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*Dungeons & Dragons
Simple Rules for a Dark Sun Game
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<blockquote data-quote="Stormonu" data-source="post: 9721977" data-attributes="member: 52734"><p>I think I'd only offer one of the three stat increases - +2 Str, +2 Dex*, +2 Con per character. Though +2 Dex seems iffy, I'd be more inclined to offer +2 Wis (Being wise enough, or having the willpower to stay alive).</p><p></p><p>Since this is a one-shot, the long term Defiling effects need to either be dropped or made more immediate. Perhaps after Defiling 3, 5 or more times you gain a level of exhaustion from the constant drain. There needs to be a noticeable downside/repercussion to Defiling within the span of the one-shot, otherwise it becomes a no-brainer to Defile all the time.</p><p></p><p>I'd go with a slightly simpler material list:</p><p>---------------------------------------------</p><p>Cloth (common): Armor weakens on a Nat 17-20</p><p>Bone/Chitin (common): Weapon weakens on a Nat 1-3; Armor weakens on Nat 18-20</p><p>Stone (common): Weapon weakens on a Nat 1-2; Armor weakens on Nat 19-20 (double weight)</p><p>Obsidian (uncommon): weakens on a Nat 1-3, +1 damage; piercing/slashing only</p><p>Wood (rare): weakens on a Nat 1-2; Armor weakens on a Nat </p><p>Bronze (very rare): weakens on a Nat 1; Armor weakens on a Nat 20</p><p>Iron (legendary): no break chance, increase weapon damage by 1 die size; Armor no weaken chance, +1 AC</p><p></p><p>Weaken: On weapons, reduce the damage die by 1 die size (1d12/2d6 --> 1d10 --> 1d8 --> 1d6 --> 1d4 --> 1d3 --> broken)</p><p>Weaken: On armor, reduce the protection by 1. When it reaches +0, the armor is destroyed.</p><p>A weakened weapon or armor can be repaired one die grade or point of AC during a Short Rest.</p><p>--------------------------------------------------</p><p></p><p>On Halflings, I'd give them something other than a bite attack. Perhaps automatic skill with Survival and/or Telepathy 60 ft. (to represent their psionic abilities). To represent psionic aptitude, perhaps give Halflings the Magic Initiate feat for free.</p><p></p><p>For a one-shot, I don't think I'd ban classes, but it needs to be made clear they will need to have a Dark Sun flavor (Paladins are champions of the people, elements or the Sorcerer Kings; Clerics are the will of the Elements; Rangers are wilderness survival experts; Monks are devoted to the discovery and augmentation of self and quasi-psionic in nature).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9721977, member: 52734"] I think I'd only offer one of the three stat increases - +2 Str, +2 Dex*, +2 Con per character. Though +2 Dex seems iffy, I'd be more inclined to offer +2 Wis (Being wise enough, or having the willpower to stay alive). Since this is a one-shot, the long term Defiling effects need to either be dropped or made more immediate. Perhaps after Defiling 3, 5 or more times you gain a level of exhaustion from the constant drain. There needs to be a noticeable downside/repercussion to Defiling within the span of the one-shot, otherwise it becomes a no-brainer to Defile all the time. I'd go with a slightly simpler material list: --------------------------------------------- Cloth (common): Armor weakens on a Nat 17-20 Bone/Chitin (common): Weapon weakens on a Nat 1-3; Armor weakens on Nat 18-20 Stone (common): Weapon weakens on a Nat 1-2; Armor weakens on Nat 19-20 (double weight) Obsidian (uncommon): weakens on a Nat 1-3, +1 damage; piercing/slashing only Wood (rare): weakens on a Nat 1-2; Armor weakens on a Nat Bronze (very rare): weakens on a Nat 1; Armor weakens on a Nat 20 Iron (legendary): no break chance, increase weapon damage by 1 die size; Armor no weaken chance, +1 AC Weaken: On weapons, reduce the damage die by 1 die size (1d12/2d6 --> 1d10 --> 1d8 --> 1d6 --> 1d4 --> 1d3 --> broken) Weaken: On armor, reduce the protection by 1. When it reaches +0, the armor is destroyed. A weakened weapon or armor can be repaired one die grade or point of AC during a Short Rest. -------------------------------------------------- On Halflings, I'd give them something other than a bite attack. Perhaps automatic skill with Survival and/or Telepathy 60 ft. (to represent their psionic abilities). To represent psionic aptitude, perhaps give Halflings the Magic Initiate feat for free. For a one-shot, I don't think I'd ban classes, but it needs to be made clear they will need to have a Dark Sun flavor (Paladins are champions of the people, elements or the Sorcerer Kings; Clerics are the will of the Elements; Rangers are wilderness survival experts; Monks are devoted to the discovery and augmentation of self and quasi-psionic in nature). [/QUOTE]
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