Some mechanics ideas for a 4E Dark Sun.

Post/Author/DateTimePost
#1

Tectuktitlay

Nov 22, 2008 18:47:17
First, I would have "Wild Talent" as a Background option. Any character that chooses the Background "Wild Talent" chooses one encounter power from a list of Wild Talent encounter powers in their own section. Some Wild Talents are limited by race. Each encounter power should scale per tier, and as with Spellscarred powers, should be based off of either the three physical stats, or the three mental stats, choosing which of the three stats is applicable upon creation. Some of these powers would be combat oriented, others would not, being more utilitarian in nature. There would be feats that both enhance Wild Talents, and feats that allow you to purchase additional Wild Talents.

Second, races. The following races would remain exactly the same, mechanically speaking:
Half-Elf
Halfling
Human

Dwarves and Elves would receive minor changes, and the Elves would somewhat absorb Eladrin:
Dwarf, Athasian
RACIAL TRAITS
Average Height:
4' 2" – 5' 2"
Average Weight: 175–225 lb.
Ability scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 5 squares
Vision: Low-light
Languages: Common, Dwarven
Skill Bonuses: --
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Focus: After each extended rest, you must designate one task or endeavor you are working towards as your focus. You gain +2 to any skill roll used to directly fulfill your focus.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.
#2

Tectuktitlay

Nov 22, 2008 18:47:53
Reserved.
#3

Tectuktitlay

Nov 22, 2008 18:48:59
Reserved Part Deux.
#4

Tectuktitlay

Nov 22, 2008 18:50:15
Reserved 3.0
#5

Tectuktitlay

Nov 22, 2008 18:51:10
Reserved for Posterity.
#6

outlaw68

Nov 22, 2008 18:51:11
I am actually running Elves and Dwarves as the PHB mechanically speaking, but i have got alternate class abilities for them (i found the alternate abilities i am using on these boards, i cannot remember who put them up though..), for example, i have elven accuracy or elven guile for the elves to choose from.. the rest i have covered with feats.

I have altered the fluff to match, such as elves being taller, dwarves being hairless etc..

Having said that, i do like what you have done here. If you don;t mind i may experiment with them in my games
#7

Tectuktitlay

Nov 22, 2008 19:01:37
Well, Dwarves literally just lost their inherent skill bonuses for a "floating" skill bonus to represent their focus. :D

Elves, I dunno, this seemed to fit, and both Fey Origin and Group Awareness didn't seem to fit for Athasian Elves, nor did a Wisdom bonus. So, I folded Eladrin stats in, and replaced both of the former abilities for a fantastic overland bonus and extra run speed.

Thanks, though! I appreciate it. :D I thought long and hard about how to balance these races in 4E, yet keep them internally consistent. I also didn't want stat duplications, or role duplications, so I needed to make sure those worked out properly. Notice the Str/Wis bonus on Muls? For a while, they were Str/Con primary stats, just like they used to be. Then, I realized that in 4E, a Wis bonus has a few neat interactions: It gives them half of the Dwarven stats, it makes them great two-weapon Rangers (Rikus!) and great Pit Fighters (Rikus!!!), and balanced Clerics (Rkard!). Thri-Kreen and Half-Giants, incidentally, were both a royal pain in the butt.

ETA: Oh, and of course you can use them! Why else would I make them, other than to see play?
#8

big_goon

Nov 27, 2008 13:30:44
What about making Athasian Elves take over the 4e Eladrin role rather than the 4e Elf role - and give them a high movement (instead of the teleportation). Makes them good at: Wizard, Warlords, Rogues and Swordmages (?).

Thri-Kreen can take over the 4e Elf role. Give them Elven Accuracy (or something more appropriate to Thri-Kreen and change the proficiencies). Makes them good at Cleric, Ranger and (oops) Rogue.
#9

Tectuktitlay

Nov 28, 2008 16:46:00
What about making Athasian Elves take over the 4e Eladrin role rather than the 4e Elf role - and give them a high movement (instead of the teleportation). Makes them good at: Wizard, Warlords, Rogues and Swordmages (?).

Thri-Kreen can take over the 4e Elf role. Give them Elven Accuracy (or something more appropriate to Thri-Kreen and change the proficiencies). Makes them good at Cleric, Ranger and (oops) Rogue.

I gave Elves the high speed and movement over terrain of elves, the stats of eladrin (Dex + Int), an overland move bonus, and classically Athasian Elvish assassin/bandit/bard style skills. Seemed apropos. Stat-wise, though, elves are indeed eladrin, making them good at wizard, warlord, rogues and swordmages, as well as ranger.

Thri-kreen DID take over the stats of elves, and can hold two weapons plus a bow plus ammo at the same time, and change from round to round whether they need to designate ranged or melee as their wielded weapons. Or they can hold multiple holy symbols and change from round to round as they need to get the apropos property. So, they don't need quick draw much of the time, but don't get the +2 init bonus.

:D

So...umm...I did already, hehe.
#10

Zardnaar

Dec 01, 2008 12:44:25
I give elves +2 dex/int and give them shifty as a racial power a'la kobolds which replaces the normal elven racial power and bumped the spped up to 8.
#11

billeth0

Dec 11, 2008 8:57:36
Half Giants

Frankly that looks to be a bit much.

Str and Con, two incredible fighter stats, but really fit the race.

Giant Size: +1dmg and +1 reach? That's alot, at the VERY least specify that they do NOT have threatening reach. Maybe make the damage part an encounter free action to add 1d10 to an attack, increase to d12 with a feat and 2d10/3d10/etc as you level up.

Pillar of Flesh: This is very nice, but combined with the rest is a bit much.


Throw Your Weight Around:Again a very nice power but over the top with the rest.

I think you should drop Pillar of Flesh and Throw Your Weight Around, or make them encounter/daily, maybe make you choose which to use each day, reflective of the variable alignment from 2e/3e.