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| #1ZardnaarJun 16, 2015 20:51:37 |
I have been thinking about a 5E game of Darksun based on the 2E original boxed set. ATM we lack psionics but one could perhaps use the Sorcerer or just ignore them to some extent or hand out the magic initiate feat as a bonus feat and refluff it as a psionic wild talent. To keep things simple not everything needs to be converted refluffing is fine. Of course racial restrictions will be used and conversion of Thri Kreen can wait.
Need rules for defiling and maybe wild talents and heat exhaution.
Optional healing rates. Whatever they are think very very low 1 hp/long rest sort of low. Hit dice will replenish very slowly as well or just be removed.
Inferior materials will exist. Medium and heavy armors will likely have - 1 AC, +1 dex limit due to inferior materials but clever construction. Weapons will have penalties to hit and damage.
Elves. Wood Elf is the default DS elf. Highelves if they exist will be in the Lost Sea area and effectively NPCs.
Dwarf. Hill Dwarf would be the DS Dwarf.
Mul Muls are refluffed Mountain Dwarves.
Halflings. Probaly the dex+con one is the default halfling.
Thri Kreen Need a conversion,
Half Giant. Converted from 2E. Will be large, won't get much except perhaps tough as a bonus feat and +4 strength +2 con. May not get the bonus psionic feat.
Half Elf As per the PHB.
Gnomes. No Gnomes at all they are all dead.
Half Orcs no Half Orcs they are all dead.
Drow Drow do not exist on Darksun
Dragonborn. Dragonborn do not exist on Darksuin. The Dray can be stated out or refluffed but NPC only, PCs will not know abut Dregoth or Dray so NPC race only.
Kreen. Needs a conversion can wait for the time being.
Classes. Barbarians. Barbarians are allowed.
Bards. Bards are not allowed. The Darksun Bard was very different. See Rogue.
Clerics. Clerics are allowed, only 4 domains though might need to refluff. Life=water, tempest=air, light=fire, nature=earth.
Druids. Druids are allowed, probably only the land Druid though due to most of the moon druids shapes not being available.
Fighter. All fighters are allowed, EK will need to follow the rules on defiling.
Sorcerer. Perhaps allowed as a stand in for psionics. Might not have to follow defiling rules if refluffed as psionics. Not sure on the subclasses allowed leaning towards only the wild sorcerer.
Paladins. No Paladins at all allowed.
Ranger. Rangers are allowed probably only the hunter one.
Rogues. Thieves are allowed, the assassin is the bard replacement with the entertainer back ground. AT will need to follow the rules on defiling.
Warlocks. Might fit in will have to follow rules for defiling otherwise not allowed.
Wizard. Wizards are allowed.
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| #2Lord_VentnorJun 16, 2015 22:04:11 | If you like, you could mine my Dark Sun conversion rules for ideas. |
| #3ZardnaarJun 16, 2015 22:44:01 | Forgot about the Goliath so I could use them for a Mul I suppose but I was leaning towards the Mountain Dwarf refluffed. Or the Moutain Dwarf is the default Dwarf and no hill Dwarves allowed. |
| #4pukunuiJun 16, 2015 23:58:36 | Why not refluff warlocks as Templars? |
| #5cowleymenJun 17, 2015 1:14:53 | paladins work quite well as templars. templars are very physical warriors, not so much spell casters that the warlock is. |
| #6Brock_LandersJun 17, 2015 1:50:17 | Goliaths can be re-skinned as Half-Giants.
For Defiling, maybe let Wizards make a choice when casting a spell, they can choose to cast a spell as one level lower, so you could use an 8th level slot to cast a 9th level spell, but you defile when doing so.
