Dark Sun with AE

Post/Author/DateTimePost
#1

zombiegleemax

Jun 19, 2007 21:45:24
I am starting a campaign in Dark Sun, but using Arcana Evolved rules. I will also allow the XPH and CPsi. How do I go about fitting clerics and templars into the magic system of AE which is everyone has the same spell list.

I could eliminate clerics and just have the greenbond take their place as the accepted druid/cleric, thereby making healing much more rare as druids are almost an endangered species.

Any ideas for game mechanics with preserving and defiling? Or do you all just use the system as written?
#2

Jaysyn

Jun 21, 2007 18:14:02
I have no idea what you're talking about :D
#3

phaeton

Jun 21, 2007 23:06:46
I am starting a campaign in Dark Sun, but using Arcana Evolved rules. I will also allow the XPH and CPsi. How do I go about fitting clerics and templars into the magic system of AE which is everyone has the same spell list.

I could eliminate clerics and just have the greenbond take their place as the accepted druid/cleric, thereby making healing much more rare as druids are almost an endangered species.

Any ideas for game mechanics with preserving and defiling? Or do you all just use the system as written?

You'd probably get more responses if you asked this over at the EN World messageboards. They specialize in all things d20 and OGL over there.

Just FYI.
--

Phaeton
#4

tonytempest

Jun 22, 2007 1:23:24
It doesn't matter what spells a magic user casts, it matters how they cast them. So your Witches, Greenbond, and Magisters can all use the same spell list but technically, they aren't drawing the energy for them in the same way.

Defiling can accumulate Taint like in Dragon 315, or you can check out Athas.org for thier 3.5 update and use the Defiler/preserver rules in Chapter 7. These routes actually work well for what you plan, because you don't have to worry about Defilers and Preservers being classes and upsetting interfering with your Magister. Your witches are your elemental clerics (but I would get rid of the Mind Witch, and use the full blown XPH psionics cause that is real Dark Sun Flavor) Runethanes I would leave out, because I can't see Runes either defiling or preserving, and it seems like a way for players to duck the whole issue and still cast spells. Greenbond could replace your druids. However, you really need to port in Clerics because no AE class is going to allow you to really get the flavor of the Templars... and you have to have the Templars. Since I would imagine that most Templars will be NPCs, it shouldn't matter that you aren't using an AE class for them. I would rule that only the SKs can use spells with the [Dragon] descriptor, although well favored Templars might be gifted with those. Spells with another descriptor in addition to Dragon, you might want to check out before allowing.

Drojh, and Sibbecai are great races for Dark Sun (although you need to rewrite the Drojh' background and have them just be Lizard-men), Verrick could work, and I toyed with the idea of cannibal Faen to replace the halflings... Giants would be fine, cause half-giants are already in DS. Litorians I could take or leave... I would think lion-men would be overly hot in all that fur.... You have to leave the Dracha out unless you rewrite your whole history, and if you did that, what's the point? I'd also port in Thri-Kreen, Aarakokra, and I think DS elves are different enough, I'd bring them too... but I like Elves. Sue me. You might need to write up some racial levels for them, if you offer racial levels. It shouldn't be that hard, you have plenty to model from.

Ceremonial Feats might be a good addition to the Dark Sun setting, so that would work. Other than that, and the new races/classes, there aren't any real rules changes between the PHB and AE, so once you decide how your classes and races fit into the Dark Sun setting, you should be good.

aaaand... it couldn't hurt to post over at EN World too.... might get more advice than just mine... !

david