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« on: June 30, 2012, 10:55:13 PM »
Encouragement from me too!
My advice is don't overcook the goose when planning this one. Just think about the distinctive elements of Dark Sun and check the rules cover these.
My list would be:
- Cannibal Halflings, running Elves, Tri-kreen, Mul and Half Giants. Sounds like a few race moves for the classes would cover this. (But don't go to the trouble of making rules for the giants size.)
- Psionics. I think about 10 specific psionic abilities would do it with a random assignment. If you're a purist you might want the Psionic class as well.
- Variable quality weapons. So we could add a couple of tags, like maybe flimsy, wooden or stone that make cheap weapons suck a little more. Re-flavouring the armour types down would also solve the metal problem.
- Journey's without water. The journey rules cover rations which could be refocussed to water pretty well. But we need to make water much harder to get. This plus the weapons, suggests an adjusted equipment list.
- I wouldn't go overboard on the distinctive classes. Poisoning Bards: If we hack the Thief poisoning into Bard we'd have to hack up something new for the Thief so I wouldn't bother. A quick re-write of the flavour of Clerics or Paladins could get you Templars. Addition of something "Defile the surrounding land" to the 7-9 for Cast a Spell would cover Defilers and tempt Preservers. I'd call the Gladiator a type of Fighter and call that a day.
- Tougher characters: I'd leave this as the current rules should be fine.
What else?