Templar question

Post/Author/DateTimePost
#1

jlpinli40

May 18, 2012 7:23:03
ok i have played dark sun in all edditions and read all the books articles.. except the new ones are they woorth reading ? ok my main question is this, it was always my understanding that templars were granted thier spell from the SK correct ? in 4thE its says those spells are arcane in nature .. is this right ? they said there is no divine power source i get that but in my beloved edditions of dark sun wasnt there spells cleric like ? the Sk (one explanation ) they had a living votex creature or something that cranted them the ability to chanel spells to templars am i correct on this or has templars always been able to cast arcane spells ? thanks in advance for the clreafication .. its jsut been bugging me.
#2

Raddu76

May 18, 2012 7:59:26
I think the 4e Dark Sun campaign setting is definitely worth reading, there's not a lot of new information, but it's concise in a way the past editions never were. As for the novels, the only 4e novel I can reccommend is Robert Schwalb's Death Mark.

On templars, you are correct, in 4e Templars cast arcane magic. The 2e explanations of Living Vortexs for the SK's to channel divine  never sat well with me, it just felt like a bandaid.

In 4e there's a class called the Warlock, which is a caster that gets it's arcane magic from somehwere else, whether it's an arch-fey, an old one, an elemental prince, etc, so that fits right in line with the Sorcerer-King/Tempar relationship. 

So while it's different, I have gotten behind most of the changes, still not a fan of the defiling system in 4e though, it fundamentally changes the feel of world by saying only your friends are affected by defiling. 
#3

jespley

May 18, 2012 12:32:41
Let me second Raddu's endorsement of the 4e Dark Sun Campaign Setting. Like many of us, I've played Dark Sun in various editions of the game over the years and I think the 4e version is very well put together.

Also like Raddu, I wish the 4e defiling mechanic had come out differently. I think came out the way it did for game balances reasons but I think they could have included some variant rules that kept more of the general defiling feel. Obviously, individual GMs can correct this in their own games.
#4

waxwingslain

May 18, 2012 13:00:01
I agree with many of the sentiments above. There are a handful of really regrettable changes they made in 4E (defiling is one of them) but I'm sure it has been hashed over a million times in the past two years. Generally speaking, I'm happy to be playing 4E Dark Sun, and utilize my DM's fiat powers to roll back a lot of the changes.

Things like...

* Defiling
* Incorporation of "popular" races that don't fit into the world (tieflings, dragonborn)
* Gutting of thri-kreen concept in service to "balance"
* Widespread literacy of PCs

can all be addressed with house rules.
#5

squidfur-

May 20, 2012 1:53:07
In my humble opinion you should definately take a look at 4e if:

you like you're PC options simplified to the point of being more restrictive

defiling was never really important to your version of Dark Sun

you don't know about, or don't care about, many features of the earlier concepts (ie. drays and half-giants aren't important enough to be original races, we'll just force you to use different ones in their place - goliaths and dragonborn; despite Dark Sun being cut off from the planes before, we're forced into having tieflings...and eladrin for that matter; and probably biggest of all, is that, with the lack of uniqueness that was chalk-full in 2 & 3e (props to athas.org), Dark Sun is now just DnD in the desert - ie. play Forgotten Realms in Calimshan and have a very similar feel - which is an f'n travesty....just to name a few)


I could keep going...but alas the real point is I hate 4e....others seem to enjoy it, though, so...WHAT EVER!!!!! GARRRRRRR!!!!   

 
#6

Raddu76

May 20, 2012 10:26:29
Squidfur, I cant disagree strongly enough. Maybe if you've never played Dark Sun and you start in 4e (and never look at prior supplements) then it would be D&D in the desert.

But I keep all the flavor of 2e in my 4e game. I make it my game, how I envision the world.  

So maybe there are aspects of 4e that arent' great(planar connections,defiling), hell, there are aspects of 2e that aren't great and that I dont use (Last Sea, Elemental Vortexes).  Speaking of defiling, even though I dont like the player defiling in 4e, it has NEVER come up because I've never had a player defiler while running 4e and as for NPC's, I make them defile like in the old days, hurting friend and foe alike.

