Dark Sun One Shot

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Pdiddy
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Dark Sun One Shot

Post by Pdiddy »

I am prepping for a Dark Sun one shot game using C&C. I will post some of my conversion stuff and other game related stuff here for consumption by anyone that is interested.

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Post by Rigon »

Kick ass!

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Kick ass indeed.

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Goals

Post by Pdiddy »

My goals for this game are:

- To use C&C to run a Dark Sun game that is not a 100% conversion of Dark Sun but instead a "thematic" conversion.

- Run a high action, heroic game that still feels like Dark Sun

- Develop a fast and furious non-railroaded one-shot

- Test drive an couple of hacked subsystems and conversion interpretations

- Stress two themes:

1. Dark Sun is a harsh and gritty the world - not just because of the environment but also on the human level. It's really a dog-eat-dog while under the tyrants boot world.

2. Sacrifices have to be made for the greater good.

If it goes well, there may either be a repeat performance or a sequel.
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Psionics

Post by Pdiddy »

I am going to get this one out of the way early...

About Psionics...

I know a lot of people are going to disagree with me but I am scrapping psionics entirely. There are a few reasons why I am doing this:

1. I feel that psionics actually take away from the themes of Dark Sun, as they provide a safe alternative to the moral choices presented by wizardly magic which has destroyed the land, and also they lack the tie-in to "nature" aspect of the elemental clerics and the druids that are so important to the setting and deal with the result of wizardly magic.

I read this point of view somewhere else and agree with it completely.

2. I never understood why, in a world where magic is feared and misunderstood, a psionicist was common place.

3. Requiring every big bad guy to be a defiler / psionicist is redundant.

4. To see if it impacts the Dark Sun "feel"

5. Save me the effort!
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Races

Post by Pdiddy »

Dwarf - Dwarves have the following racial traits and abilities:

- Focus: While performing tasks that are directly related to his focus, a dwarf receives a +2 bonus to all siege checks.

- Resistant to Arcane Magic: By nature, dwarves are nonmagical and never use magical spells. They receive a +2 bonus to all saving throws against arcane magic.

- Resistant to Fear: Dwarves receive a +2 bonus to all saving throws against fear.

- Resistant to Poison: Dwarves receive a +2 bonus to all saving throws against poison.

- Attribute Modifiers: +2 Constitution, -2 Charisma
Elf - Elves have the following racial traits and abilities:

- Weapon Specialization: Elves are masterful warriors, naturally skilled in the use of their long bows and long swords. Elves gain a bonus of +1 to their attack rolls with these weapons, but only those of native tribal make and design. In order to qualify for this bonus, a weapon must be crafted by members of the elfs tribe-no others will do.

- Surprise: Elves gain a bonus to surprise opponents when in the wilderness or wastes of Athas. In desert or steppe encounters, when an elf or party of elves approaches a non-elven group, the opponents suffer a penalty of -4 to their surprise rolls. Mixed parties cannot gain this advantage.

- Swift: Individually, tribal elves are swift, sure, and self-reliant in the extreme. An elf is conditioned to run quickly over sandy and rocky terrain, sometimes for days at a time -an elf warrior can cross better than 50 miles per day.

- Enhanced Senses: +2 bonus to spotting and listening checks

- Far Vision: Elves can see twice as far as humans

- Attribute Modifiers: +2 Dexterity, -2 Constitution
Gnomes - Gnomes do not exist in Dark Sun
Half-Elf -

- Enhanced Senses: +1 bonus to spotting and listening checks

- Attribute Check Modification: can choose a secondary attribute (in addition to the 2 primes) for which they gain a +2 bonus for siege checks.

- Survival: Half-Elves have the Ranger's Survival Skill.

- Attribute Modifiers:+1 Dexterity, -1 Constitution
Half-Giant -

- Attribute Check Modification: Unlike other none-humans, Half-Giants are limited to only one prime attribute and one secondary attribute that gains a +2 bonus for all siege checks.

- Stature: Due to their size, Half-Giants can use two handed weapons with one hand but suffer a -1 AC penalty due to their large size. Also, armour, clothing, lodgings, food, etc costs double.

- Imitative: Pick one aspect of alignment that will remain fixed and randomly determine the other aspect each morning.

- Hearty: Double hit dice at 1st level but then progress normally.

