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| #1cskOct 23, 2008 0:30:48 | In the "Future for DS in 4e" thread it was brought up that one way to reintroduce Athas to the D&D community would be a reboot, basically starting from basic assumptions and building the world with the apocalyptic feeling of the original boxed set, but based directly on 4e rules, without the confusion of trying to convert rules from 2e to 3e to 3.5e to 4e. It would also provide a fresh start with none of the inconsistencies of the original source material, and not suffer from the advancing metaplot forced onto just about every TSR-created world. I thought this sounded like a good idea, if for nothing else than to get creative juices flowing, so I proposed following the model for the new Campaign Setting Search from several years ago that produced the Eberron setting. Namely, start with a simple, short paragraph to capture the feeling of the world, and then expand that into a one page teaser and then further into a 10 page primer and finally a 100 page campaign bible. So here is my attempt at an introductory paragraph and one page teaser. The ideas should of course be familiar to anyone who knows the setting, but there are some slight differences from the original. I've got some further ideas about how to expand this out into the 10-pager, but I thought I'd post this so people could see and comment and share their own versions. So here goes:
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| #2cskOct 23, 2008 0:32:03 | And the one page teaser:The Tablelands is a vast wasteland situated near the equator of a large, nearly lifeless planet, Athas. Scattered throughout the Tablelands are the seven city-states of the Athasian sorcerer-monarchs: Tyr, Urik, Raam, Balic, Nibenay, Gulg and Draj. Each city-state is ruled by one of these immensely powerful beings and their bureaucrat-priests, the templars. The templars enforce the whims of the mighty kings and queens, all the while scheming and fighting amongst themselves to rise through the ranks of the templarate to gain the ear of their master. |
| #3Cyber-DaveOct 23, 2008 2:25:37 | Sounds like Dark Sun. ;) :P |
| #4outlaw68Oct 23, 2008 4:38:35 | That is the way i would go too. I know many people didn't like what they did with FR, but i think it was a great move for the game, they really opened it up for DMs to make the world their own. I would love to see a similar approach on DS. |
| #5mouthymercOct 23, 2008 8:07:51 | Yes, I'm very much in favor of a reboot. I do hope they go that way. Your sampling is very interesting and very Dark Sun. |
| #6Cyber-DaveOct 23, 2008 15:39:26 | The nice thing about a reboot is that it also becomes very easy to add in races like dragonborn, tieflings, or Eladrin, without horribly stepping on the toes of the fluff that came before. All they need to do is put them through the same sift that the AD&D races were put through, and then redress them with Dark Sun flavor. It won't matter that they were not there before, because what was there before will no longer be accurate. Unlike the new FR (which was not technically a reboot Outlaw :P ), a Dark Sun reboot would not need to account for what came before, because what came before would not be the same Dark Sun. This would be 4e Dark Sun, starting from day 1... not AD&D Dark Sun continued with 4e rules. What I would love to see, CSK, is are your "teasers" for what the new races might look through after going through the "Dark Sun sift." Also, keep in mind, not all new races have to be incorporated. Just like gnomes were killed off for the AD&D Dark Sun, its perfectly acceptable to kill off a race for the 4e Dark Sun. For example, I would think that shifters would be killed off. They just do not fit Dark Sun flavor at all. Here are some basic ideas for some of the "new races" and how they might fit into the new 4e Dark Sun reboot. Goliath: The new half-giant. Dragonborn: Half-breed creations of the Dragon Kings, designed to enforce their will, but often rebellious against their "parent" creators. Here are a couple races that I think might have to be "killed off." Tieflings: I can not imagine any Dark Sun flavored role for tielfings. Gnomes: Killed in AD&D, and killed in 4e. Eladrin: I have trouble imagining these in Dark Sun as well... though these would probably fit better then either of the above two. I actually once read an idea for them as "protectors of the oasis" which I kind of dug... Anyways, these are my contributions for the day. |
| #7cskOct 23, 2008 19:15:14 | I haven't written any more yet, that's a project for tonight and this weekend. I'm thinking tieflings will be out, since I don't particularly care for a devlish/demonic influence in DS. Dragonborn I sort of envision as thinking of themselves as distantly related to the Dragon, and hence being very full of themselves, often in templar roles. Halflings are of course cannibals, dwarves are focused, elves are tall runners. I think the eladrin will have retreated to the "safety" of the Feywild, which will be mostly inaccessible to the natural world, or alternately have merged with the elven tribes. I anticipate creating mul and thri-kreen races, though I have no plans for half-giants at the moment. I'll post things when I make them. |