ANd of course there are things that I personally think are awesome in 4e that I have wholeheartedly embraced, Eladrin and the Lands Between the Winds are an awesome idea in my opinion and I think it adds to the Dark Sun feel.  
#7

squidfur-

May 20, 2012 15:54:09
...hell, there are aspects of 2e that aren't great and that I dont use (Last Sea, Elemental Vortexes).  


Though I haven't removed them per se, I certainly haven't used these either. So I can agree with you there

Squidfur, I cant disagree strongly enough. Maybe if you've never played Dark Sun and you start in 4e (and never look at prior supplements) then it would be D&D in the desert.
But I keep all the flavor of 2e in my 4e game. I make it my game, how I envision the world.


Two things on this:
1) I like the flavor in the older editions as well. All fine and dandy. So, for me to be interested in switching mechanics doesnt' necessarily take a lot of doing, as long as the system stays strong. In my opinion 4e fails greatly in this, so I've chosen to stick with 3.5 mechanics. My choice and I'm sticking to it.

2)  More importanly, however, IMO 4e has NOT stayed true to the older material, fluff-wise. Some locations have been moved, or completely removed. Races that were an important part of the setting have been changed, and races that were not a part of it have been added (IMO in a very forced manner). Classes that were not included are now part of the setting (again, in my opinion very forced). Creatures that you would never find are now included (more to do with making you pay for those extra books, then because the creatures make sense for the setting). Some story elements have been changed or removed......the list goes on and on.
So even fluff-wise, IMO 4e fails to deliver.

That being said, I have absolutely no need for 4e Dark Sun. Dark Sun does still remain as my favorite setting of all time, however, and I will continue to enjoy it - just not with the 4e rules. 

I want to add something....I will recommend to everyone that loves the setting to at least give the 4e stuff a read, if only to be able to choose what they want to add. It didn't have anything for me (I just feel too much was changed from the setting I love), but that doesn't mean someone else wont.

#8

jlpinli40

May 21, 2012 9:46:40
i want to thank everyone for their input, with that said i have to agree with most of what everyone says except i want to expand my questions a bit what do you use in your dark sun campaigns in regards to each eddition (i am sure it will change with d and d next ) but for example warlocks are a no go in my campaign as are those races like tieflings not gonna happen.i use some of the 4th eddition rules but i have a real love hate with it screw balance in my games all characters got there chance to shine. i stick with templars using clerical spells not arcane . i have read the 4th eddition campaign nice right up thats about it .. lol ..so basically what rules or fluff does everyone use in there campaigns ? and as far as defiling i use a home brew system it does have a penalty effect let me know if you would like to see it .. oh one more thing hate the balanced tri-kreen big ole mess. and thanks for the advise on which new dark sun novel to try .
#9

Pennarin

May 21, 2012 16:06:36
4e Warlocks to replace older edition templars is a good move IMO, confirming the idea that a sorcerer-king's servants are defilers. It also prevents the latter from losing their powers when they quit the service, and also dismisses the impression that sorcerer-kings are like gods that hear and grant all prayers for various divine spells (a cool idea, but these people are not gods).
#10

waxwingslain

May 21, 2012 19:36:29
i want to thank everyone for their input, with that said i have to agree with most of what everyone says except i want to expand my questions a bit what do you use in your dark sun campaigns in regards to each eddition (i am sure it will change with d and d next ) but for example warlocks are a no go in my campaign as are those races like tieflings not gonna happen.i use some of the 4th eddition rules but i have a real love hate with it screw balance in my games all characters got there chance to shine. i stick with templars using clerical spells not arcane . i have read the 4th eddition campaign nice right up thats about it .. lol ..so basically what rules or fluff does everyone use in there campaigns ? and as far as defiling i use a home brew system it does have a penalty effect let me know if you would like to see it .. oh one more thing hate the balanced tri-kreen big ole mess. and thanks for the advise on which new dark sun novel to try .



I try to hew close to 2E purity. However, I think warlocks were one of the good additions. It codified the derivation of power from the sorcerer-kings into a cool rules system and, by making them arcane, emphasized that the S-Ks and their servants are The Biggest Defilers Ever.

