Action points and more

Post/Author/DateTimePost
#1

joboo

Jan 29, 2005 9:39:38
While there are many things I like about the conversion there are a few things I would like some to consider.

1. I would like to see the Mul scaled down a bit, he seems too powerful. I do love the subdual damage reduction idea though. Maybe changing his ability score modifiers to a +2 strength -2 charisma it may make him mor balanced. In addition, by giving him a subdual damage reduction of 3 he will be able to handle the heat well. this would also simplify excessive rules and details about the forced march or endurance, because fatigue damage is subdual damage.The rule would take care of itself.

2. Action points rule! Using the action point system from Ebberon, Darksun characters could be even greater heroes. Some rules variations I have developed from the action points system are listed below.

a) Dwarves focus replaced as a more concrete game mechanic- When Dwarves spend an action point they may roll a D4 in addition to the action dice they would normally roll. (This would show that Dwarves are more detemined than other races)

b) The Elf run ability and increased movement rate replaced with a versitile yet concrete game mechanic- Elves may spend an action point to increase their speed as with the spell expedious retreat. The caster level would equal their level + the level of other elves participating in the Elf run at that time.

[ A feat at a higher level could be included to allow an elf to spend 5 action points to grant an increadible burst of speed- as with the spell haste caster level equal to class level]

I always thought the Darksun elves could have been improved, simply being devious wasn't enough for me. (What's with all that running? It seemed goofy to see a group of seven foot tall elves running though the desert. I am trying to accept it, in my own way.)

c) Arcane magic can be altered by spending action points- When applying a Metamagic feat to a spell a Wizard has to put the spell into a higher spell slot. A wizard may negate this penalty if he pays action points equal to the total spell level (spell level + spell slot modification) The Wizard must have the metamagic feat to use it in this way. When spending action points in this way the wizard doesn't have to prepare the Metamagic feat to use it.

Example- 1st level wizard Haran, has the Metamagic feat quicken spell, which uses a spell slot four levels higher than the actual spell. To use this feat it must also be prepared with another spell in advance. As a first level character Haran has five action points.

Haran has the spells prepared, 3 zero level spells- Resistance, Acid splash, Dancing lights, 2 first level spells cause fear, color spray

Normally Haran cannot prepare his metamagic feat beacause he does not have access to fourth and fifth level spells.

Haran can spend four action points to modify a zero level spell as it is being cast, with no penelties. He could spend five action points to modify a 1st level spell.

Haran is in immeadiate danger of being apprehended, he spends 5 action points (total spell level= 1st+ 4 spell slots) and applies quicken spell to color spray. Instantly the spell is modified while it is cast. The soldiers get a blast of color in their face and Haran escapes using his full action to double move. Now that Haran has spent all of his Action points he has to wait until next level before he recieves more.

This is a house rule I have used when we started playing in Ebberon. We have also used the rule for divine magic as well. I recommend it more for arcane magic users when playing Darksun. Mostly because I think wizards are under powered anyways and the high level of persecution in Darksun makes wizards even less playable. At higher levels wizards can combine metamagic feats to be used in very helpful ways. In a world where Psionics is the norm and powers can be scaled or augmented, this rule is a welcomed by mages everywhere. Divine magic users should be able to use this ability as a feat at fifth level. Wizards get it for free at first level.

3. Height has always bothered me about Darksun. Why does every race have to be six to seven feet tall? I think the original idea was to show the gamers of other game worlds that Darksun was a world of superior warriors. Remember that Darksun was origanally launched to be War World. Even the Humans in Darksun where taller than normal. That means that the architecture would be built to accomodate these races. The people would be porportionate to their world. The only way they would know that they are so big would be when they compared themelves to races of worlds other than their own. Now that you have the chance to improve Darksun, do it! Make their world porportionate to our own. This way it is easier for gamers to envision the world. Have Humans, Muls, and half elves be the standard height. If the Elves need to be taller than humans, have them range on the higher end of the spectrum using the normal human height range. When and if other worlders happen to enter Darksun make them smaller. If an Athasian enters another world, make them bigger.

4. I was dissapointed to see that the monk was not listed as core class. The Villichi would make great monks, and it would give players the oppurtunity to play somthing different. The monk is a fun class to play and I would love to see it included in the final version. At least mention it as an optional rule while including a little detail about the cultures that would likely become Fighting "Monks". As with any rules instruction, one could also make their statement in why it the class is not considered a core class, while letting the players know why its only provided as a Dm option.

These rules may seem like a lot of work since the team has already developed so much. But how long will it be before the Action point system becomes a standard in D&D? I encourage anyone to read the 30 years of Dungeons and Dragons, it might give additional insight about the Darksun Campaign setting.

Some of these ideas, like the use of the action point system will be used in my own Darksun Campaign. These are optional rules or changes that a DM may implement as house rules. But I also hope that the team at Athas.org will at least think about these proposals in an open minded way. I hope that they will create a Darksun that is fresh and exiting while maintaining its essence. Hopefully fixing the campaign setting and story elements that don't make sense. I would like to see Darksun not just satisfy the fans of the old setting, but also bring new gamers to experience this harsh world. To do that, they will have to improve upon the old world creating a somthing that will rival all of the current settings out on the market. If this is done it will open some eyes, and hopefully become a published and printed masterpeice!

I wish them luck!
#2

gab

Jan 29, 2005 11:27:51
Just as a general note (I'll let others reply to your message), we can't use mechanics that aren't in the SRD. So unless action points are OGC, we can't include them in our mechanics.

But that doesn't mean fans can't come up with something like this.
#3

superpriest

Jan 29, 2005 11:54:47
I believe Unearthed Arcana is Open Game Content. However, I don't think Athas.org should use action points. That's a decision for individual DMs.