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| #1AdraelOct 27, 2012 6:03:14 | I've been planning on starting a Dark Sun campaign for quite some time. I never really paid much attention to it but a couple of months ago, while thumbing through the DSCS book, I suddenly got hooked and wanted to immerse myself in the world of Athas. I needed to know everything about it. I even found an old 2nd Ed. AD&D Dark Sun Core book. Looking at the 2E book, I found a couple of major elements that didn't make it to the conversion: the different qualities of weapon materials and the distinction between Preservers and Defilers. I also wanted to expand some of the options in the 4E Campaign Setting. Since I have only a small amount of previous experience in "designing" homebrew content, I'm hoping I can get your opinions on my little house rules . Everything from how fun/interesting they sound to you, game balance issues and how well would they fit the setting. I was going to include all the bits of "flavour" text I wrote explaining the reasoning behind each feature but ultimately decided against it. No need to bore you with my mediocre writing. I appreciate in advance any time you might spend commenting or even just reading it. Thanks. Melee Weapon TypesI organised the different weapon groups into different types(weapon groups still apply), mostly 'cause I wanted the old-school feel but more importantly because they'll come into play in the Reckless Attack techniques and Alternative Weapon Materials sections. Also, I might use them in the future as damage types(again, nice old-school feel).
Weapon BreakageWhile I liked both of the optional rules representing the fragility of non-metal weapons, I found them to be too black and white. Fumbling breakage breaks your weapon with the first nat-1 rolled and reckless breakage offered too small of a benefit(considering the price paid was your weapon) to ever consider using. I modified them so crit-fails damage your weapon without destroying it instantly and there's more variety and incentive to press your luck with a few sort of "desperation" moves. Fumbling Attack: When you make an attack with a non-metal weapon and roll a Natural 1, make a Weapon Breakage Saving Throw(DC 10; this save cannot be modified by any type of bonus). If you succeed, your weapon is not damaged. If you don't, your weapon begins to crack and it takes a mark. For each mark it has, add 2 to the DC of any subsequent Weapon Breakage saves with that weapon. If your weapon takes 5 marks, it breaks. Reckless Attack: You perform a special technique based on your weapon type. After the attack is resolved, your weapon takes 1d4 marks.
Alternative Weapon MaterialsHere's where it all started and, ironically, what took me the longest to finish. I must have gone through at least a dozen drafts and variations. I was seriously disappointed with the way they dismissed the possibility of making non-metal weapons feel unique, depending on the material used to craft them. Simply saying "meh, a bone longsword is identical to a metal one in other worlds, don't worry about it, it's just fluff" is not good enough for me. Then again, the way it was handled in 2E was awful so I did my best to give the different materials a fitting property. Before evaluating them, keep in mind that, like the Reckless Attacks, these are not supposed to be benefits or special abilities or give the players a choice in how and when to be used. The point is to let the players feel that they're in far from perfect circumstances and they're dealing with inferior but serviceable weapons. They have to do what they can with what they have. (All damage bonuses scale but I'm not including them for now) Stone (Blunt, Picks, Spears, Off-hand Thrown) -3 (Military or Superior two-handed weapons except Spears) -2 (Simple Two-handed weapons, Versatile weapon in two hands, Double weapon, Dual-wielding) -1 (One-handed weapon, Versatile weapon in one hand, any Spear except Double weapons) This is the one I find less than satisfactory and with good reason, since it's a last-minute modification. The previous version had a speed penalty for big weapons while in light or no armour and a check penalty if in heavy armour, except for spears and off-hands or simple weapons. It just got too convoluted. I still don't like it too much since I'm sure there's probably a nonsensical loop-hole where rather small yet technically two-handed weapon is unfairly taking a -3 penalty or something. That high of a penalty is meant exclusively for high-damage "barbarian" weapons. I hope I can get some suggestions for a solid disadvantageous property to balance the Sturdy feature. I was really trying to stay away from the attack penalties but it this case, I think it fit nicely. The idea is that bone weapons are wilder, more crude and primal but jagged and leaving dangerous splints that bury themselves deep beneath the skin after a hit. As for balance, I modelled it after the Power Attack feat but not as bad 'cause -2 is ludicrous and players don't have the choice to turn it off like the feat. It's not like feat is that good anyway. After doing a little research on the properties of obsidian(*coff*Wikipedia*coff*) and reading about how awful it is to mine it in Athas, I kept going back to the idea of obsidian weapons being extremely sharp, much too sharp for your own good. As for the Razor-sharp property, I know it's not very descriptive and seems to have almost nothing to do with the effect . Since it doesn't make sense that you'd cut yourself with, say, a spear if only the tip is made of it, I thought I'd made a separate property. I imagine it to be the character focusing on hitting exposed areas, thus delivering armour-penetrating stabs but losing some of their concentration and awareness of their surroundings. I used a similar reasoning with the Parrying Swipe. You might divert an attack, but if you fail to do so, you leave a part of you exposed. I figure wooden weapons are commonly used as training weapons so they're cheap and easier to handle but not as effective. Piercing weapons don't take the damage penalty but they aren't as hefty and they tend to bend or wear down. I still don't get how wood is supposed to be really common if there are only two forests and one is not even widely known to exist. Same goes for obsidian if it is notoriously difficult to quarry but no matter, I'll look past it for now. xD
These, I just meant as inexpensive, close to disposable weapons, like a the extra daggers or handaxes a Fighter might carry for the occasional ranged attack. They're basically tools and utensils used as throw-away weapons, which is why they're so limited.
