Dark Sun Races

Post/Author/DateTimePost
#1

glak2

Jun 22, 2008 18:35:18
Here are my interpretations of the races. I tried to stay with the 4e mechanics and the DS flavor. I changed a lot of the ability score and skill bonuses. Also note the increased speed for Elves and Half Elves. I don't have a strong feel for balance yet so that is probably where these need the most work. I put some racial feats at the end.

DWARF
Ability Scores: +2 Con, +2 Wis
Size: Medium
Speed: 5 squares
Vision: Low-light
Skill Bonuses: +2 Dungeoneering, +2 Endurance

Cast Iron Stomach: see PHB
Dwarven Resilience: see PHB
Dwarven Weapon Proficiency: see PHB
Encumbered Speed: see PHB
Stand Your Ground: see PHB
Focus: whenever you reach a milestone recover a healing surge. After an extended rest you start with 0 Action Points, rather than 1


ELF
Ability Scores: +2 Dex, +2 Int
Size: Medium
Speed: 8 squares
Vision: Low-light
Skill Bonuses: +2 Nature, +2 Perception

Elven Weapon Proficiency: see PHB
Fey Origin: this ability has been removed
Group Awareness: this ability has been removed
Wild Step: see PHB
Elven Accuracy


HALF ELF
Ability Scores: +2 Dex, +2 Cha
Size: Medium
Speed: 7 squares
Vision: Low-light
Skill Bonuses: +2 Diplomacy, +2 Insight

Dilettante: see PHB
Dual Heritage: see PHB
Group Diplomacy: this ability has been removed


HALF GIANT
Ability Scores: +4 Str, +4 Con
Size: Large
Speed: 6 squares
Vision: Normal

Being Large: You have reach. See page 220 in the PHB for weapon size information
Flexible Outlook: you may change your alignment after an extended rest
Dual Heritage: as Half Elf, but substitute Giant for Elf

HALFLING
Ability Scores: +2 Dex, +2 Wis
Size: Small
Speed: 6 squares
Vision: Normal
Skills: +2 Nature, +2 Thievery

Bold: as PHB
Nimble Reaction: see PHB
Second Chance: see PHB


HUMAN: see PHB


MUL:
Ability Scores: +2 Str, +2 Con
Size: Medium
Speed: 6 Squares
Vision: Low-light
Skills: +2 Athletics, +2 Endurance

Dual Heritage: as Half Elf, but substitute Dwarf for Elf
Hobgoblin Resistance: see MM
Mul Endurance: as Draconic Heritage


THRI-KREEN
Ability Scores: +2 Dex, +2 Wis
Size: Medium
Speed: 6
Vision: Normal
Skills: +2 Athletics, +2 Nature

Poisonous Bite: you may use the Poisonous Bite encounter power, see below
Natural Armor: +4 natural armor bonus to AC
Claws: your unarmed attacks deal 1d6 damage, you are considered to be wielding two weapons for the purposes of feats and abilities that require you to do so
Thri-Kreen Hunter: You are proficient with the Gythka, a spear/polearm

Poisonous Bite
Encounter * Martial, Poison
Standard Action Melee
Target: One creature
Attack: Str vs. AC
Hit: 1d6 + Strength modifier damage. Make a secondary attack against the target
Secondary Attack: Con vs Fort
Hit: Target is dazed (save ends)


HEROIC TIER RACIAL FEATS

Four-Weapon Fighting
Prerequisite: Thri-Kreen, Two-Weapon Fighting, Dex 15
Benefit: You gain an additional +1 to damage rolls with your primary weapon while benefiting from Two-Weapon Fighting

Thri-Kreen Huntmaster
Prerequisite: Thri-Kreen,
Benefit: You gain proficiency in the Chatkcha (a thrown, heavy-blade group weapon that returns to the thrower) and a +2 feat bonus to damage rolls with the Chatkcha and Gythka

Half Giant's Prerogative
Prerequisite: Half Giant
Benefit: You may move into the space of creatures only one size smaller than you (see PHB, page 282 for rules)

Hardcore
Prerequisite: Mul
Benefit: Gain a +2 feat bonus to saving throws


PARAGON TIER RACIAL FEATS

Swift Bite
Prerequisite: Thri-Kreen, Poisonous Bite, Dex 13
Benefit: You may use your bite as a minor action

Paralytic Bite
Prerequisite: Thri-Kreen, Poisonous Bite, Con 13
Benefit: Your bite stuns instead of dazes

Giant's Nudge
Prerequisite: Giant
Benefit: When shifting you may shift into spaces containing enemies. If you do, make a Str vs Fort attack against each enemy. Hit: the target takes 1d6+Con damage and you push the target out of your space. Miss: the target shifts out of your space
#2

Zardnaar

Jun 23, 2008 1:19:46
Something similar to my ideas I had floating around. YOur Half Giant is overpowered though. I would give them +4 strength. +2 strength and +2 con also worlks but I was planning on giving that to the 4th ed Mul

Most of the races in the PHB are generic enough to be used as is in Darksun and just changing the fluff.