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| #7ZardnaarJun 17, 2015 2:16:43 |
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| #8ZardnaarJun 17, 2015 2:18:12 |
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| #9ZardnaarJun 17, 2015 2:19:19 |
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| #10Brock_LandersJun 17, 2015 2:26:12 |
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| #11Delazar78Jun 17, 2015 3:38:35 | Would you keep the maximum ability socre to 20? In 2e, max was 18 (3d6), but DS characters could go to 20 (5d4). Plus racial bonuses, so Half-giants would go to 24 strength. |
| #12ZardnaarJun 17, 2015 3:48:28 |
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| #13Brock_LandersJun 17, 2015 3:57:52 |
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| #14ZardnaarJun 17, 2015 4:00:59 |
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| #15Brock_LandersJun 17, 2015 4:15:24 |
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| #16ZardnaarJun 17, 2015 4:21:48 |
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| #17Brock_LandersJun 17, 2015 4:30:11 |
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| #18ZardnaarJun 17, 2015 4:38:53 |
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| #19Brock_LandersJun 17, 2015 4:47:14 |
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| #20ChrisCarlsonJun 17, 2015 6:36:24 | I'd look to the enlarge spell for clues as to what should be expected WRT balance for a large PC...
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| #21shintashiJun 17, 2015 9:29:15 |
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| #22ZardnaarJun 17, 2015 12:07:18 |
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| #23Brock_LandersJun 17, 2015 12:13:32 |
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| #24mrfiskJun 17, 2015 13:48:02 | I´d go with goliath, but add that it can rise its strength to 22. Then I might also give all characters a free +2 bonus to represent the harsh world.
Wild talents can be solved by using the magic initiate, but I like the randomsness of wild talents in 2nd edition and would make a random table, where you might get to roll for a 1st level spell if you roll high enough. Usable prof. times per day, or perhaps choose between int, wis and cha bonus times per day (with the same ability serving as spellcasting ability).
For templars Id make a background, somewhat similar to noble (or go with warlocks). Psionics are sorcerers. For bards I´d make the bard a rogue subclass giving it bardic inspiration and song of rest in the same progression as other rogue subclasses (3rd, 9th, 13th and 17th)
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| #25shintashiJun 17, 2015 14:48:54 | there is no parity between 22 strength in 2e and 22 strength in 5e... or any other stat that is 22. You can look at various monster manual races for reference. Giants (not even titans) with strength scores up to 29, Solars and Dragons with Charisma up to 30. "25" is the new "21+", roughly speaking.
More precisely, here is the direct conversion:
5e = 2e 21 = 19 (hill giant) 23 = 20-21 (stone-frost giant) 25 = 22 (fire giant) 27 = 23 (cloud giant) 29 = 24 (storm giant) 30 = 25 (titan)
Avangions could easily reach 25 Wisdom in 2e, which would be a Wisdom of 30 in 5e. By extending the level max to 30, and giving attribute bonuses up to 24-30, it might be possible to see. Stat bonuses per 4 levels changes at 19th level to per 3 levels. So asuming new standard progression,
1st-19th 5 Ability Score Improvements, Max 24 (Dark Sun characters) 22nd Ability Score Improvement, new Max 26 25th Ability Score Improvement, New Max 28 28th Ability Score Improvement, new Max 30 |
| #26pukunuiJun 17, 2015 16:38:42 |
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| #27NoonJun 17, 2015 19:31:57 | Perhaps a side topic, but without some sort of ramification for slow healing, there is no point to it. By default, a lot of time passes and then you are as healed as much as you would be when you heal overnight.
I know you might say "So the DM makes a ramification!"
But really why does the DM do that. It's not, in itself, interesting to make up ramifications over and over again.
It's an ongoing problem in roleplay how designers put in slow healing but really it's a dead end. |
| #28shintashiJun 17, 2015 21:39:13 | the templars were straight up clerics of the Dragon Kings. They had a big priest spell list and had some political power thrown in. They weren't the knights templar or whatever acting role Nicholas Cage has with armor & swords. They were more like asinine Roman Senators and Slave traders from Spartacus Blood & Sand, with some Magical priest spells to back them up. |
| #29ZardnaarJun 17, 2015 22:15:13 |
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| (Reply to #29)Lord_Ventnor |
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| #31ZardnaarJun 17, 2015 23:00:57 |
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| #32Brock_LandersJun 18, 2015 1:46:21 |
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