| #8mouthymercOct 24, 2008 1:10:12 | Halflings are of course cannibals, So they only eat other halflings? I think the eladrin will have retreated to the "safety" of the Feywild, which will be mostly inaccessible to the natural world, or alternately have merged with the elven tribes. Or, you could look at it as the race splintering. The eladrin become city folk with a haughty or noble nature. The elves become the dune runners they are usually described as. I anticipate creating mul and thri-kreen races, though I have no plans for half-giants at the moment. I'll post things when I make them. I'm interested in seeing the goliath race to see if it can work as a half-giant. |
| #9Cyber-DaveOct 24, 2008 1:49:54 | I don't know about a city/dune runner divide... but from what I remember, elves were split up into tribes right? The elf tribes could be renamed "the fey tribes." The more magic oriented tribes can be composed of Eladrin, the more martial tribes can be composed of Elves... seems to work. |
| #10ZardnaarOct 24, 2008 6:33:03 | I'm in the process of hammering out a 4th ed reboot. In addition to advancing the timeline several races are gonna go bye bye to be replaced with some new ones. Gone Kreen (extinct maybe) Half Giants (NPC) New ones Pyreen something else. Classes gone. Gladiator (see Dragon article) Templar (Paladin renamed) And after Dregoths ascending the elemental planes erge and become the elemental chaos. Paraelemental clerics lose their powers as I always hated them anyway. |
| #11Cyber-DaveOct 24, 2008 18:28:00 | By advancing the time lime, Zardnaar, you are not talking about a reboot. That is exactly what this thread is trying to avoid. It is NOT looking to advance the time line. It is NOT looking to go the route of FR 4e. It is looking to do a REBOOT. As in, computer switched off, all previous information lost, and the program is restarted from scratch. Same flavor. A lot of the same names. But, a lot of stuff rewritten in order to fit the new 4e mechanics and fluff: ie, making the elf tribes the fey tribes, and including both eladrin and elves. Adding in dragon born, not as a recently added race, but as a race that was always there. Also, I think that taking away the thri-kreen and the half giants is a big mistake. Keeping half giants as a large sized creature is a big mistake too... but making it work something like the minotaur, that would be a very good idea. I'm keeping my fingers crossed on goliaths having stats that would work for the half giants, and thus just renaming the half-giants goliaths. Kreen, or course, would require a new 4e write up... but I have seen some pretty good ideas on how to go about doing just that. I'm in the process of hammering out a 4th ed reboot. In addition to advancing the timeline several races are gonna go bye bye to be replaced with some new ones. |
| #12ZardnaarOct 24, 2008 18:39:10 | I see. I have some iodeas for that. Retcon Dragonborn ionto Dray for example. Essentially PHB races + Kreen, Half Giants and Mul? If it was a reboot Half Giants could easily be reduced to medium size as well. Designing a 4th ed race or tweaking one is really fast if you do it on MS word. A Half Giant could esiuly be a tweaked Minotaur mechanically speaking. Would you use the 4th ed core planes as well? |
| #13Cyber-DaveOct 24, 2008 19:59:39 | I see. I have some iodeas for that. Retcon Dragonborn ionto Dray for example. Essentially PHB races + Kreen, Half Giants and Mul? If it was a reboot Half Giants could easily be reduced to medium size as well. Exactly! I mean, a medium sized creature with the ability to wield larger sized weapons is all you need for a half-giant 4e representation. I don't know if the minotaur reskinned would work. It could definitely work as a place holder. I'm holding out hope that the Goliath reskinned will be a perfect fit...:P ;) I don't remember enough about the Dray to comment on the dragonborn as dray idea. Someone else will ahve to do that. But, mostly, yea... PHB races, with kreen, mul, and half giant. Except, for flavor reasons, some of the PHB races might still be killed off (just like they were for the AD&D setting). The tiefling really doesn't seem to fit with Dark Sun in any shape or form. There is no need to use the 4th ed core planes, when they don't fit. However, finding a way to nicely fit the Dark Sun cosmology into the 4th ed core planes would be a nice benefit. I personally don't think it should be so hard to do... I mean, the elemental chaos should be easy enough to connect to Dark Sun. |
