Dark Sun characters

February 6, 2010 at 6:28 pm
filed under Roleplaying
Tagged , ,

Have you guys seen this, the Dark Sun characters from D&D XP 2010? Courtesy of Critical Hits, there’s a scan of same. I’ve had a glance and I have some impressions.

Themes and classes

If you page through, you’ll see that there aren’t a whole slew of new classes to account for Dark Sun’s take on various archetypes, like elemental priest, gladiator, or templar. (If you’re ignorant of Dark Sun, you can educate yourself here at The Burnt World of Athas.) Rather, those concepts are listed as “themes.”

I don’t have any insight as to what those mean except that they clearly have a connection to the setting. It does appear to signal that, for example, gladiator won’t be an entirely new class. The sorcerer-king pact warlock (theme: templar) is interesting— in the old setting, templar were a priest class (in 2e, cleric was a another priest class, as was druid). This seems just as good if not better description of the relationship between templar and sorcerer-king, to be honest.

Beyond that, I’m curious as to whether theme has any implications beyond setting.

Weapon materials

Weapon materials are back, apparently! To refresh your memory, metal in Dark Sun is relatively rare. People tend to make weapons out of more readily available materials, like stone, obsidian, or bone. These materials were inferior to steel and would confer penalties to accuracy and damage.

From what I’m reading, they want to keep the feel of steel being kind of a special deal, but without adding a weapon penalty figure. The gist of it is that you can opt to re-roll an attack on a 1. If you’re using a non-metal weapon, your second roll has to get above a number (presumably based on the strength of the material) or else it breaks after the attack is resolved. If it’s metal, then it only breaks on a re-roll of 1 to 5.

I can’t remember whether magic items were explicitly rare on Athas, but my recollection is that this was the case. This would be consistent with what I recall of the setting. You perceive that this raises a question: will magic weapons get some kind of exemption? Magic items are somewhat less critical than in 3e but they’re still very important.

I suppose they could be treated as metal, or if the expectation is that you don’t re-roll with a magic item. Leaving them as-is means that you’ll seldom if ever want to re-roll with a magic item, which makes me wonder why you’d bother putting the mechanic in since, for the majority of the game, nobody is going to use it.

Gettin’ excited again

Regardless of how it turns out, I’m excited about Dark Sun. I’m still conflicted about the extent to which I can run a roleplaying-heavy D&D game. It’s certainly doable if the group is up for it. I would still wonder about how to handle leveling or gear if there’s only one or even no combat encounters for multiple sessions. Possibly that’s fodder for another post.

In the meantime, I’ll be checking in with Critical Hits in the coming months to see what kind of information we’ll get about Dark Sun and, I suppose, PHB3.

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