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| #2waxwingslainOct 27, 2012 18:19:03 | I really enjoyed reading the detailed rules for weapon breakage--I love heavy nerd-outs like that. I probably won't use it in my Dark Sun campaign because I think combat needs to be streamlined even more, not have added complexity, but I appreciate them ![]() I do have some comments re: the arcane defiling rules. It seems like people widely agree that Arcane Defiling was one of the major missteps WOTC made with 4E Dark Sun, and one of the things that undermined its continuity with 2E Dark Sun, so I am keen to see new rules. However, your new rules retain the very thing that ruined 4E Arcane Defiling: where defiling should damage plants/the earth, 4E defiling goes astray by damaging animal life--and worse, damages only your allies (with a lame explanation of "emotional connection", I think) and not even all animal life nearby. So, good work! I would really like to see a re-doing of 4E defiling that makes it more like 2E Troy Denning old-school defiling, though! |
| #3AgonarOct 28, 2012 9:23:36 | I like a lot of these. I thought of going back to specific differences between bone, wood, stone, obsidian, and metal weapons as well, to get back to the flavor of 2e.. but it was just too much added complexity to keep track of. I did however, go back to a 2e style of breakage. When you roll max damage with a non-metal weapon, you roll another d20 and on a 1, it breaks. I kept reckless breakage as well in case people wanted to take advantage of it (though I doubt anyone ever will) And in regards to defiling, I also agree that 4e defiling left a whole lot to be desired in the flavor of it. I made some tweaks of my own. Not as extensive as I would have liked, because I did want to keep things simple and streamlined.. and with too many new rules, they just tend to be forgotten, but here was my take presented in a previous post community.wizards.com/go/thread/view/758... I did 1/10 HP instead of half a surge because the math is easier and more intuitive. (I almost took out this damage completely, but too many existing feats, PP, ED is based on it, and I really didn't want to have to tweak everything) Also, since Defiling traditionally didn't do physical harm, I added the rule about not dying for the first drop below 0hp if you were affected by Arcane Defiling I provided a small bonus to the Arcane Defiling use because otherwise groups tended to stay away from the defiler I added a distinction to Defilers vs Preservers because there always should have been.. just by declaring yourself a Defiler, there is now a difference from your Preserver friends. You leave an area of ash when you use Arcane powers, that grows larger by tier, but you also get Brutal 1 for it. I originally thought of a damage bonus, but figured rerolling 1's was a nice tough without being too powerful. |
| #4waxwingslainOct 28, 2012 15:15:11 | Yeah, I dunno, I think Denning's novels really did defiling well: you're NOT entirely a defiler or preserver, but someone who exists in a grey area of moral ambiguity. It actually makes preserving a much more meaningful thing, because every single time you cast you're faced with the option to defile (it's not just a choice you made when you first rolled up the character and then never again), so each time you refuse to defile it's a moral victory. Think Ktandeo from the Prism Pentad, who would refuse to defile even to save his life, even though the ability to do so was right in front of him. It's one of those things that elevates Dark Sun from being just dumb fantasy and pushing it into a more literate, philosophical realm. |