| #14cskOct 24, 2008 20:29:44 | Basically I'm thinking that the planes would stay the same, except maybe the Feywild, I don't know what to do with it. The names Grey and Black can refer colloquially to the Astral Sea and the Shadowfell, and the Elemental Chaos certainly seems to fit without a change. I'm not sure what to do with half-giants, but I've almost got some write-ups for thri-kreen and muls. I've played a little with the other races benefits, but they're largely the same. I haven't figured out a way to deal with eladrin yet. As for dragonborn, I don't want them to be dray because I don't want Dregoth. YMMV in that regard, but I'm trying to focus on the basic 6 cities and basic races, etc. For me it's enough to say dragonborn think of themselves as somehow related to the Dragon and so have become haughty and proud, often becoming templars. As for the classes, most can be unchanged. I'm working on a simple defiling mechanic for any arcane class. My idea for clerics is to develop a pact system where they get an elemental-themed at-will and have more elemental-themed powers, but they wouldn't be restricted to a single element, in keeping with the idea of the Elemental Chaos being a mix of all the elements at once. I won't be making paraelemental clerics, since I never liked them. Templars I envision as a multiclass-only class. That way there can be fighter-templars, defiler-templars, warlord-templars, etc. I haven't seen the Gladiator article yet, but it sounds promising for that class. I have no plans to deal with druids or any other full class that hasn't been developed yet. The last thing I'm concerned with would be psionics, but I think I'll put that off until I've got most of the rest of it dealt with. Comments and criticism are welcome. :D ![]() |
| #15mouthymercOct 24, 2008 20:38:32 | Exactly! I mean, a medium sized creature with the ability to wield larger sized weapons is all you need for a half-giant 4e representation. I don't know if the minotaur reskinned would work. It could definitely work as a place holder. I'm holding out hope that the Goliath reskinned will be a perfect fit...:P ;) My sentiments exactly. I'd use the minotaur, but swap out the skill bonuses to Athletics and Intimidate. I'd also change the racial power as I did like the Stomp ability. I'd probably do something like this. HALF-GIANT Average Height: 7'6"-8' Average Weight: 420-480 lb. Ability Scores: +2 Strength, +2 Constitution Size: Medium Speed: 6 squares Vision: Normal Languages: Common Skill Bonuses: +2 Athletics, +2 Intimidation Ferocity: If you are reduced to 0 hit points, you can make a melee basic attack as free action before falling unconcious. Oversized: You can use weapons of your size or one size larger than you as if they were your size. Stomp: You can use stomp as an encounter power. |
| #16Cyber-DaveOct 25, 2008 0:38:50 | Awesome half giant... As for Templars, I don't really know what we should do with them yet. I think that Paladins renamed might actually work best for Templars to be honest... I don't really see them as the sort of class "anyone" can be. Templars had a very specific set of abilities... combat, and "cleric" style spell casting. I really think Paladin is the best fit. However, the gladiator article will, surprise surprise, make for awesome gladiators. :P |
| #17ZardnaarOct 25, 2008 1:41:05 | If its a DS reboot make Templars paladins mechanically and tweak the fluff where they are the enforcers for the Sorcerer Kings. Also change Templar to elemental power source instead of divine. Also Half Giants could be medium sized. Tieflings could be toer freaks and be very rare. Warlocks replace Psions until WoTC does Psionics. |
| #18Cyber-DaveOct 25, 2008 2:00:12 | You know, actually, there is one place where tieflings can fit pretty well. In most post apocalyptic fiction there is the trope of mutants. Monstrous beings, created by the apocalypse itself, which are disliked by the rest of the survivors due to the fact that these creatures serve as a constant reminder of the populations mistakes. Enter the tieflings. Not creatures born of a pact, but rather creatures born of mutation. The great magics of the wars which desolated Athas left a mark on some of the population, twisting them, making them something other then human. Enter the tiefling. Hated and distrusted, mostly because they serve as a constant reminders of others mistakes. Forced to survive as outsiders. Forced to live by their wits. Called "demons" or "demon blooded" by those who hate them for a sin they never committed, but was rather committed against them. |
| #19cskOct 25, 2008 16:49:05 | Interesting idea for the tieflings. That might work. Here's a preliminary version of a mul and thri-kreen. MUL Average Height: 5'10” - 6'4” Average Weight: 180-250 lbs Ability Scores: +2 Strength, +2 Constitution Size: Medium Speed: 6 squares Vision: Normal Languages: Common Skill Bonuses: +2 Athletics, +2 Endurance Thick Skinned: The first time you make an Endurance check against an environmental hazard, you may roll twice and take the better result. Rallying Vitality: Muls may use rallying vitality as a daily power. Rallying Vitality – Mul racial power Surrounded by enemies, you force yourself to stagger back to your feet, ready to fight on a little longer. Daily * Healing Free Action; Personal Effect: You may spend a healing surge. THRI-KREEN Average Height: 6'2” - 7'0” Average Weight: 175-240 lbs Ability Scores: +2 Dexterity, +2 