- Attribute Modifiers: +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
Half-Orcs - do not exist in Dark Sun
Halfling - Halflings get all of the Racial Traits and Abilities as per the C&C rulebook but for very different reasons. Also, remember that they are cannibals.

- Outsider: Halflings suffer a -2 penalty to charisma siege checks when dealing with non-halflings.

- Attribute Modifiers: +2 Dexterity, - 2 Strength
Humans - as per C&C rulebook
Mul -

- Due to their strict and focused training, Muls only get 2 primes but due to their breeding they gain the Attribute Modifiers of +2 Strength, +1 Constitution, -1 Intelligence, -2 Charisma

- Resistant to Disease: +2 bonus to all saving throws against disease

- Tireless: +4 bonus to Constitution siege checks for physical actions that extend over a long period of time (running, swimming, etc)
Thri-kreen -

- Thri-kreen have no need of sleep and are immune to sleep spells.

- Thri-kreen never wear armour but have a natural armour class as per the C&C Monk +/- dex mod

- Magic items designed to be worn by human shaped beings, such as rings, girdles, armor, and cloaks, will not function for a

thri-kreen because he simply cannot put them on.

- Thri-Kreen do not suffer penalties for two weapon fighting but are limited to 2 weapons even though they have 4 arms - but they can use 2 two-handed weapons.

- If not using weapons they can make 4 attacks using their claws - each does 1d4 damage.

- They have the Monk's Deflect Missile ability but starting at level 1. Must make a Dex check and cannot attack.

- Attribute Modifiers: +2 Dexterity, +1 Wisdom, -1 Intelligence, -2 Charisma
Certain races will be restricted as to which classes they can have. I will be following the original Dark Sun box set for this. There will not be level limits however.
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Classes

Post by Pdiddy »

For classes I am trying to use C&C as much as possible and using the original Dark Sun box set for the new stuff.

All beginning characters begin with 2,700 XP.
Fighter - As C&C
Gladiator - (I think I stole this from someone's pdf but I can't remember who)

Prime Attribute: Strength

Alignment: Any

Hit Dice: d10

Weapons: Any Melee and Thrown

Armour: Breastplate, Leather, Padded, Ringmail, Studded Leather, Chain Shirt, any Shield

Abilities: Armour Optimization, Wrestling, Two-Weapon Fighting, Weapon Specialization

Level.......HD......BtH............XP

1............d10........0................0

2............d10......+1..........2,001

3............d10......+2..........4,001

4............d10......+3..........8,501

5............d10......+4........17,001

6............d10......+5........34,001

7............d10......+6........68,001

8............d10......+7......136,001

9............d10......+8......272,001

10..........d10......+9......500,001

11.......+4 HP....+10......750,001

12.......+4 HP....+11...1,000,001

etc...

Armour Optimization: As long as the Gladiator is wearing armour available to his class, his AC is improved by +1, at 5th level the AC bonus becomes +2, at 10th level +3.

Wrestling: gains a +2 bonus to hit when making an unarmed attack.

Two-Weapon Fighting: At 8th level, the Gladiator gains a +3 bonus for each weapon when using 2 weapons to attack. This partially offsets the penalties for fighting with 2 weapons. The weapons must be of a type typically used in the arena.

Weapon Specialization: As Fighter in C&C but it must be with a weapon typically used in the arena.
Ranger - As C&C.
Rogue - As C&C
Assassin - The role of the Assassin was filled by the Bard in Dark Sun but I think that the C&C Assassin fits in nicely and I have other plans for the Bard. Assassins are as per C&C.
Barbarians - There were no Barbarians in Dark Sun but once again I think that they fit in nicely. They are as per C&C. Beware the cannibal halfling barbarian!
Monks - Monks replace the Psionicist class. As mentioned in a previous post, psionics have been removed.
Wizard - There is not separate classes for Defilers and Preserves. I am going to port Microlite20 mechanics for wizards. Also note that as a "fluff" change, any references to an element (earth, air, etc) for spells are replaced with "Eldritch". For example, wizards do not have a fireball spell but instead an "Eldritch Ball" spell that is mechanically exactly the same but is not based on an element which is the clerics domain. Also, Wizards cannot summon Elementals.
Illusionists - Illusionists do not exist as a separate class. Their spells are rolled into the Wizards spell list.
Clerics - Clerics are as per C&C, however, they must pick an Elemental sphere and use the spell lists from Dark Sun and the spell descriptions from the 2E PHB.
Druids - Druids are as per C&C. However, they cannot summon Elementals, the lose the "Resist Elemental" class ability, and they must follow the Guarded Lands rules for Druids in Dark Sun. Beginning at 10th level, a druid must spend half of his time on his guarded lands.
Knights - Do not exist in Dark Sun.
Paladins - Do not exist in Dark Sun.
Templars - Are as per the Dark Sun campaign book. Their prime attribute is Charisma. A siege check is required for a Templar's class abilities where appropriate. A Templar's class abilities include:

