D&D 4E How would 4e work for Darksun?

Sitara

Explorer
Ok we are missing psionic rules. Aside from that, what can you say about a 4e Darksun conversion? Will the world still feel the same? IMO I think it could work rather well, though the Paladin and Cleric classes have to be removed. Too much healing and divine/raidiant abilities, it would go against the gritty feel of Darksun.
 

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There's a long thread on a DS conversion :)

1) Convert Dragonborn to Muls, for now, I think?? (minus breath weapons)

2) SImilarly, I think tieflings would make great Athasian elves :p

3) No warlocks or monks (monks are going ot be in PHBII??) as they'd break the setting as PCs.
Ok for VERY rare NPCs.

4) For psioncis, I'd run themn as wizards, or multiclass wizards (WIld Talents!) picking spells/abilities most to do withcharm, telekinesis, Fear tc, *NOT* evocation type damage.

5) Defilers, from what another person wrote, and my take on it: allow Defilers to re-use an encounter and a Daily power as their special ability, but cause "defiling" (kill plant life) every time they use and power.
defilers can't cast spells/abilities at ALL if they don't have plant life aorund them, including rituals. I'd limit # of spells/abilities usable in an area based on it's vegetation.
#10 for Barren
#20 for Poor
#30 for Farmland
#40 for Lush/Jungle.
Or some such.
:)
 

Hmm I have been thinking about this a bit and here is what I would do based on the rules we have.

PC Races
1)Mul as warforged(except you need to eat) + count as dwarves, lowlight vision
2) Dragon Born=Dray
3)Half-giants +4 str, large, +1 hp a level, count as giant(str might be too much maybe reduce it to just +2)
4)Elves, dwarves, humans, halflings left as is.
5)No clue on thri-kreen yet

Classes:
1)Clerics, rangers, rogues, as is
2)fighters renamed gladiators
3)warlords stay the same but take the thematic place of the darksun fighter
4) wizards stay the same, but gain defiling feature which lets them as a minor action regain an encounter power but gives all enemies combat advantage against them(combination of taking a long time to draw the power needed, and the hatred that all creatures have for wizards)
5) Paladins I am unsure of
6) Druid =warlock with fey pact, templar=warlock with infernal pact

Psionics=I am unsure of

Metal weapons get +1 dam and cost 10x as much
rename armor to be more fluffy and then have metal armor give +1 AC and cost 10x as much

Originally I thought epic destinies would be perfect for advanced beings but I am not sure if they could fit all that it means to be an advanced being into one.

Anyway those are just some thoughts I have had on the topic
 



THe problem with most of the other threads is that everyone has their own opinions. So it's not really much of a conversation.
One person says "it'd be easiest to make bone weapons standard weapons and iron/steel weapons "magic"". Someone else says "no way that's lame bone weapons have to suck for certain weapons but not others because that's how I think it works in real life".
Everyone drops in, criticizes someone a few posts up suggests their own opinion, and then leaves. Not much of a conversation.

Having said that, there are lots and lots of good ideas hiding in the other threads.
Should definitely mine them for ideas.

Everyone seems to agree that you should start around the time of the first box set and ignore everything else (i.e. the whatever-it's-called-pentade).
Most people seem to think that the most powerful races should be dropped as PC options.

There is no consensus on defiling. Some people want to radically restructure it. Some people want to run it like the old boxed sets (sorta vague, PCs don't do it).

Some people want the sorcerer kings to grant spells; others think that the warlock pacts work better (i tend to agree with the latter).

Nobody has a handle on how psionics would work.
There isn't much agreement on what psionics even means. Some people want the 2e style "utility" psionics. Some people are attached to the 3.5 psionics (more blaster powers). Some people think that psionics ought to be "everyday magic" (like it was in DS originally) others think that it should be rarer (based on things some of the designers said afterward).
Some people want to turn magic items into psionics (so you don't have many magic items, instead your utility items are effectively psionic powers).

Just to keep up the tradition:
I don't think bugbears work as half-giants without some modification. They're kinda stealthy.
 

Ok so tell me: How would a Sorceror-King (say, Hamanu, or the Shadow-dragon) do against Orcus?

IMO Orcus wouldn't stand a chance. Sorceror-Kings are level 40 in the old editions, which means in this edition they woulod be level 60! :D
 

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