Charisma Size: Medium Speed: 7 squares Vision: Low-light Languages: Common, Thri-Kreen Skill Bonuses: +2 Endurance, +2 Nature Thri-Kreen Weapon Proficiency: Proficiency with gythka and chatkcha. Trance: As the eladrin benefit. Poison Bite: Thri-kreen may use poison bite as an encounter power. Poison Bite – Thri-kreen racial power With a sudden lunge you snap your mandibles shut around your foe and pump deadly venom into his veins. Encounter * Poison Standard Action; Melee touch Target: One creature Attack: Strength vs. AC, Constitution vs. AC, or Dexterity vs. AC Hit: 1d6+Constitution modifier poison damage and ongoing poison damage 2 (save ends). Increase to 2d6+Constitution modifier poison damage and ongoing poison damage 5 (save ends) at 11th level and to 3d6+Constitution modifier poison damage and ongoing poison damage 10 (save ends) at 21st level. Special: When you create your character choose Strength, Constitution or Dexterity as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life. |
| #20Cyber-DaveOct 25, 2008 17:12:44 | Interesting idea for the tieflings. That might work. I like the Mul. The Thre-Kreen somehow feels wrong. I think maybe the bonus to Cha needs to be changed to a bonus to Wis. |
| #21ZardnaarOct 25, 2008 17:37:12 | Based on earlier stats I've always thought Kreen wouild be strength and dex. If its a reboot maybe give Kreen 4 legs and 2 arms? Heres my Mul. Average Height 6’-6” Average Weight 140-180lb Ability Scores: +2 Constitution, Strength Size: Medium Speed: 6 squares Vision: Low Light Languages: Common, Dwarven Skill Bonus: +2 Athletics, +2 Endurance Battle Ready: You gain a +2 bonus to initiative Mul Resilience: You can use mul resilience as a racial power Mul Resilience Mul Racial Power You shake off an effect that would cripple a lesser warrior Encounter Immediate Reaction Personal Trigger: You suffer an effect that a save can end Effect: You make a saving throw against the effect. |
| #22Cyber-DaveOct 25, 2008 17:43:27 | There were stats up here some time ago for a 4 armed kreen. I REALLY liked the way it was done. It did not allow for 4 attacks per round. Instead, it allowed the kreen to hold 4 weapons, and choose to attack with any weapon per round, but only make the same number of attacks as any other character. Basically, the ability to hold 2 more weapons was its racial power. There was also a feat, or maybe it was a racial power it got, that allowed it to use an attack action to make a basic attack with each of its four arms (but it could only use this power once per encounter). I must say, I liked the ideas behind what I read... |
| #23ZardnaarOct 25, 2008 17:52:07 | 4 arms without an ECL seems hard to do in 4th ed. Being able to hold multiple weapons would be cool. 2 handed + sword and board? I also saw a 4 armed kreen that gets +1 damage in melee a'la the TWF feat. |
| #24Cyber-DaveOct 25, 2008 18:35:24 | 4 arms without ECL would be easier to do in 4th edition then it was in 3rd. In 3rd it meant the ability to take a full round action to make 4 attacks right from level 1. In 4th edition, it would not add a single attack to a characters abilities. All it adds is choice of what to attack with... though I agree, rules on only using one shield at a time, or not being able to wield a two handed sword at the same time as a shield, or to somehow balance those abilities, must be implemented. |
| #25cskOct 25, 2008 19:50:09 | I like the Mul. The Thre-Kreen somehow feels wrong. I think maybe the bonus to Cha needs to be changed to a bonus to Wis. Thanks! Why do you prefer Wisdom? I used Charisma since I want my thri-kreen to be good at psionics and I'm guessing that will be the main psionics stat. I'm not opposed to a change though. I don't really like the idea of trying to work around four useful arms. It's just too complicated with special cases of shields, etc. Plus I really want them to have a poison bite from the start, since I think it's cool. ![]() Perhaps instead of 4 functional arms, TKs have 2 regular arms and two smaller arms that can't hold much weight, maybe just an implement or a potion or something. That way, they get a little multi-limb flavor, but no issues with too many benefits. ![]() Something like this maybe. |
| #26cskOct 26, 2008 16:15:51 | Initial ideas for other races: Dragonborn: Taller and more spindly, but still strong and forceful of personality. Said by many to be descended from the Dragon itself, they consider themselves to be greater than most other races. They often find their way to work in the templarate of the city-states, bending others to their will. Mechanically the dragonborn as as presented in the Player's Handbook, except that their breath weapon options are acid, fire, lightning or superheated sand. The sand option is untyped damage, but otherwise follows the same rules. Dwarf: Athasian dwarves are uniformly hairless. They exhibit an amazing ability to focus their minds of a specific task, and to hold steady to that goal. This should be reflected in one or more racial feats of heroic and paragon tier. Otherwise they are as the Player's