Cast Cleric Spells (they use the cleric spell list from C&C but the spell table from the DS book), Command Undead, Command Slave, Enforce Law. See the Dark Sun campaign book for more info.
Bards - Bards in Dark Sun are very similar to Assassins. As such, the C&C Bard will be re-imaged as the Noble class.
Noble - As C&C Bard but replace the Bard's Legend Lore skill with a NOBLE LORE (Charisma) ability: This ability deals with the knowledge of bloodlines, noble families, laws, customs, local legends, traditions, coats of arms, noble titles, etiquette etc. The bards other abilities are no longer based on songs and stories for a Noble but instead are based on inspirational oratory. (I think I stole this from somewhere on this board)
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Defilers & Preservers

Post by Pdiddy »

The one thing you have to remember is that defilers and preservers aren't actually two classes of wizards. They do the exact same thing, it's just that the defilers fuel their spells by using the surrounding lifeforce, whereas the preservers use a quantity of their own lifeforce, and a smaller quantity of the lifeforce arround them. Consequently, the preservers are much less powerful because they're not willing to sacrifice the environment in the name of personal power.

Mechanically, clunky D&D never managed to do this one right. For this one shot, I am using a variation of the magic system from Microlite20.

Magic-users can cast arcane spells with a spell level equal or below 1/2 their class level, rounded up.

Casting a spell of any kind costs Hit Points. The hit point cost is the level of the spell being cast plus 1:

Spell Level... 0... 1... 2... 3... 4... 5... 6... 7... 8... 9

HP Cost........ 1....2....3....4....5....6....7....8....9...10

This loss cannot be healed normally but is recovered after 8 hours rest. There is no need to memorize spells in advance but it must be in their spellbook. Select one signature spell per spell level from 1st upward that they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use.

Instead of drawing HP from his or her own pool, a magic-user can choose to draw it from the lifeforce of the surrounding lands instead (Defiling). For each 1 HP of cost, a 5-ft radius of vegetation gets turned to ash by the power drain. Additional drains further extend the radius. Anyone caught in the radius must make a save or be stunned for 1 round. This does not include the mage.

This rule makes "defiler" magic overpowered. That's actually the point. Thematically, Dark Sun is very much about being able to be very powerful if you're willing to sacrifice the planet.

Still, consider the "in character" implications of defiling. Mechanically, defiler magic is overpowered, but some of the effects mean that there's gonna be hell to pay in the course of the story line. Defiling magic tends to anger folks, both among the good guys and bad guys, albeit for very different reasons. It also raises the issue of "does the end justifies the means?", where a preserver might decide to defile the land in order to achieve an objective. This is an issue that was raised fairly often in the Dark Sun novels, but was pretty much inexistent in the clunky AD&D mechanics.
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Post by Rigon »

Everything looks good, Pdiddy. Let us know how it plays out.

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Post by DangerDwarf »

Indeed. Looks very cool thus far.

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Post by Pdiddy »

Today I bought most of the terrain props for a bunch of the encounters including:

- The structures for the gladiator arena, ziggurat and Golden Tower of Tyr

- sand and boulders for desert encounters

- vegetation for an oasis

Still need a couple of things though...
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Post by anglefish »

tres cool.

If I could have seen in the future, I would have kept my Dark Sun set for CnC conversion.

As for Psionics, I'm going to agree and disagree on your various points, but I can't fault you for #5.
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Post by Rigon »

I'm about 90% finished with a complete conversion of psionics to C&C. I've been working on it for about a year or so. I just don't seem to be able to find the time to finish it.

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Post by Pdiddy »

I have rethought the Gladiator and instead made it a WWE version of the Knight.

