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Tell me about your experiences playing Dark Sun
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 8098330" data-attributes="member: 1165"><p>I didn't get to play it a lot. I got to run it quite a bit, though.</p><p></p><p>I only briefly ran 2e Dark Sun. Great setting but based on 2e rules. Not balanced. I routinely converted 2e adventures into 4e, since many of those adventures had cool themes. Also, more balanceable.</p><p></p><p>I liked the 4e version, except the Character Builder made it nearly impossible to keep stuff that didn't fit out of the game. I had to reflavor a paladin, because someone really wanted to play one. (4e templars didn't suit their previous flavor. Making them warlocks was pretty inspired, IMO, and making them secondary leaders suited them too, but they became too magical and not warlord-ish enough, IMO.)</p><p></p><p>Stuff like half-giants and thri-kreen needed balancing. They got that in 3e and 4e. Unfortunately half-giants lost their unique flavor. Eventually so did pterrans and some of the other more obscure playable races. Halflings didn't lose their flavor though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>For the non-metal weapons, I recall that players would rather gain bonuses than take penalties. So instead of inflicting penalties, a metal weapon is effectively a +1 weapon. I also wasn't going to deal with broken weapons, since the game didn't have hero points, action points, fate points, etc that could be used as a metacurrency to compensate a PC for a broken weapon.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 8098330, member: 1165"] I didn't get to play it a lot. I got to run it quite a bit, though. I only briefly ran 2e Dark Sun. Great setting but based on 2e rules. Not balanced. I routinely converted 2e adventures into 4e, since many of those adventures had cool themes. Also, more balanceable. I liked the 4e version, except the Character Builder made it nearly impossible to keep stuff that didn't fit out of the game. I had to reflavor a paladin, because someone really wanted to play one. (4e templars didn't suit their previous flavor. Making them warlocks was pretty inspired, IMO, and making them secondary leaders suited them too, but they became too magical and not warlord-ish enough, IMO.) Stuff like half-giants and thri-kreen needed balancing. They got that in 3e and 4e. Unfortunately half-giants lost their unique flavor. Eventually so did pterrans and some of the other more obscure playable races. Halflings didn't lose their flavor though :D For the non-metal weapons, I recall that players would rather gain bonuses than take penalties. So instead of inflicting penalties, a metal weapon is effectively a +1 weapon. I also wasn't going to deal with broken weapons, since the game didn't have hero points, action points, fate points, etc that could be used as a metacurrency to compensate a PC for a broken weapon. [/QUOTE]
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