The real question is can you shoehorn Tieflings, Dragonborn and Eladrin into Darksun? I thought Dragonborn could equal Dray, Eladrin be something else not elven based. Tieflings could be some sort of tower freak (change the fluff).
#3

generalhenry

Jun 23, 2008 1:32:50
I'd give the half giant +2 str +2 con, the large size will have them doing plenty of damage.
#4

glak2

Jun 23, 2008 1:48:39
Yeah the +4s for Half Giants are pretty amazing, but how amazing? I'm not sure. If they have to get only +2s then I don't want them as a player race. The reach and large weapons are also pretty big. I didn't really give them any special powers or other benefits in an attempt to balance them.

I have absolutely no desire to shoehorn Tieflings, Dragonborn, and Eladrin into Darksun. I don't see the reasoning. What would we gain anything by including them?

Dray all live underground and would be NPCs (monsters). They's also get very different stats, actually they'd be more like Tieflings or Eladrin than Dragonborn.

So what about the other races? How did they turn out? What about Dwarven Focus, notice how it is designed to keep the Dwarf player from wanting to stop adventuring? He has a focus to complete.

After reading my DS source material some more (I just found like a dozen DS books in my closet!) I'm thinking of changing the skill bonuses around. Elves would lose the bonus to Nature but gain Endurance, Half Elves would lose the bonus to Diplomacy but gain Nature. Half Elves are closer to nature than elves are in this setting.

I noticed that Thri-Kreen are mentioned as only getting their poisonous bite when they are older. Maybe I should make the poison aspect a Heroic tier feat. Maybe I could convert the Eladrin teleport into a jump ability for the Thri-Kreen, maybe like the Jump Wizard Utility power
#5

Zardnaar

Jun 23, 2008 1:57:42
Yeah the +4s for Half Giants are pretty amazing, but how amazing? I'm not sure. If they have to get only +2s then I don't want them as a player race. The reach and large weapons are also pretty big. I didn't really give them any special powers or other benefits in an attempt to balance them.

I have absolutely no desire to shoehorn Tieflings, Dragonborn, and Eladrin into Darksun. I don't see the reasoning. What would we gain anything by including them?

Dray all live underground and would be NPCs (monsters). They's also get very different stats, actually they'd be more like Tieflings or Eladrin than Dragonborn.

So what about the other races? How did they turn out? What about Dwarven Focus, notice how it is designed to keep the Dwarf player from wanting to stop adventuring? He has a focus to complete.

After reading my DS source material some more (I just found like a dozen DS books in my closet!) I'm thinking of changing the skill bonuses around. Elves would lose the bonus to Nature but gain Endurance, Half Elves would lose the bonus to Diplomacy but gain Nature. Half Elves are closer to nature than elves are in this setting.

I noticed that Thri-Kreen are mentioned as only getting their poisonous bite when they are older. Maybe I should make the poison aspect a Heroic tier feat. Maybe I could convert the Eladrin teleport into a jump ability for the Thri-Kreen, maybe like the Jump Wizard Utility power

Note if you give the Half Giant +2 Con +2 strength they will be simialr to the Mul. How about +4 strength or +4 con or even + 4 strength or con players choice? Makes them distinct in 4th ed. I don't think it would overpower them compared to say a Eladrin in the core rules gaining a minor dimension door type power.
#6

generalhenry

Jun 23, 2008 2:35:10
Note if you give the Half Giant +2 Con +2 strength they will be simialr to the Mul.

his Halfling and Thri-Kreen have the same stat mods, speed, vision, and even a shared skill bonus. But I don't think they step on each others toes.

Half giants with +2 str will still be the highest damage melee.
#7

Zardnaar

Jun 23, 2008 4:02:07
his Halfling and Thri-Kreen have the same stat mods, speed, vision, and even a shared skill bonus. But I don't think they step on each others toes.

Half giants with +2 str will still be the highest damage melee.

Just something I noticed in the 4th ed races. No 2 races have the same ability score modifiers. I would give the races.


