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<blockquote data-quote="touc" data-source="post: 7936232" data-attributes="member: 19270"><p>I'm considering the following changes to the rules in an impending Dark Sun (apocalyptical desert world) campaign using a homebrew conversion. Wondering if anyone has already done any of this and seen success, failure, or something in between.</p><p></p><p><strong>Feats:</strong> Prohibited - <em>Sharpshooter, Great Weapon Master</em>, & Racial Feats (<em>Xanathar’s Guide</em>). Errata: <em>Lucky </em>applies after you pick the die for advantage or disadvantage, not before. <em>I've seen significant criticism of the first two feats, though no one in 5 years of play has ever taken them in my groups. Dark Sun doesn't fit the traditional racial feats, so I'm removing them for flavor, not game design, and Lucky comes from the Crawford RAI replies. </em></p><p></p><p><strong>Hit Points: </strong>rolled after 1st level. You may reroll once but must accept the 2nd roll, even if lower. <em>HP rolling can affect how you design and play your character.</em></p><p></p><p><strong>Healing:</strong> <em>slow natural healing</em> variant from DMG. Instead of regaining all HP at end of a long rest, you spend Hit Dice. <em>With a grittier setting, wanted grittier healing, which I hope will lead to more creative ideas when approaching a situation. I fear D&D's design may encourage players to simply assume "kill everything" is the way to go, whereas AD&D, which had substantial penalties for dying and numerous creatures and spells with "instant kill" features, would lead players away from "kill everything" mentalities and towards innovative solutions to avoid battle, when possible.</em></p><p></p><p><strong>Critical Hits: </strong>maximum damage on the base weapon dice. <em>One of the most popular homebrews out there.</em></p><p></p><p><strong>Tougher Resurrection: </strong>the [edit] Mercer homebrew or the AD&D table for resurrection survival % chance. <em>Coming back from the dead should be a huge deal, and no guarantee. Colville's homebrew was a check that could be influenced by other players to convince the spirit to return.</em></p><p></p><p><strong>Reach AoO: </strong>as in 3rd edition, if a creature without Reach enters the threat zone of a creature with Reach (10'+), it can take an AoO. <em>Designed for recognizing how tough it can be to get past reach and close ranks</em>.</p><p></p><p><strong>Survival rules: </strong>starvation loophole closed and increasing food for medium creature to 2lbs (on Earth, a normal adult needs 3-5 lbs of food to survive, not 1).</p><p></p><p><strong>Encumbrance: </strong>slot encumbrance sheets (using variant rule under Strength). <em>A visual homebrew system where equipment has to fit somewhere, a pic of the body with slots for what fits in your hands, your back, etc. that matches the STR rules. You may say you've got a 10' pole, a grand piano, and 10,000 coins, but where on your body are these going to fit? So far, players love it (a player did our graphic sheet for equipment) as yeah, it makes sense and doesn't involve heavy math.</em></p><p></p><p><strong>Spells:</strong> Dark Sun is a survival world, so in the default homebrew rules spells like <em>Goodberry </em>are banned (not sure they have mistletoe anyways) and others heavily modified. Otherwise, if it were that easy, everyone would be doing it. Above and beyond that:</p><ul> <li data-xf-list-type="ul"><strong>Banned: </strong><em>Healing Spirit </em>(<em>Xanathar’s Guide</em>). <em>We tried this spell. It's absurd how much it can heal, especially if boosted to a higher slot, relative to any other healing. Off the top of my head I'm not sure I've seen a more unbalanced spell.</em></li> <li data-xf-list-type="ul"><strong>Altered: </strong>Conjure spells may only create 1 or 2 creatures, not 4 or 8. <em> Too many creatures to track; simply a way to speed up gameplay.</em></li> <li data-xf-list-type="ul"><strong>Altered:</strong> <em>Stoneskin </em>requires no concentration. <em>No one takes it. Given the non-refundable cost, Concentration seemed too high a price atop it all.</em></li> </ul></blockquote><p></p>
[QUOTE="touc, post: 7936232, member: 19270"] I'm considering the following changes to the rules in an impending Dark Sun (apocalyptical desert world) campaign using a homebrew conversion. Wondering if anyone has already done any of this and seen success, failure, or something in between. [B]Feats:[/B] Prohibited - [I]Sharpshooter, Great Weapon Master[/I], & Racial Feats ([I]Xanathar’s Guide[/I]). Errata: [I]Lucky [/I]applies after you pick the die for advantage or disadvantage, not before. [I]I've seen significant criticism of the first two feats, though no one in 5 years of play has ever taken them in my groups. Dark Sun doesn't fit the traditional racial feats, so I'm removing them for flavor, not game design, and Lucky comes from the Crawford RAI replies. [/I] [B]Hit Points: [/B]rolled after 1st level. You may reroll once but must accept the 2nd roll, even if lower. [I]HP rolling can affect how you design and play your character.[/I] [B]Healing:[/B] [I]slow natural healing[/I] variant from DMG. Instead of regaining all HP at end of a long rest, you spend Hit Dice. [I]With a grittier setting, wanted grittier healing, which I hope will lead to more creative ideas when approaching a situation. I fear D&D's design may encourage players to simply assume "kill everything" is the way to go, whereas AD&D, which had substantial penalties for dying and numerous creatures and spells with "instant kill" features, would lead players away from "kill everything" mentalities and towards innovative solutions to avoid battle, when possible.[/I] [B]Critical Hits: [/B]maximum damage on the base weapon dice. [I]One of the most popular homebrews out there.[/I] [B]Tougher Resurrection: [/B]the [edit] Mercer homebrew or the AD&D table for resurrection survival % chance. [I]Coming back from the dead should be a huge deal, and no guarantee. Colville's homebrew was a check that could be influenced by other players to convince the spirit to return.[/I] [B]Reach AoO: [/B]as in 3rd edition, if a creature without Reach enters the threat zone of a creature with Reach (10'+), it can take an AoO. [I]Designed for recognizing how tough it can be to get past reach and close ranks[/I]. [B]Survival rules: [/B]starvation loophole closed and increasing food for medium creature to 2lbs (on Earth, a normal adult needs 3-5 lbs of food to survive, not 1). [B]Encumbrance: [/B]slot encumbrance sheets (using variant rule under Strength). [I]A visual homebrew system where equipment has to fit somewhere, a pic of the body with slots for what fits in your hands, your back, etc. that matches the STR rules. You may say you've got a 10' pole, a grand piano, and 10,000 coins, but where on your body are these going to fit? So far, players love it (a player did our graphic sheet for equipment) as yeah, it makes sense and doesn't involve heavy math.[/I] [B]Spells:[/B] Dark Sun is a survival world, so in the default homebrew rules spells like [I]Goodberry [/I]are banned (not sure they have mistletoe anyways) and others heavily modified. Otherwise, if it were that easy, everyone would be doing it. Above and beyond that: [LIST] [*][B]Banned: [/B][I]Healing Spirit [/I]([I]Xanathar’s Guide[/I]). [I]We tried this spell. It's absurd how much it can heal, especially if boosted to a higher slot, relative to any other healing. Off the top of my head I'm not sure I've seen a more unbalanced spell.[/I] [*][B]Altered: [/B]Conjure spells may only create 1 or 2 creatures, not 4 or 8. [I] Too many creatures to track; simply a way to speed up gameplay.[/I] [*][B]Altered:[/B] [I]Stoneskin [/I]requires no concentration. [I]No one takes it. Given the non-refundable cost, Concentration seemed too high a price atop it all.[/I] [/LIST] [/QUOTE]
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