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<blockquote data-quote="hawkeyefan" data-source="post: 7166764" data-attributes="member: 6785785"><p>I think the 4E setting book is actually solid. Mostly because it returns the setting much more to the status when it was first launched. The only changes were to incorporate 4E mechanics and classes. I did not like 4E at all, but I still use that setting book as a source for my own Dark Sun material in 5E. </p><p></p><p></p><p></p><p>I think the best thing possible would be something a bit more significant than a sidebar. A timeline that describes each era and gives all the necessary fluff for that era, and then a page or two for each era that includes any game mechanics or changes needed. </p><p></p><p></p><p></p><p>This is a matter of semantics, but your assessment is a bit off, in my opinion. There was very little not allowed in the original 2E campaign setting. I think gnomes and half-orcs were the only races barred, replaced by Muls and Thri-kreen. The only class that was barred was the Paladin, which was replaced by the Gladiator. The default assumption of psionics also made the Psionicist class a standard class. Very few restrictions from a player standpoint. </p><p></p><p>Most of the rest of the differences were more thematic, and more in the hands of the DM than the players. There were not a ton of Dark Sun specific monsters at first, although that grew with time, but most standard monsters were still allowed. Humanoids such as Orcs and Gnolls were more limited. And there were changes to giants, and then the biggest change was that there was only one Dragon. </p><p></p><p>The 4E era probably goes out of its way to be even more inclusive of the standard D&D races and classes. So I think overall, the amount of chance necessary is overstated, especially to support the conclusion that Dark Sun is not a D&D game.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7166764, member: 6785785"] I think the 4E setting book is actually solid. Mostly because it returns the setting much more to the status when it was first launched. The only changes were to incorporate 4E mechanics and classes. I did not like 4E at all, but I still use that setting book as a source for my own Dark Sun material in 5E. I think the best thing possible would be something a bit more significant than a sidebar. A timeline that describes each era and gives all the necessary fluff for that era, and then a page or two for each era that includes any game mechanics or changes needed. This is a matter of semantics, but your assessment is a bit off, in my opinion. There was very little not allowed in the original 2E campaign setting. I think gnomes and half-orcs were the only races barred, replaced by Muls and Thri-kreen. The only class that was barred was the Paladin, which was replaced by the Gladiator. The default assumption of psionics also made the Psionicist class a standard class. Very few restrictions from a player standpoint. Most of the rest of the differences were more thematic, and more in the hands of the DM than the players. There were not a ton of Dark Sun specific monsters at first, although that grew with time, but most standard monsters were still allowed. Humanoids such as Orcs and Gnolls were more limited. And there were changes to giants, and then the biggest change was that there was only one Dragon. The 4E era probably goes out of its way to be even more inclusive of the standard D&D races and classes. So I think overall, the amount of chance necessary is overstated, especially to support the conclusion that Dark Sun is not a D&D game. [/QUOTE]
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