Dwaf +2 Con, +2 Wis
Elf +2 Dex +2 Wis
Half Elf +2 Dex +2 Con
Halfling +2 Dex, +2 Cha
Half Giant +4 str
Human As PHB
Mul +2 Str, +2 Con
Thri-Kreen +2 Dex, +2 Str

Mostly the same as the PHB. Kreen could be +2 Dex or +2 Str or Wis based on 3.5 ability scores. I wouldn't worry about the Dwarf focus from a mechanical perspective- put it in the fluff.
#8

glak2

Jun 23, 2008 14:37:15
Ok I am looking over my Dark Sun Rules book and I've decided to make some changes. I'll go over my reasoning for each race. First of all let me start by mentioning that in DS +2, +1, -1, and -2 are the typical racial adjustments, used by 4 of the races. In 4e +2, +2 are the typical racial adjustments, used by 7 of the races.

I have several design principles that I am following, among them are:

1) stick to the +2, +2 formula, and no penalties
2) put bonuses in the stats that had bonuses in 2e
3) not put bonuses where there were penalties in 2e
4) make the races different
5) make the bonuses guide players into picking classes that match the flavor

a design principle that I am not using:
1) bend the fluff to match the 4e PHB


DWARF
2e stats: +2 Con, +1 Str, -1 Dex, -2 Cha
4e stats: +2 Con, +2 Wis
my stats: +2 Con, +2 Wis

Why didn't I go with +2 Str, +2 Con? Well I wanted to make dwarves different from Mul. This also helps guide Dwarves into the Cleric class, which is something that I want. I am designing a cleric class which will be a Wis + Con|Dex class. Dex and Cha were obviously out, Int would have caused more Dwarves to be wizards which would obviously have been bad.

ELF
2e stats: +2 Dex, +1 Int, -1 Wis, -2 Con
4e stats: +2 Dex, +2 Wis
my stats: +2 Dex, +2 Int

Int over Wis is the obvious choice here. They got a Wis penalty in 2e and an Int bonus. Also keep in mind that the reason that 4e elves don't get a bonus to Int is because the Eladrin were spun off into a separate race. Elves are very much into magic in DS.

HALF ELF
2e stats: +1 Dex, -1 Con
4e stats: +2 Con, +2 Cha
my stats: +2 Dex, +2 Cha
your stats: +2 Dex, +2 Con

These are the trickiest I think. The +2 Dex is the obvious choice, the question then becomes what the other choice should be. Looking over the Racial Class and Level Limits Table I see that Half Elves are drawn to classes with an emphasis on Int and, to a lesser extant, Str. They shy away from classes that rely on Wis. The more I think about it the more your adjustments grow on me. I really don't want to give them a bonus to Con, if only in protest to the nonsense of giving them a Con bonus in core 4e. I really don't want to give them a bonus to Str and Wis is right out. So it comes down to Con or Cha. Half Elves are lone survivalists but they have the physical weakness of their elven parent's. I'll think about this one more.

HALF GIANT
I think that everyone is in agreement what the flavor is, the question is how big to make the bonuses. This is a balance issue and it will take some time before we have a good understanding of the issues. I'm thinking that they'll be a monster race for now.

HALFLING
2e stats: +2 Dex, +2 Wis, -1 Con, -1 Cha, -2 Str
4e stats: +2 Dex, +2 Cha
my stats: +2 Dex, +2 Wis

Halflings are shown to be great rangers and rogues, and so obviously the Dex bonus covers that well. They also have a bit of a cleric/druid thing to them, strong communities and so forth. I think that the +2 Wis (which they got in 2e) works better than the +2 Cha (which they had a penalty to in 2e).

HUMAN
we're all in agreement here, as PHB

MUL
2e stats: +2 Str, +1 Con, -1 Int, -2 Cha
my stats: +2 Str, +2 Con

this one was pretty easy, but due to overlap with the Dwarf the Dwarf ended up shifting to Wis

THRI-KREEN
2e stats: +2 Dex, +1 Wis, -1 Int, -2 Cha
my stats: +2 Dex, +2 Wis
my new stats: +2 Str, +2 Wis

These guys had nearly the same stats as Halflings in 2e, the only difference being that Halflings were one point wiser, two points weaker, and, one point less uncharismatic. It would really fit the 2e stats to give them +2 Dex since that is their main bonus. However if you look at the level limits table it seems that they were best at Wis and Str based classes. They were the only race who couldn't be thieves. The fluff that I see doesn't really mention too much about their Dex (other than jumping I guess, which is under Str actually), mostly it focuses on their Wis.

There is more to races than ability modifiers, what do you think of the special features?
#9

Zardnaar

Jun 24, 2008 0:03:07
Ok I am looking over my Dark Sun Rules book and I've decided to make some changes. I'll go over my reasoning for each race. First of all let me start by mentioning that in DS +2, +1, -1, and -2 are the typical racial adjustments, used by 4 of the races. In 4e +2, +2 are the typical racial adjustments, used by 7 of the races.

