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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How would you re-envision Darksun with 4e?
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<blockquote data-quote="Silverblade The Ench" data-source="post: 3995256" data-attributes="member: 19083"><p>The flip book adventure format was a great idea <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I totally agree on how the mucked the setting up, bungled it totally with the 1st adventure...it's like, oh, Mad Max suddenly finding a neat, modern, functional city full of civilized folk...ruins it totally. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>The Dune Trader supplement is very good, recommend that, good NPC/PC class for 2nd ed. Lot of books did indeed add too many powerful/weird items thanks ot the novel's silliness.</p><p></p><p>Problem with a lot of the adventurers though, was the NPCs' levels/stats made no sense at times, especially considering the +2 to ALL stats Dark Sun folk got. ie, you'd have an PC described as super tough and yhet, be a 5th levle fighter with 14 con...uh? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I'd like to see the +2 to all stats (well, effectivley thats' what it is) brought back, it made the palce seem incredibly ferocious, the people more than normal. You could keep the +2 stats to heroes/major NPCs though?</p><p></p><p>As for psionics, use the, oh forget name, feat in 3.5 Expanded Psionics Handbook, Hidden Talent??? that lets you have a wild talent. </p><p>-I dont' think EVERYONE should have psionics, most folk aren't supposed to from what </p><p>I've read it's like oh 1/4 folk have psi power, or such? </p><p>I think it should be a chosen thing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Not everyone has psionics.</p><p>-Also, it should be enforced to be random what power you get, so you'd need a table for that, much better that way: folk are born with powers and need to make the best of what Fate has given them.</p><p></p><p>I'd keep avignons etc the heck out of the game until epic levels...</p><p></p><p>Heroic Levels should be about survival, gearing up, learning, escaping slavery,gladiatorial combat, and such. Starting to fight vs templars if so wish.</p><p></p><p>Note that templars should usually be run as priests and priests/burecrats in <em>purpose</em>. They are often administrators.</p><p>For 3.5 I've run lot of them as cleric/experts. Most are busy running the cities, working on plots etc which require brains/skills, not combat ability. They are priests of their "god", and their deovtion to him, as opposed to pragmatic greed etc, defines their cleric level.</p><p>-Exmaples: a fantatical follower of say, Hammanu, who's known for his warfare etc would be pure cleric say lvl 10, or cleric 8/fighter2, but a more merchant-like "<em>Line my pocket</em>s!" type of Tyrian cleric, would be a cleric4/expert6.</p><p></p><p>Some templars are of course, combative, being champions (fighter/cleric perhaps), offciers in armies (cleric/warlord, 4th ed), or fanatical zealots (pure cleric). </p><p></p><p>I can see why some folk would like templars to be warlocks, however that wouldn't fit as warlocks are arcane in style/nature. it MAY fit in with Draegoth the undead sorceror king?</p><p></p><p>Way I've always run it, totally IGNORING the icky books/cannon/official history, is that the Sorceror kIngs *are* living demi-gods. Folk do worship them, they can give clerical power. For whatever reason though, there are no "true gods" just the Sorceror-kings, by virtue of folks worship, which includes fear! they can use the fear of their huddled populations, they can grant spells.</p><p>The gladiatorial fights help give them power, the crowds' emotions and the deaths.</p><p></p><p></p><p>By the way, I'd like to try running an online Dark Sun game when the toolbox etc is out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Silverblade The Ench, post: 3995256, member: 19083"] The flip book adventure format was a great idea :) I totally agree on how the mucked the setting up, bungled it totally with the 1st adventure...it's like, oh, Mad Max suddenly finding a neat, modern, functional city full of civilized folk...ruins it totally. :( The Dune Trader supplement is very good, recommend that, good NPC/PC class for 2nd ed. Lot of books did indeed add too many powerful/weird items thanks ot the novel's silliness. Problem with a lot of the adventurers though, was the NPCs' levels/stats made no sense at times, especially considering the +2 to ALL stats Dark Sun folk got. ie, you'd have an PC described as super tough and yhet, be a 5th levle fighter with 14 con...uh? :D I'd like to see the +2 to all stats (well, effectivley thats' what it is) brought back, it made the palce seem incredibly ferocious, the people more than normal. You could keep the +2 stats to heroes/major NPCs though? As for psionics, use the, oh forget name, feat in 3.5 Expanded Psionics Handbook, Hidden Talent??? that lets you have a wild talent. -I dont' think EVERYONE should have psionics, most folk aren't supposed to from what I've read it's like oh 1/4 folk have psi power, or such? I think it should be a chosen thing :) Not everyone has psionics. -Also, it should be enforced to be random what power you get, so you'd need a table for that, much better that way: folk are born with powers and need to make the best of what Fate has given them. I'd keep avignons etc the heck out of the game until epic levels... Heroic Levels should be about survival, gearing up, learning, escaping slavery,gladiatorial combat, and such. Starting to fight vs templars if so wish. Note that templars should usually be run as priests and priests/burecrats in [I]purpose[/I]. They are often administrators. For 3.5 I've run lot of them as cleric/experts. Most are busy running the cities, working on plots etc which require brains/skills, not combat ability. They are priests of their "god", and their deovtion to him, as opposed to pragmatic greed etc, defines their cleric level. -Exmaples: a fantatical follower of say, Hammanu, who's known for his warfare etc would be pure cleric say lvl 10, or cleric 8/fighter2, but a more merchant-like "[I]Line my pocket[/I]s!" type of Tyrian cleric, would be a cleric4/expert6. Some templars are of course, combative, being champions (fighter/cleric perhaps), offciers in armies (cleric/warlord, 4th ed), or fanatical zealots (pure cleric). I can see why some folk would like templars to be warlocks, however that wouldn't fit as warlocks are arcane in style/nature. it MAY fit in with Draegoth the undead sorceror king? Way I've always run it, totally IGNORING the icky books/cannon/official history, is that the Sorceror kIngs *are* living demi-gods. Folk do worship them, they can give clerical power. For whatever reason though, there are no "true gods" just the Sorceror-kings, by virtue of folks worship, which includes fear! they can use the fear of their huddled populations, they can grant spells. The gladiatorial fights help give them power, the crowds' emotions and the deaths. By the way, I'd like to try running an online Dark Sun game when the toolbox etc is out ;) [/QUOTE]
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How would you re-envision Darksun with 4e?
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