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Simple Rules for a Dark Sun Game
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<blockquote data-quote="ECMO3" data-source="post: 9744664" data-attributes="member: 7030563"><p>I am in a Darksun campaign right now. I think these rules work, we have a couple different ones. FWIW here are some of ours:</p><p>Sorcerers and Warlocks are NPC only</p><p>No Paladins at all</p><p>Most classes have limited subclasses available, including some homebrew subclasses</p><p></p><p></p><p>Halflings in our game do not have Hafliling Lucky, but they do have Halfling nimbleness and also get Fury of the Small from the 5E Goblin in Volos.</p><p></p><p>Heavy Armor is available as shells, but I don't think there is a Plate equivalent</p><p></p><p>Same rules on breaking bone and obsidian weapons. All metal weapons are extremely rare.</p><p></p><p>We allow normal spell casting and have defiling (below). The general populace does not like casters. Wizards and Bards have expertise in slight of hand and can conceal their casting with a successful check. </p><p></p><p>As an option casters can choose to defile which kills plant life (if there is plant life in the area). Defiling uses the metamagic rules but it is quite a bit more powerful in play as you don't have a limit on the number of uses, only that you can apply a maximum of half your level to a single spell (so a 6th level caster could do a metamagic costing up to 3 sorcery points).</p><p></p><p>The first time you defile you gain a defiler aura which never goes away and from here on you track permanent defiler aura level and current defiler points. Your defiler aura starts as 0 and your current defiler points increase every time you defile by however many sorcery points the metamagic costs. Both the aura and the points have downsides. As current points increase you have cumulative penalties. This starts with -2 penalty to Charisma and Wisdom checks (1 defiler point), -2 Constitution and make a con save or get 1 level of exhaustion when you roll initiative (11 defiler points), -4 penalty to CHA and Wisdom checks (21 defiler points), -4 Constitution (31 defiler points), transform to a zombie under DM control (41 defiler points).</p><p></p><p>You can purge all your defiler points with a long rest but this increases your permanent Defiler aura by half the amount of the points you purge. Your defiler aura is applied as a straight penalty to any save you make against a Preserver or a Druid spell or ability or some other preserver-oriented monsters. So purge 20 defiler points and you have a -10 on any save against preservers, Druids or similar.</p><p></p><p>We also have unique rules for water, long rests in the wasteland reduce exhaustion but do not give any other benifits (no spell slots, hit dice, LR recharge abilities etc).</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9744664, member: 7030563"] I am in a Darksun campaign right now. I think these rules work, we have a couple different ones. FWIW here are some of ours: Sorcerers and Warlocks are NPC only No Paladins at all Most classes have limited subclasses available, including some homebrew subclasses Halflings in our game do not have Hafliling Lucky, but they do have Halfling nimbleness and also get Fury of the Small from the 5E Goblin in Volos. Heavy Armor is available as shells, but I don't think there is a Plate equivalent Same rules on breaking bone and obsidian weapons. All metal weapons are extremely rare. We allow normal spell casting and have defiling (below). The general populace does not like casters. Wizards and Bards have expertise in slight of hand and can conceal their casting with a successful check. As an option casters can choose to defile which kills plant life (if there is plant life in the area). Defiling uses the metamagic rules but it is quite a bit more powerful in play as you don't have a limit on the number of uses, only that you can apply a maximum of half your level to a single spell (so a 6th level caster could do a metamagic costing up to 3 sorcery points). The first time you defile you gain a defiler aura which never goes away and from here on you track permanent defiler aura level and current defiler points. Your defiler aura starts as 0 and your current defiler points increase every time you defile by however many sorcery points the metamagic costs. Both the aura and the points have downsides. As current points increase you have cumulative penalties. This starts with -2 penalty to Charisma and Wisdom checks (1 defiler point), -2 Constitution and make a con save or get 1 level of exhaustion when you roll initiative (11 defiler points), -4 penalty to CHA and Wisdom checks (21 defiler points), -4 Constitution (31 defiler points), transform to a zombie under DM control (41 defiler points). You can purge all your defiler points with a long rest but this increases your permanent Defiler aura by half the amount of the points you purge. Your defiler aura is applied as a straight penalty to any save you make against a Preserver or a Druid spell or ability or some other preserver-oriented monsters. So purge 20 defiler points and you have a -10 on any save against preservers, Druids or similar. We also have unique rules for water, long rests in the wasteland reduce exhaustion but do not give any other benifits (no spell slots, hit dice, LR recharge abilities etc). [/QUOTE]
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