For thri-kreen, I made a bunch of house rules:

* I created a new feat called Thri-Kreen Warrior (gives gythka and chatkcha pro and +2 to damage). I think a handful of other people also created this feat for their game and it was finally put into the official rules with today's Thri-Kreen article in Dragon (I think it's called Thri-Kreen Weapon Master?)
* Unarmored thri-kreen have a natural +2 to AC (which drops to +1 if they wear armor)
* All thri-kreen equipment must be specialized.
* All thri-kreen PCs are female

I'm still not satisfied with their power level, as much, but I am trying to angle away from the stupid "people with bug heads" aesthetic they seem to be pushing now. Poor thri-kreens all lost their abdomens .
#11

Alphastream

May 22, 2012 12:23:15
what do you use in your dark sun campaigns in regards to each eddition.


For the most part, I use all of the material. I find really very few conflicts between 4E and earlier editions (I find far more between the various older AD&D books). I skin things closer to the AD&D setting in terms of never using the term goliath, portraying templars as channeling the magic of their SKs (whether divine or arcane really isn't a concern, in my opinion), and having elemental priests be a big part of the setting (again, what class they are doesn't really matter... what matters is that this sun priest is revering the sun and using sun-themed powers).

As an example, I really like the Dragon article on the Earth Warpriest. Swap the word "divine" for primal and you have an excellent Priest of the Earth in AD&D terms but with the cinematic quality of 4E. Other aspects, such as defiling, may be harder to swallow for some... but defiling never worked for me in any rules form. For me every attempt has failed to capture the beauty of what we read in some of the novels. In the end, defiling needs to be a role-playing angle and story-telling angle for it to work well.

There is a lot of material in older AD&D supplements. The tribes in Elves of Athas, the city details in Veiled Alliance, etc. But these are all story/setting and you don't need to be playing a particular edition to use them. Even the history of Rajaat and the various ages is compatible. Choose what you like the best and leave any conflicts as rumors - after all, these events are shrouded in mystery. For example, the Athasian genasi article in Dungeon is a good example of what I use as "wrong rumor" in my campaign. Even within AD&D, there was a very wide disparity between designers as to what had happened with priests/temples/elementals/gates/SKs/gods, so it is always up to you.

As with most Dark Sun fans, I was pretty worried about whether the 4E conversion would be good. I have found it to be truly superb. I think they really pulled the best and most useful information together. While I can pick nits, they are tiny and I can't say other designers would have done it better. Choices like themes seem to have been just really great. While of course it matters what edition you prefer, I find 4E is especially suited to Dark Sun because cinematic set piece encounters and huge big super-power style class features and attacks really make sense. Every power is basically a gladiatorial/cinematic move. For me, that is a really perfect fit. (Again, the first thing that matters the most is whether you like any particular edition - every player and DM will have a different feeling about that. But, I think 4E is an especially good system for Dark Sun).
#12

jlpinli40

May 22, 2012 12:46:38
thanks for the thought and ill have to check out the earth war priest must have over looked it. i def use alot of the older material like you mentioned and i agree i have went over all the defiling mechanics and i just cant seem to find one or come up with one that really captures the novels(troy dennings) but iam still playing some homegrown rules and we tweek it as we go along and stick to those hous rules ill re read the 4e campaing setting maybe give it another try . i curently use house rules on piece mail armor , penalties for weapon materials, elemental clerics , but iam not feeling the 4e druids what are your thoughts on them ? 
#13

Alphastream

May 25, 2012 13:52:02
I think 4E druids are great. A lot of older edition druidic content was really clerical content, so I like how 4E is really about them as an individual class. Different builds fit in differently, but they all have a place. In 4E you also have the shaman, which really speaks to that concept just as well (maybe better). Shaman is a bit like the old elemental cleric, but also like the druid. I find that's a nice amount of space to play with.
#14

jlpinli40

May 27, 2012 9:02:40
again i want to thank everyone for sharing there thoughts advice ect.. and basicaly taking the time to read my long winded posts. i know we all have our editions we like and iam good with that but for me and i have given it a try over and over i just dont like 4th edition not the cool new write ups  of our beloved setting just the rules in general but again maybe iam in the minority for the life of mme i cant bring myself to add the worlock in my dark sun games i get the whole defileing sk pact i do i just am a purest in my idea of the setting. and plaese dont get me wrong i love the ideas people have come up with for adding the other races and non core clasees very cool and def like there take on alternet history's of the setting. I have tried to mind wipe myself in regards to the oldr editions not rules but the suplmenst and its just not working reading the books just brought the setting alive giving just enough about the setting and still giving us plenty of room to expand on it.