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<blockquote data-quote="Zardnaar" data-source="post: 7159408" data-attributes="member: 6716779"><p>Ding ding ding.</p><p></p><p> I don't mind Barbarians for example added to Athas, I don't think Sorcerers should be as Dragon and Wild magic doesn't fit and Warlocks do not fit either. Sure you could make Athasian specific pacts but arcane magic is rare/powerful on Athas and otherworld patrons for warlocks contradict the feel of Athas IMHO and should be excluded. Arcane energy comes from plant life on Athas simple.</p><p></p><p> Most additional arcane classes should be excluded with perhaps the exception of new wizard archetypes that may or may not draw on new power sources and even then PCs should discover those power sources not just decide to play one from level 1 (maybe in a follow up campaign).</p><p></p><p> Bards as arcane casters do not fit either for the same reasons and the original DS rewrote them to fit the setting. Rather than rewrite 20+ archetypes its easier just to exclude them for thematic reasons. Monks do not fit either as they do not really fit the flavour of the setting and mechanically its a way around the lack of metal. Darksun in particular is defined by its differences from the PHB, if you want to kitchen sink everything play Eberron.</p><p></p><p> What are the major themes of Darksun?</p><p></p><p></p><p>Harsh/Brutal-, environment society (slavery, death)</p><p>Hard to use magic (defiling, elemental clerics)</p><p>Psionics</p><p>No Gods</p><p>Extreme lack of metal.</p><p>Survival</p><p>Lack of knowledge/mysterious past. </p><p>Strnge races (Kreen, Half Giants, cannibal halflings etc)</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7159408, member: 6716779"] Ding ding ding. I don't mind Barbarians for example added to Athas, I don't think Sorcerers should be as Dragon and Wild magic doesn't fit and Warlocks do not fit either. Sure you could make Athasian specific pacts but arcane magic is rare/powerful on Athas and otherworld patrons for warlocks contradict the feel of Athas IMHO and should be excluded. Arcane energy comes from plant life on Athas simple. Most additional arcane classes should be excluded with perhaps the exception of new wizard archetypes that may or may not draw on new power sources and even then PCs should discover those power sources not just decide to play one from level 1 (maybe in a follow up campaign). Bards as arcane casters do not fit either for the same reasons and the original DS rewrote them to fit the setting. Rather than rewrite 20+ archetypes its easier just to exclude them for thematic reasons. Monks do not fit either as they do not really fit the flavour of the setting and mechanically its a way around the lack of metal. Darksun in particular is defined by its differences from the PHB, if you want to kitchen sink everything play Eberron. What are the major themes of Darksun? Harsh/Brutal-, environment society (slavery, death) Hard to use magic (defiling, elemental clerics) Psionics No Gods Extreme lack of metal. Survival Lack of knowledge/mysterious past. Strnge races (Kreen, Half Giants, cannibal halflings etc) [/QUOTE]
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