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General Tabletop Discussion
*Dungeons & Dragons
What do you need for Dark Sun that is already out there?
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<blockquote data-quote="overgeeked" data-source="post: 8825819" data-attributes="member: 86653"><p>It's easier to go the other way. We're only missing a few things. Full psychic class, wild talents, a few races (muls, half-giants, dwarfs, and elves), how templars work, weapon breakage, and defiling. Everything else is already there. I have run Dark Sun games in 5E. The biggest sticking point is the full psychic class.</p><p></p><p>And most of those have a close enough already.</p><p></p><p>Psychic Class. There are 3PP for that, or homebrew something.</p><p></p><p>Wild Talents. Give everyone a free feat at 1st level and have the player describe that as a psychic power.</p><p></p><p>Races. Muls can use the stats for orcs from MotM. Half-Giants are goliaths. Dwarfs and elves are mostly cultural differences, unless you want to be strict about 2E mechanical conversion.</p><p></p><p>Templars. A lot of people want them to be warlocks, but I see them as clerics and paladins. Order Domain works perfectly for a templar. So does Oath of Conquest.</p><p></p><p>Weapon Breakage. Natural 1 any non-metal weapons break. Or you can do something like an opt-in break, so the player can re-roll and their weapon breaks after the re-roll. No one will opt-in to that. They never do.</p><p></p><p>Defiling. Keep the ranges from 2E, add in a line for cantrips at 1/2 the range for 1st-level spells. Then decide what the benefit is. Some options are advantage on attacks, disadvantage on saves, free upcasting, etc.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8825819, member: 86653"] It's easier to go the other way. We're only missing a few things. Full psychic class, wild talents, a few races (muls, half-giants, dwarfs, and elves), how templars work, weapon breakage, and defiling. Everything else is already there. I have run Dark Sun games in 5E. The biggest sticking point is the full psychic class. And most of those have a close enough already. Psychic Class. There are 3PP for that, or homebrew something. Wild Talents. Give everyone a free feat at 1st level and have the player describe that as a psychic power. Races. Muls can use the stats for orcs from MotM. Half-Giants are goliaths. Dwarfs and elves are mostly cultural differences, unless you want to be strict about 2E mechanical conversion. Templars. A lot of people want them to be warlocks, but I see them as clerics and paladins. Order Domain works perfectly for a templar. So does Oath of Conquest. Weapon Breakage. Natural 1 any non-metal weapons break. Or you can do something like an opt-in break, so the player can re-roll and their weapon breaks after the re-roll. No one will opt-in to that. They never do. Defiling. Keep the ranges from 2E, add in a line for cantrips at 1/2 the range for 1st-level spells. Then decide what the benefit is. Some options are advantage on attacks, disadvantage on saves, free upcasting, etc. [/QUOTE]
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Community
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What do you need for Dark Sun that is already out there?
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