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How would 4e work for Darksun?
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<blockquote data-quote="Graf" data-source="post: 4265448" data-attributes="member: 3087"><p>THe problem with most of the other threads is that everyone has their own opinions. So it's not really much of a conversation.</p><p>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".</p><p>Everyone drops in, criticizes someone a few posts up suggests their own opinion, and then leaves. Not much of a conversation.</p><p></p><p>Having said that, there are lots and lots of good ideas hiding in the other threads.</p><p>Should definitely mine them for ideas.</p><p></p><p>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).</p><p>Most people seem to think that the most powerful races should be dropped as PC options.</p><p></p><p>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).</p><p></p><p>Some people want the sorcerer kings to grant spells; others think that the warlock pacts work better (i tend to agree with the latter).</p><p></p><p>Nobody has a handle on how psionics would work.</p><p>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).</p><p>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).</p><p></p><p>Just to keep up the tradition:</p><p>I don't think bugbears work as half-giants without some modification. They're kinda stealthy.</p></blockquote><p></p>
[QUOTE="Graf, post: 4265448, member: 3087"] 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. [/QUOTE]
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