CHA Prime, and rough equivalents of the knight's Inspire, Embolden, Demoralize and Dominance abilities usable so long as they are in an arena, armour optimization and a bonus to unarmed combat.

They will use the knights XP table.
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Post by slimykuotoan »

Hey Pdiddy, next time I'm in Calgary I'll give you a PM beforehand.
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Post by Pdiddy »

Any time SlimyK!
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Post by Pdiddy »

Here is the new take on the Gladiator:

Prime Attribute: Charisma

Alignment: Any

Hit Dice: d10

Weapons: Any Melee and Thrown

Armour: Any but to use their arena abilities they must have a max AC bonus from armour of +4 (not including shield) and they can use any Shield

Abilities: Martial Display, Gladiatorial Performance, Demoralize, Arena Dominance, Wrestling, Armour Optimization.

Level.......HD......BtH............XP

1............d10........0................0

2............d10......+1..........2,251

3............d10......+2..........4,501

4............d10......+3..........9,001

5............d10......+4........18,001

6............d10......+5........36,001

7............d10......+6........72,001

8............d10......+7......150,001

9............d10......+8......300,001

10..........d10......+9......600,001

11.......+4 HP....+10......725,001

12.......+4 HP....+11......900,001

etc...

Martial Display: A Gladiator can entertain the crowd and intimidate his opponents in an arena and gain an additional bonus equal to his CHA modifier to his attack role, damage role OR AC. This ability can be used once per day and lasts for a number of rounds equal to his level. This cannot be used in conjunction with Gladiator Performance or Demoralize.

Gladiator Performance: At 3rd level, a gladiator can inspire the arena crowd and gain a +2 to all saving throws for himself and his team as they respond to the cheers. This ability can be used once per day and lasts for a number of rounds equal to his level. This cannot be used in conjunction with Martial Display or Demoralize.

Demoralize: At 5th level, a gladiator can demoralize and cause fear and dread in arena opponents. Enemies of the gladiator suffer a -4 penalty the CHA checks. In addition, the affected foes must make a save vs fear (with the -4 penalty) or suffer a -1 penalty to hit.This cannot be used in conjunction with Gladiator Performance or Martial Display.

Arena Dominance: At 8th level, the Gladiator can use Martial Display, Gladiator Performance and Demoralize all at once for one round. This is in addition to their regular use individually.

Wrestling: A gladiator is a specialist at unarmed combat and gains a +2 bonus to all unarmed attacks (grappling, pummeling and overbearing).

Armour Optimization: When he reaches 3th level a gladiator learns to optimize his armour. Provided he is wearing armour, the gladiator gains an additional +1 AC bonus for every 3 levels (+1 at 3rd-5th, +2 at 6th-8th, +3 at 9th-11th, etc.)

Attract Followers: At 10th level, a gladiator attracts 2d8 followers who are 1st level gladiators that have come "to learn from the master".
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Post by Rigon »

Just an FYI to all you DS fans, I have 26 powers to convert to C&C to have my C&C Book of the Mind ready for review. This is a 2e psionics converted to fit with C&C. My base was the psionicist from the DS revised box's the Way of the Psionicist. Plus I put all of the psionic powers listed on pages 31 and 32 of that book.

I'll let you all know when it is finished (hopefully tonight) and you can send pms for it. Not sure how big it will be, it's already over 90 pages long.

Then my next project, an adaption of DS for C&C. I'll be looking at your stuff Pdiddy and Jackal's older stuff.

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Post by Rigon »

Finished.

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Post by Pdiddy »

Game is tomorrow night!

I will post how it went and hopefully pictures!
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Game Time!

Post by Pdiddy »

I ran the Dark Sun one shot last night. It was great fun! First some pictures and then a look at whether the game met my goals.

The opening scene was in the arena of course
http://1.bp.blogspot.com/_LfCfl6PL6Gg/S ... 091948.jpg

Later a fight in the desert...
http://3.bp.blogspot.com/_LfCfl6PL6Gg/S ... 092125.jpg

The final battle...
http://2.bp.blogspot.com/_LfCfl6PL6Gg/S ... 092152.jpg

My goals for this game were:

1. To use C&C to run a Dark Sun game that is not a 100% conversion of Dark Sun but instead a "thematic" conversion.

How did C&C do? Really well. I find C&C plays a lot like 2nd edition but faster and easier.

