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<blockquote data-quote="Obryn" data-source="post: 7166900" data-attributes="member: 11821"><p>This was, like, a week ago, but I think this sums it up perfectly.</p><p></p><p>Having seen numerous campaign conversions over the past decades, I honestly think 4e Dark Sun was probably the best-handled of them (and the 4e FR was probably the worst).</p><p></p><p>The 4e DSCS kept what was core to the setting, and was judicious about its deletions and additions. <em>And</em> it went back in time to - probably - the best period for adventuring, right after the death of Kalak but before the whole rest of the Prism Pentad metaplot. So you have one 'free' city, and the rest of the setting is exactly what you'd expect.</p><p></p><p>It removed Divine classes. It could do that because of how 4e worked, in general, with its class roles. Yes, Dark Sun 2e had clerics. No, they were not "divine" casters. Solution? An elemental shaman subclass. A good, workable change within the rules framework, while preserving Dark Sun flavor. </p><p></p><p>Gnomes were removed, again in keeping with the original setting. But it added Tieflings and Eladrin. Tieflings are easy enough; there's plenty of room for more desert raiders on the sands of Athas. Eladrin could have been fumbled badly, but instead they were Dark-sun-ized; the "Feywild" - The Land Within the Wind - is a shattered, broken realm with mere pockets here and there, which you can enter into purely on accident. And the Eladrin are wizard-hating, fiercely secretive psionic warriors. A pretty neat edition, IMO. Dragonborn? I kept them out of the game until the party met Dregoth and his Dray; then they were available.</p><p></p><p>I ended up even having a Warforged - in this case a sentient golem of bone and obsidian - and it worked better than I had feared. (By this level, the whole sustenance/privation business wasn't an issue anymore.)</p><p></p><p>No, it's not identical to the 2e setting. But it was a mindful conversion and update, which is what I think is fair to expect from setting re-releases.</p></blockquote><p></p>
[QUOTE="Obryn, post: 7166900, member: 11821"] This was, like, a week ago, but I think this sums it up perfectly. Having seen numerous campaign conversions over the past decades, I honestly think 4e Dark Sun was probably the best-handled of them (and the 4e FR was probably the worst). The 4e DSCS kept what was core to the setting, and was judicious about its deletions and additions. [I]And[/I] it went back in time to - probably - the best period for adventuring, right after the death of Kalak but before the whole rest of the Prism Pentad metaplot. So you have one 'free' city, and the rest of the setting is exactly what you'd expect. It removed Divine classes. It could do that because of how 4e worked, in general, with its class roles. Yes, Dark Sun 2e had clerics. No, they were not "divine" casters. Solution? An elemental shaman subclass. A good, workable change within the rules framework, while preserving Dark Sun flavor. Gnomes were removed, again in keeping with the original setting. But it added Tieflings and Eladrin. Tieflings are easy enough; there's plenty of room for more desert raiders on the sands of Athas. Eladrin could have been fumbled badly, but instead they were Dark-sun-ized; the "Feywild" - The Land Within the Wind - is a shattered, broken realm with mere pockets here and there, which you can enter into purely on accident. And the Eladrin are wizard-hating, fiercely secretive psionic warriors. A pretty neat edition, IMO. Dragonborn? I kept them out of the game until the party met Dregoth and his Dray; then they were available. I ended up even having a Warforged - in this case a sentient golem of bone and obsidian - and it worked better than I had feared. (By this level, the whole sustenance/privation business wasn't an issue anymore.) No, it's not identical to the 2e setting. But it was a mindful conversion and update, which is what I think is fair to expect from setting re-releases. [/QUOTE]
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