Handbook describes. Eladrin: During the millennia of war, the eladrin returned en masse to the Feywild, where most other races could not pursue. There the built strongholds to stand against all enemies and moved in with the intention of never leaving. As the natural world was destroyed, the Feywild became ever more dangerous and vicious, confining the eladrin to their citadels, which in time became little more than prisons and eventually tombs. Some few have now returned to Athas, slender, pale beings with haunted expressions. They are reluctant to discuss their flight from the Feywild, though rumors among other races suggest it is even more dangerous than Athas itself. They are as in the PHB. Elf: The elves of Athas are amazingly tall beings, most standing over 7 feet in height. They are shifty and secretive and very fast on their feet. Their speed increases from the PHB to 8 squares. Instead of the Elven Accuracy racial power, they instead get the Shifty racial power of the Kobolds from the MM. Being untrusting and untrustworthy, they do not get the Group Awareness benefit. Half-Elf: Half-elves are in an unfortunate position. They are distrusted by most races based on their elven heritage and they are unable to keep pace with their elven family. They do not gain the Group Diplomacy benefit, but instead gain a +1 to the Will defense, based on years of hardening themselves to the opinions of others. Halfling: Halflings do not usually live in the cities, being part of a tribal people form over the Ringing Mountains. They live in one of the few remaining forests of Athas. They are not a peaceful people however, jealously guarding their forests. Some say they even go so far as to devour intruders to their lands, though no one in the Tablelands can say if these rumors are true. They are as presented in the PHB. Human: As presented in the PHB. Rip away! |
| #27ZardnaarOct 26, 2008 16:28:41 | Not bad and I like the Elf idea and may steal that. I would tweak the Halflings a bt mechanically. Something like htis for elves? Racial Traits Average Height 6’-7’ Average Weight: 130-180 lb Ability Scores: +2 Dexterity, +2Intelligence Size: Medium Speed: 8 squares Vision: Low Light Languages: Common, Elven Skill Bonus:, +2 Perception, +2 Thievery Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow. Elven Will: You gain a +1 racial bonus to your Will defence. In addition, you gain a +5 racial bonus to saving throws against charm effects. Wild Step: You ignore difficult terrain when you shift(even if you have a power that allows you to shift multiple squares). Shifty: You can use shifty as an at-will power. Shifty Elven Racial Power You skitter and scamper through the ranks of your enemies, much to their chagrin At-Will Minor Action Personal Effect: You shift 1 square. |
| #28Cyber-DaveOct 26, 2008 18:36:04 | Thanks! I say a +2 to Wis instead of Cha because kreen typically received a penalty to charisma in older editions, because ranger should be their favored class, and because kreen are supposed to be naturally adept at skills that use the wisdom ability over skills that use the charisma ability. They are not great diplomats. They tend to be very perceptive. They also received a bonus to wisdom in earlier editions from what I remember. Non of us know what psionics will be based off yet, but if we assume that it will be modeled off something like the warlock then there is no reason to assume Cha will be the only option. One warlock path uses Con. |
| #29cskOct 26, 2008 18:39:05 | I say a +2 to Wis instead of Cha because kreen typically received a penalty to charisma in older editions, because ranger should be their favored class, and because kreen are supposed to be naturally adept at skills that use the wisdom ability over skills that use the charisma ability. They are not great diplomats. They tend to be very perceptive. They also received a bonus to wisdom in earlier editions from what I remember. Sounds good enough for me. |
| #30eldritch_lordOct 29, 2008 14:24:58 | Tiefling idea:...And the mightiest of epic magics drain life not only from the plants in the vicinity, but also from the higher life-forms, animals and men.... Maybe instead of being mutants from the old wars, new tieflings are created whenever epic defiling is used; they're what remains when a creature's life force/soul is sucked out, leaving only a twisted shell. Instead of being hated and reviled as a reminder of the war, tieflings are pitied for being the innocent victims of an insane arcanist's lust for power. I'm sure plenty of epic magic is done by the Dragon Kings on a quasi-regular basis to keep the cities running smoothly, so tieflings are constantly originating from the cities. Tieflings who resent this new life would take up arms against the dragon kings; those who for some reason like it better would form pacts with the Dragon Kings like a warlock. |
| #31zenontheterrible_dupOct 30, 2008 2:46:23 | original two posts are awesome. Great work, reminds me so much of opening the second edition box set at christmas for the first time!! haha, good work. |