Some of the conversion mechanics included;

A. No psionics - this did not appear to be missed and it still felt like dark sun to everyone.

B. Using a variant of the Microlite20 magic system for wizards - this worked extremely well.

C. Custom Gladiator class based of C&C's Knight class worked well. The player really took to it during the arena combat. Also, the Fighter, Ranger and Gladiator all felt very different from each other.

The use of lots of props, art work and music really helped with the Dark Sun feel.

2. Run a high action, heroic game that still feels like Dark Sun

I am pretty lenient with the use of C&C's siege mechanic to do all sorts of crazy maneuvers and stunts so this lends itself to the characters feeling heroic. The grittiness of Dark Sun was communicated by stressing slavery, the tyrannical power of the sorcerer-kings and the harshness of the natural environment. Only one PC death as the wizard was blasted with a lightening bolt in the final encounter.

3. Develop a fast and furious non-railroaded one-shot

I had 5 encounters roughly sketched out. A lot of pre-planning went into making sure there would be at least one opportunity for each character to come to the forefront but, as they typically do, the players surprised me at every turn. The only encounter that went as I expected it to was the initial battle in the arena - tough for that one to get off the rails. From the second encounter on the players tried things that I did not expect.

What worked really well?

A. All the time and effort I put into making props, visuals and the soundtrack really enhanced the game.

B. The encounter design. Each of the 5 encounters was designed with a specific goal, a list of obstacles that needed to be overcome to reach the goal, and the "push" - the element that kept the players moving. Each of the 5 goals formed the backbone of the "story". However, the method to accomplish the goal was left entirely up the the players and there was enough wiggle room for how players accomplished prior goals to affect how later goals may be reached. The push for the overall story was a time limit on finding Mr. McGuffin. Each encounter also had a specific push. For example, an encounter in the desert was pushed by the need to find water.

What didn't work?

Mainly that in a format such as a one-shot, I need to do a better job moving the action along and framing the next scene. In my Northern Marches game this isn't a requirement as it is an exploration based sandbox game. the methodical exploration of every hex, passageway, nook and cranny is part of that game but in a more "story"-based one-shot it is more important to cut to the next scene to keep the tension and action ramped up. There was a brief part in the middle of the game where I started so see things flag a bit and had to really make a conscious effort to bring the intensity back up.
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Post by Rigon »

Pdiddy, glad to hear that your session played out nicely. I'm looking at doing a C&C adaptation for DS and will definiately look at some of the things you did.

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Re: Races

Post by old school gamer »

Thri-kreen -[/b]

- Thri-kreen have no need of sleep and are immune to sleep spells.

- Thri-kreen never wear armour but have a natural armour class as per the C&C Monk +/- dex mod

- Magic items designed to be worn by human shaped beings, such as rings, girdles, armor, and cloaks, will not function for a

thri-kreen because he simply cannot put them on.

- Thri-Kreen do not suffer penalties for two weapon fighting but are limited to 2 weapons even though they have 4 arms - but they can use 2 two-handed weapons.

- If not using weapons they can make 4 attacks using their claws - each does 1d4 damage.

- They have the Monk's Deflect Missile ability but starting at level 1. Must make a Dex check and cannot attack.

- Attribute Modifiers: +2 Dexterity, +1 Wisdom, -1 Intelligence, -2 Charisma
Certain races will be restricted as to which classes they can have. I will be following the original Dark Sun box set for this. There will not be level limits however.[/quote]

These guys seems kind of ovepowered to me.

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Post by Pdiddy »

They might be. In the only game we have had so far (another one scheduled in a couple of weeks) it didn't feel like it was over-powered. And it is definitely not as over-powered as the original version in the box set.
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Post by TheMetal1 »

Know this thread is a few months old, but did contact the folks over at Athlas about getting this conversion posted there, along with you adventure in PDF form? Might be cool to get some C&C stuff up there.

I do wonder if any of the stuff WOTC will put in their 4e version of the world will help flesh out your stuff as well. Thoughts?
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Post by Pdiddy »

Sorry, I failed to notice the last post.

RE athas.org - not really. With my version lacking psionics I don't really view it as a conversion but instead a variant interpretation.

RE 4E Dark Sun book - I am looking forward to reading it and seeing what WotC has done.
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