Dark Sun: Pathfinder Edition - Inherent Bonus system to replace magical items

Post/Author/DateTimePost
#1

JohnLynch

Oct 15, 2012 5:32:19
So a while back I had one of my friends I play Pathfinder with (different group to my 4th ed group) mention he'd play in a Dark Sun campaign if it was with Dark Sun rules. I pointed out that Pathfinder has quite a bit of math baked into the WBL table (not as much as 4th ed, but still quite a bit) that it makes it pretty difficult to do unless you have an inherent bonus system much like in the 4th ed DMG2.

I decided last night to try and see if it was possible to convert the wealth by level table into such a system, here's my progress so far.

I don't know how many people here play Pathfinder but I thought it might prove useful to those who do. Next step is to start creating Pathfinder versions of the Dark Sun races (now possible thanks to the Advanced Race Guide).

I don't know that I'll create as much material as I have for D&D Next. But we'll see how I go.

I am aware that the people at athas.org created quite a hefty amount of 3.5e material. And I may reference some of it. But for the most part I'll be developing my Pathfinder stuff separate (although I may bring some of it over, much like I have to a degree with my D&D Next stuff).
#2

Kamelion

Oct 15, 2012 5:50:33
Interesting.  I have a Pathfinder DS homebrew, so I'm always interested in other approaches.  I've thought of doing something like this before but never spent the time on it.  Also hadn't thought about using the Advanced Race guide to model DS races - I've based mine off the athas.org versions, modified to make them closer to 2e in feel.

As for the issue with reducing reliance on magical items, I take a twofold approach.  Firstly I use Conan d20's Favoured Class system.  Instead of Pathfinder's bonus hp/skill point, this system gives a bonus feat at 1st, 5th and 10th level in your Favoured Class.  This offsets the need for gear a little at lower levels, although it doesn't help those who take levels in some other class.

More importantly, I changed the baseline for weapon quality to obsidian and agafari.  Now bronze weapons do +1 to hit and damage, and steel weapons do +2 to hit and damage.  This delays the need to acquire magical gear.  I also use special materials to keep players focused on mundane gear longer: braxat chitin vs normal chitin armour, kirre horn for piercing weapons, black mastyrial chitin for slashing weapons etc.  Of course, it's still all gear of one kind or another, so this system doesn't sidestep that, but instead concentrates on Athasian materials and resources to add flavour.  When magic weapons do crop up, the characters can easily be well into double-figures for levels, and each magical weapon or armour can be something very special.