D&D Next: Races

Post/Author/DateTimePost
#1

JohnLynch

Aug 15, 2012 8:09:42
Here are my take on "subraces" that exemplify the classical Dark Sun take on each race.


Athasian Dwarven Stats


+1 Constitution: Dwarves are stout and sturdy.
Speed: Dwarves do not suffer a speed penalty for being encumbered or wearing heavy armour. Dwarves have a base speed of 25 feet.
Dwarven Resilience
Dwarven Toughness
Low-Light Vision
Dwarven Focus: Due to their focused nature, dwarves select 1 weapon and their damage dice increases by 1 step for that weapon.  In addition they gain training in one profession and can use this to make enough ‘sid to live an appropriate lifestyle for their profession. See the skills section for further details.
Languages: Dwarven and Common


Desert Elven Stats


+1 Dexterity: Elves are nimble.
Low-Light Vision
Fast: Elves have a base speed of 35 feet.
Keen Senses
Elven Weapon Training
Distrustful: Naturally distrusting of outsiders, elves are immune to charm effects and have others have disadvantage when attempting to persuade, lie or intimidate an elf.
Child of the Sands: Elves can attempt to hide in any desert terrain using nothing but their clothing to blend into the sand dunes.
Languages: Elves begin play speaking Elven and Common.


Ridge Forest Halfling Stats


+1 Dexterity: Halflings are quite nimble.
Speed: Halflings have a base speed of 25 feet.
Halfling Weapon Training: When a Halfling attacks with a blowgun, carrikal or a datachi club they are proficient with, increase the damage die by 1 level. They are 1d4, 1d6, 1d8, 1d10, 1d12, 2d6.
Eat Anything: Halflings are able to find sustenance from even the stringiest parts of dead creatures. A Halfling can eat the leftovers of a creature after it’s been skinned and get enough meat for 1 day and two quarts worth of water. A Halfling can also eat uncooked meat without ill effect.
Halfling Nimbleness
Naturally Stealthy
Languages: Halflings begin play speaking Halfling and Common.


--


Where I haven't detailed an ability it's the same as in the playtest (Humans are identical to those from the playtest).


What do people think thus far? Are the abilities I've swapped out for "Dark Sun" ones largely balanced overall? Once I get feedback on these I'll work up stats for gith, half-giants and muls.

#2

OneWeirdCat

Aug 15, 2012 21:30:20
Not knowing a darn thing about any of the mechanics behind Next, and I am kinda peeved but must bow to inevitable next edition cuz this is business, but I think they look good.  Don't forget the Half-Elfs and Thri-Kreen, Dragonborn and I do like Genasi there too.  Eladrin and Tiefling, well, I have accepted them for the 4E edition, as the controversial 3rd edition pushed Maenads and Wild something or others on us.

Thanks for your hard work! 
#3

DoctorNecrotic

Aug 16, 2012 23:17:39
Thanks again!  I need to compile your other work to run the playtest in Dark Sun!  You sir are a god (even though they don't really exist in Athas) among men!  I would happily become a cleric of thee!  (Also, I'd rather the 4e add-in races be left in a general supplement... and left out of Dark Sun )
#4

JohnLynch

Aug 17, 2012 0:16:02
Don't forget the Half-Elfs and Thri-Kreen

I haven't I've got rules for thri-kreen, but I'm waiting on half-elves until WotC releases official rules for them.

Dragonborn and I do like Genasi there too.  Eladrin and Tiefling, well, I have accepted them for the 4E edition, as the controversial 3rd edition pushed Maenads and Wild something or others on us.

I won't be releasing rules for Dragonborn, Eladrin or Tiefling as I have no interest on them being in Dark Sun (also WotC will release official rules for these anyway). I may release rules for "plane-touched humans" but I'm not sure what format they'll take at this stage.

I'm hoping for WotC to release rules on "Element Specific Casters" (so a caster who specialises in Fire Magick or a caster who specialises in Shadow Magick). If they don't do this, I'm likely to just create my own magicker class.

Thanks again!  I need to compile your other work to run the playtest in Dark Sun!

Let me help with that.

Sorry for posting this thread and then immediately making a new one. But one of my players said he wanted to see some of the flavour of Dark Sun so I wanted to produce a PDF as a preview for him.
#5

DoctorNecrotic

Aug 17, 2012 0:19:06


Thanks again!  I need to compile your other work to run the playtest in Dark Sun!

