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5e Dark Sun House Rules

PostPosted: Sat Sep 02, 2017 2:11 am
by Tim Baker
If you're considering running a Dark Sun campaign using 5e, these house rules seem like a reasonable approach.

Re: 5e Dark Sun House Rules

PostPosted: Sat Sep 02, 2017 4:07 pm
by zontoxira
I find no armor to be an interesting house rule. No rest and no easy magic are obvious choices, even though I'd use the variant with the Hit Dice. As for no food and drink, I'd keep the streamlined rules from PHB 5e. My only thing is, defiling is made to look like wild magic; while quite simplified, it feels too random.

Re: 5e Dark Sun House Rules

PostPosted: Sun Sep 03, 2017 10:37 am
by Big Mac
zontoxira wrote:My only thing is, defiling is made to look like wild magic; while quite simplified, it feels too random.


It's different, but it would be interesting to run with it. The only one that I find a bit suspect is the "2 - Destruction - people around the spellcaster suffer necrotic damage equal to spell level." result. That's more like the super-defiling that the Dragon Kings use than regular defiling.

Re: 5e Dark Sun House Rules

PostPosted: Sun Sep 10, 2017 5:52 am
by Tim Baker
Part 2 of the post is now available. Check out the remaining five house rules to run Dark Sun in D&D 5e.

Re: 5e Dark Sun House Rules

PostPosted: Tue Sep 12, 2017 12:24 pm
by zontoxira
Quick notes:
no gods, no healing makes for a quite brutal and gritty setting; how could this be implemented without breaking the game?
I have already mentioned my opinions on no class, no races, and no metal. In short: I believe the races/classes should be restricted to what the Original (or the Revised) allowed for characters. As for metal, breakage rules is the simplest way to go, though I've provided a mechanic based on the attack roll instead.
no psionics? gives a valid point. Without official rules for psionics, we can only speculate on psionicists/psions/mystics/younameit.