I have several design principles that I am following, among them are:

1) stick to the +2, +2 formula, and no penalties
2) put bonuses in the stats that had bonuses in 2e
3) not put bonuses where there were penalties in 2e
4) make the races different
5) make the bonuses guide players into picking classes that match the flavor

a design principle that I am not using:
1) bend the fluff to match the 4e PHB


DWARF
2e stats: +2 Con, +1 Str, -1 Dex, -2 Cha
4e stats: +2 Con, +2 Wis
my stats: +2 Con, +2 Wis

Why didn't I go with +2 Str, +2 Con? Well I wanted to make dwarves different from Mul. This also helps guide Dwarves into the Cleric class, which is something that I want. I am designing a cleric class which will be a Wis + Con|Dex class. Dex and Cha were obviously out, Int would have caused more Dwarves to be wizards which would obviously have been bad.

ELF
2e stats: +2 Dex, +1 Int, -1 Wis, -2 Con
4e stats: +2 Dex, +2 Wis
my stats: +2 Dex, +2 Int

Int over Wis is the obvious choice here. They got a Wis penalty in 2e and an Int bonus. Also keep in mind that the reason that 4e elves don't get a bonus to Int is because the Eladrin were spun off into a separate race. Elves are very much into magic in DS.

HALF ELF
2e stats: +1 Dex, -1 Con
4e stats: +2 Con, +2 Cha
my stats: +2 Dex, +2 Cha
your stats: +2 Dex, +2 Con

These are the trickiest I think. The +2 Dex is the obvious choice, the question then becomes what the other choice should be. Looking over the Racial Class and Level Limits Table I see that Half Elves are drawn to classes with an emphasis on Int and, to a lesser extant, Str. They shy away from classes that rely on Wis. The more I think about it the more your adjustments grow on me. I really don't want to give them a bonus to Con, if only in protest to the nonsense of giving them a Con bonus in core 4e. I really don't want to give them a bonus to Str and Wis is right out. So it comes down to Con or Cha. Half Elves are lone survivalists but they have the physical weakness of their elven parent's. I'll think about this one more.

HALF GIANT
I think that everyone is in agreement what the flavor is, the question is how big to make the bonuses. This is a balance issue and it will take some time before we have a good understanding of the issues. I'm thinking that they'll be a monster race for now.

HALFLING
2e stats: +2 Dex, +2 Wis, -1 Con, -1 Cha, -2 Str
4e stats: +2 Dex, +2 Cha
my stats: +2 Dex, +2 Wis

Halflings are shown to be great rangers and rogues, and so obviously the Dex bonus covers that well. They also have a bit of a cleric/druid thing to them, strong communities and so forth. I think that the +2 Wis (which they got in 2e) works better than the +2 Cha (which they had a penalty to in 2e).

HUMAN
we're all in agreement here, as PHB

MUL
2e stats: +2 Str, +1 Con, -1 Int, -2 Cha
my stats: +2 Str, +2 Con

this one was pretty easy, but due to overlap with the Dwarf the Dwarf ended up shifting to Wis

THRI-KREEN
2e stats: +2 Dex, +1 Wis, -1 Int, -2 Cha
my stats: +2 Dex, +2 Wis
my new stats: +2 Str, +2 Wis

These guys had nearly the same stats as Halflings in 2e, the only difference being that Halflings were one point wiser, two points weaker, and, one point less uncharismatic. It would really fit the 2e stats to give them +2 Dex since that is their main bonus. However if you look at the level limits table it seems that they were best at Wis and Str based classes. They were the only race who couldn't be thieves. The fluff that I see doesn't really mention too much about their Dex (other than jumping I guess, which is under Str actually), mostly it focuses on their Wis.

There is more to races than ability modifiers, what do you think of the special features?

I like most of your features. Mechanically you've balenced them but Half Giants in particular could require some work but I'm sure we can fugure something out. Your Halflings could have +2 stealth instead of +2 thievery as DS halfiings are hunters as opposed to core rule kender type thieves. I like the Kreen stat changes as well but I think they need +2 dex as they had +4 in 3.5. Your elves may be slightly overpowered but not to much I htink as the +2 dex and Int is almost a penalty in 4th ed as they both modify the same defense. In our limited playtesting as 4th ed is all new and shiny Elves are maybe the best race in core rules due theelven accuracy power in regards to dailys and ranger powers that deal extra damage if both attacks hit.

One thing I've never like in Darksun i the Dwarven focus mechanic and how they become banshees. I could handle a Dwarf with an intense focus could become a Banshee after death but every Dwarf having a focus and maybe becoming a Banshee if they flunk it doesn't make much sense.