Let me help with that.



#6

JohnLynch

Aug 19, 2012 7:26:28
Alright, I'll keep the race discussion here. For the other races see the thread mentioned above.

I've been thinking about the dwarven stats vs the gith stats. I like the idea that gith have evolved from elves and in doing so have become hardier. As such I think the "Gith Toughness" trait is a good one that represents this in a manner other than a straight stat booster.

However it means gith and dwarves have the same trait which I don't like. At the same time I really like the flavour of Athasian dwarves having resistances to spells (this is a 2nd edition flavour). I'm not a fan of just giving it to them for saves though. They're already immune to poisons, giving them a boost to saves vs spells is just too powerful. Plus it's not very flavourful.

I finally came up with the idea I've included below.

Athasian Dwarven Stats


+1 Constitution: Dwarves are stout and sturdy.
Speed: Dwarves do not suffer a speed penalty for being encumbered or wearing heavy armour. Dwarves have a base speed of 25 feet.
Dwarven Resilience
Dwarven Resistance: You have resistance to damage from spells. Any spells that damage your HP or restore your HP have these effects halved.
Low-Light Vision
Dwarven Focus: Due to their focused nature, dwarves select 1 weapon and their damage dice increases by 1 step for that weapon.  In addition they gain training in one profession and can use this to make enough ‘sid to live an appropriate lifestyle for their profession. See the skills section for further details.
Languages: Dwarven and Common

----
Now the dwarven resistance means it takes half damage from any damaging spells and half healing from any healing spells. Given this is a low magick campaign, I don't think that's too bad. It has no effect on buffing spells (such as Shield of Faith) but also has no effect on save or sucks/save or dies.

What do people think about the above mechanic?
#7

DoctorNecrotic

Aug 19, 2012 14:12:38
It looks like an Athas Dwarf, it sounds like an Athas Dwarf, it probably smells like an Athas Dwarf too Tongue Out
So yeah, I like it.
#8

jlpinli40

Sep 06, 2012 3:26:18
my comments on your work with the dwarf... nice job. the focus is almost to the letter of my own wright up except one thing it is a situational mechanic  my meaning when the story or encounter involves their focus the the rangers of old and there favored enemy. then the dwarf will have this his focus mechanic. Now on to the resistance and i could be wrong but i looked over the new spell list and most get a save not to mention the DC chart included in the new character creation , with that being said the half damage should be a static bonus to the spells DC  that might increase as they get closer to accomplishing their focus as the chart indicates for the spell casters the DC to save increase at certain levels. the part on healing and only receiving half for me in my campaigns the only healing from spells are elemental in nature and there benefit always comes with a minor penalty ( i drew my mechanic from the PP novels and his excellent description on the sun cleric ) so depending on the base element the cleric has a pact with the penalty some sort of venerability to that specific element . example if a fire cleric (for lack of a better  word) cast a healing spell but vs any fire spells there DC to save take a hit .. or using 4th the gain vulnerable to magical fire say 5 yes the effect is short term. nice job on to the next race. uhmm last as far as me commenting or suggestions keep in mind they are not meant to be derogatory in nature so i do not use nor will i ever use warlocks , sorcerer's, tieflings iam sure you can guess the other classes and races i do not allow. nice work now on to the next race. 
#9

jespley

Sep 06, 2012 13:40:28
For what's it's worth, I think the 4e "Dragonborn" do just fine interpreted as dray (as suggested by the 4e Dark Sun campaign guide). So, I would suggest that even 2e purists could be ok with including stats on dragonborn. In my published work for Dark Sun in Dungeon I tried very hard to always make reference to dray but my exact phrasings didn't always make it through the editing process.

Tieflings on the other hand are hard to reconcile with DS 2e canon...

BTW, nice work JohnLynch on the conversions.
#10

squidfur

Sep 06, 2012 17:44:06
For what's it's worth, I think the 4e "Dragonborn" do just fine interpreted as dray (as suggested by the 4e Dark Sun campaign guide). So, I would suggest that even 2e purists could be ok with including stats on dragonborn.


I would beg to differ.

In 4e, dray are bulky mercenaries, known the world over, and their main ability is to breath fire. Most don't even reside in Guistenal, being outcast from that ruined city.

