For the players was pretty much a fun scramble for better (obsidan, iron etc.) materials. Its nice to not have to think about magical items as a DM. It evens the playing field and gives more power to the actual realistic tools and weapons a campaign can have.</p><p></p><p>I agree wholeheartedly that the Prism Pentad events and storyline ruins the setting if you want to retain that original feel. Lots of SK's die plus the dragon Borys. To me that's just BS and really, only something the PC's should be able to do (if at all). I prefer a static setting from a publisher, without having to buy books on 'updates' to what happened in the setting while you were gone. What I did is I progressed the setting about 10 years from after the canon start (free year 10), and I just ignored any 'damage' the heroes of the Prism Pentad did. So Abalach-Re still lives, Borys still lives. If all these baddies are dead, you're not really left with any threat to a high-level party of PCs. </p><p></p><p>Hope your conversion goes well, I might attach mine at some point once I finish. Its been an epic undertaking that really only began with 'redesigning' the ranger class. /facepalm</p></blockquote><p></p>
[QUOTE="Dispater, post: 7453382, member: 683"] Hi, Stumbled across this thread as I am currently redesigning 5e to suit my Dark Sun campaign. I always wanted to play Dark Sun, but never wanted to play 2e after 3e came out. I never really did like the rules mechanics of 2e (thought they were hastily written and all over the place). I skipped past 4e since I didn't really play RPG's for several years, so when I came back into the fold of D&D it was 5e that people around me played. Upon reading it, I loved 5e, but saw immediately it needed some modification if I was to run a DS game. First off, DS is to me - a low fantasy setting. Resources are scarce, so is magic. The only supernatural element there's plenty of is psionics, but most of it is farily low-level stuff (wild talents). The problem with 5e is all the player classes are pretty beefed up high-fantasy heroes, so they all needed a general nerf. I took away all the spellcasting subclasses, leaving me only with defiler/preserver (wizard type), druid and a spellcasting version of the elite templar. The bard and ranger had to be made into non-spellcasting classes (as in the original setting). I took away the elemental cleric, because i felt they were too much of a high fantasy trope and kind of ruined the feel I was going for. No clerics in my setting. Period. The restrictions for healing your hitpoints is generally loosened, meaning a party can heal up pretty ok without clerics. Second, the vancian auto-cast spell system of 5e doesn't really suit DS. I made a house 'magical die' house rule where preservers and defilers have to roll for the magical energy they get to cast spells. Same must druids and templars, in different forms. I'm about to playtest it now, so we'll see how it works out. With these rules I played an entire campaign in DS without any magical items. For the players was pretty much a fun scramble for better (obsidan, iron etc.) materials. Its nice to not have to think about magical items as a DM. It evens the playing field and gives more power to the actual realistic tools and weapons a campaign can have. I agree wholeheartedly that the Prism Pentad events and storyline ruins the setting if you want to retain that original feel. Lots of SK's die plus the dragon Borys. To me that's just BS and really, only something the PC's should be able to do (if at all). I prefer a static setting from a publisher, without having to buy books on 'updates' to what happened in the setting while you were gone. What I did is I progressed the setting about 10 years from after the canon start (free year 10), and I just ignored any 'damage' the heroes of the Prism Pentad did. So Abalach-Re still lives, Borys still lives. If all these baddies are dead, you're not really left with any threat to a high-level party of PCs. Hope your conversion goes well, I might attach mine at some point once I finish. Its been an epic undertaking that really only began with 'redesigning' the ranger class. /facepalm [/QUOTE]
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