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12 months ago ::
Jun 26, 2012 - 8:04AM
#1
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Date Joined:
Feb 24, 2010
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With D&D Next around the corner anyone have thoughts on Dark Sun with the Next system? They mentioned Psionics but they also only mentioned Arcane and Divine magic. This being the case I wonder how much like 2nd edition the Next itteration of Dark Sun will be. There are some issues with 4th edition DS but over all I still loved most of it and wonder what will become of it when Next is released.
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12 months ago ::
Jul 01, 2012 - 4:27AM
#2
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Date Joined:
Mar 26, 2008
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I plan on starting a Dark Sun campaign the second we get Character Creation rules for D&D Next and 4 non-arcane casting classes (So Fighter, Cleric, Rogue PLUS one other such as Ranger/Sorcerer).
I'd be happy to post my conversions, although some things will be different. For example in my vision of Dark Sun, gith are well reknown for being dirty sand-scrubbers who just have a terrible stench about them.
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11 months ago ::
Jul 11, 2012 - 6:18AM
#3
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Around the corner? It will be at least a year, if not longer, before Next is released. It will take another 6 months, minimum, but more likely a full year before the psionics "module" is released. So, if psionics is important in your vision of Dark Sun, you're looking at another two years before you have the rules to let you run a Next campaign in Dark Sun. As for the Next version of Dark Sun, assuming it is even going to be released, I reckon you're looking at about a year after the psionics rules because they will want to get them working properly before the flagship psionic campaign setting is released. On a more positive note, just think about how much good gaming there is left in the 4E version of Dark Sun over the next three years before the Next version is released.
Cheers Imruphel aka Scrivener of Doom
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11 months ago ::
Jul 14, 2012 - 1:03PM
#4
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Date Joined:
Sep 20, 2004
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They have said that psionic wild talents will be part of the Next system from release. Psionic classes, however, we will have to wait for. Still, that means that running a Dark Sun game using Next will be possible from the get go; full on psions will just have to be relegated to the realm of NPCs until those rules are released. All in all, Next seems to be a lot more like 2e than 4e was. So, it might be even easier to run a Dark Sun that stays very true to its roots using Next. Hell, bounded accuracy and a fixed wealth system that does not inflate with tiers should make running Dark Sun far easier.
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11 months ago ::
Jul 14, 2012 - 2:21PM
#5
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Date Joined:
May 24, 2012
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They have said that psionic wild talents will be part of the Next system from release. Psionic classes, however, we will have to wait for. Still, that means that running a Dark Sun game using Next will be possible from the get go; full on psions will just have to be relegated to the realm of NPCs until those rules are released.
All in all, Next seems to be a lot more like 2e than 4e was. So, it might be even easier to run a Dark Sun that stays very true to its roots using Next. Hell, bounded accuracy and a fixed wealth system that does not inflate with tiers should make running Dark Sun far easier.
I suppose I can deal with havin to wait on psions and whatnot. Plus, there's always community support, just like Athas.org made a fan conversion for 4e Dark Sun well before the official one came out (and the conversion is quite good!) But, if they do a Modern module, I hope they have full fledged psions by then. I might want to run an "Agents of Psi" game
Disgruntled ghost of the Knights of W.T.F. (Keep D&D alive, end the edition wars!)
"And if you gaze for long into an abyss, the abyss gazes also into you." - Friedrich Nietzsche
Disclaimer: Most of my posts are based on opinions (and are sometimes humorous, other times inspirational)
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11 months ago ::
Jul 22, 2012 - 3:53AM
#6
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Date Joined:
Mar 26, 2008
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I'm happy to simply play down on the psionic abilities. I've homebrewed a thri-kreen race (balanced against the dwarf as that's the race we know the most about) and it's got psionics built into the race. Thri-Kreen Stats+1 Dexterity: Due to their insectoid nature, thri-kreen are quite agile. Speed: Thri-Kreen have a 30 foot base speed. Hunters: Thri-Kreen have advantage on tracking and foraging checks. Hive Mind: Thri-Kreen have a greater psionic connection then other races. By spending a week in close proximity to other creatures it can establish a connection that allows the group to communicate with each other telepathically when within a range of 100 feet of the thri-kreen. The other creatures have to be willing to accept this psionic connection for it to work. Low-Light Vision: If there is no light within 30 feet of a thri-kreen, they treat shadows in that radius as normal light, and they treat darkness in that radius as shadows. Insect Biology: Thri-kreen can survive on 1 pint of water a day. This cannot be lessened by being in the shade during the day. Furthermore thri-kreen are incapable of sleep. Favoured Class: Thri-Kreen replace Ranger hit die with a d12 instead of a d10. Languages: Thri-kreen begin play speaking Nrizkt and either Allundean, Sirihish or Bendune. -- NOTES: Allundean is the language of elves. Bendune is the language of tribal humans while sirihish is the language of city-bound humans. In those stats it clearly states other races do have psionic abilities, it says that thri-kreen simply get more abilities. I'm fine with saying to my players "minor psionic abilities are an everday part of life. However we don't have rules for those so we won't be focusing on that aspect of the game." I'm also happy to look into 4th ed's psionic abilities and do a straight convert on some of the non-combat powers.
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11 months ago ::
Jul 23, 2012 - 9:38PM
#7
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Date Joined:
May 24, 2012
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I'm happy to simply play down on the psionic abilities. I've homebrewed a thri-kreen race (balanced against the dwarf as that's the race we know the most about) and it's got psionics built into the race.
Thri-Kreen Stats
+1 Dexterity: Due to their insectoid nature, thri-kreen are quite agile. Speed: Thri-Kreen have a 30 foot base speed. Hunters: Thri-Kreen have advantage on tracking and foraging checks. Hive Mind: Thri-Kreen have a greater psionic connection then other races. By spending a week in close proximity to other creatures it can establish a connection that allows the group to communicate with each other telepathically when within a range of 100 feet of the thri-kreen. The other creatures have to be willing to accept this psionic connection for it to work. Low-Light Vision: If there is no light within 30 feet of a thri-kreen, they treat shadows in that radius as normal light, and they treat darkness in that radius as shadows. Insect Biology: Thri-kreen can survive on 1 pint of water a day. This cannot be lessened by being in the shade during the day. Furthermore thri-kreen are incapable of sleep. Favoured Class: Thri-Kreen replace Ranger hit die with a d12 instead of a d10. Languages: Thri-kreen begin play speaking Nrizkt and either Allundean, Sirihish or Bendune. -- NOTES: Allundean is the language of elves. Bendune is the language of tribal humans while sirihish is the language of city-bound humans.
In those stats it clearly states other races do have psionic abilities, it says that thri-kreen simply get more abilities. I'm fine with saying to my players "minor psionic abilities are an everday part of life. However we don't have rules for those so we won't be focusing on that aspect of the game."
I'm also happy to look into 4th ed's psionic abilities and do a straight convert on some of the non-combat powers.
This is great! I love it!
Disgruntled ghost of the Knights of W.T.F. (Keep D&D alive, end the edition wars!)
"And if you gaze for long into an abyss, the abyss gazes also into you." - Friedrich Nietzsche
Disclaimer: Most of my posts are based on opinions (and are sometimes humorous, other times inspirational)
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