In 2e-3.5e dray are lanky, non-firebreathing, isolationists (only a rare few venture outside the  environs of Guistenal - even the so-called outcastes).

So, yeah, change their background, appearance, and all of their abilities (and name for that matter - as dragonborn was never a name for them)...and I guess you're right.Tongue Out
#11

jespley

Sep 07, 2012 10:39:32
For what's it's worth, I think the 4e "Dragonborn" do just fine interpreted as dray (as suggested by the 4e Dark Sun campaign guide). So, I would suggest that even 2e purists could be ok with including stats on dragonborn.


I would beg to differ.

In 4e, dray are bulky mercenaries, known the world over, and their main ability is to breath fire. Most don't even reside in Guistenal, being outcast from that ruined city.

In 2e-3.5e dray are lanky, non-firebreathing, isolationists (only a rare few venture outside the  environs of Guistenal - even the so-called outcastes).

So, yeah, change their background, appearance, and all of their abilities (and name for that matter - as dragonborn was never a name for them)...and I guess you're right.

@Squidfur I concede most of your points and more generally that there some differences in story between 2e and 4e dray. I just reread the dray sections from the "City by the Silt Sea" to make sure my memory is correct.

Nonetheless the differences between 2e and 4e dray seem to me to more a matter of degree. I read a 4e dragonborn monster entry and I just imagine the creature as slightly lankier than illustrated. I imagine that 4e dray mercenaries had always been present in the 2e world but had just been unnoticed amid all the various races of Athas while the bulk of 1st and 2nd generation dray still remained under Guistenal. I'm on the fence if I prefer my dray with or without breath weapons (firey or not).

Obviously, these are all just mental contortions on my part to connect two separate visions for the same approximate imaginary world.

To the point of this thread, all the above is to say that I'd be happy to see a D&D Next background for dray. Tieflings on the other hand I probably wouldn't use in any of my Dark Sun games regardless of edition.
#12

OskarOisinson

Sep 07, 2012 20:36:16
Since 4e, I've always preferred to use Incunabula as Giustenal's inhabitants/Dregoth's progreny and have placed the Dray in Ur-Draxa as the revivified undead spawn of Borys. Just a thought. I adapted the Incunabula on the 4e shadow wiki if anyone's interested.
#13

kerapalli

Sep 10, 2012 7:16:53
I've always preferred the 2e dray and felt them best reserved for a DM-only adversary race. I felt that having them be so (relatively) widespread in 4e detracted from the Giustenal story, which is a shame as I always felt that Dregoth made an excellent "big bad" for any Dark Sun campaign.

In regards to the original post, I feel that the dwarven focus is a wee bit too underpowered (given the wider range of similar weapon feats for halflings and elves, and the substantial D&D Next advantages of humans). I like the 2e notion of the focus as an all-consuming obsession that drove the dwarf ever onward (and if he died with his focus incomplete he could rise as a specific kind of undead). Maybe a circumstance bonus of some sort to rolls dealing with a dwarf's focus? 
#14

jlpinli40

Sep 11, 2012 3:05:00
I agree kerapalli in regards to the dwarven except that it is underpowered. I went over the other racial feats and i think its fine as is, except it should be a circumstance bonus one the only involves the actaul focus itself much like 2e and the part about them turning into an undead  ( not sure off hand which one  ) if they didnt coplete thier focus needs to be added or a suggetion, if they ignore or do not complete their focus in a certain time frame  they would maybe suffer the effects or initially start to show traits of that specific undead. temporarily that is. 

 on a side note i am glad that at least a few of us are getting a head start on this. DDI support will come to a stand still not that i ever use the 4th edition rules but i enjoyed the eye on dark sun articles and i have used the updated fluff and setting for sure and will continue to do so. Mike and company mentioned on more than one occasion that they do not handle that aspect and are not sure what DDI plans will be in the works, " right" so iam waiting at most for maybe two months then will cancel the subscription. I know a campaign specific next will be a long time coming and ill bet ya it will not be dark sun they do mention it a few times as an example but in passing only. I would like for us to maybe come to a consensus of sort which i know will be extremely hard but it would be nice to draw on each others knowledge at least as far as the basics , races and  their racial feats, backgrounds maybe even specialties. I wont even ask about psionics and forget defiling.  thanks allot.