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Help about rules on a Dark Sun campaign


Doc

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Hi every body,

 

I just posted something about rules in my starting Dark Sun campaign there: http://www.herogames.com/forums/showthread.php?t=66735

 

I'd like some advices about how to build profanators' destructive capacities.

 

By the way, have any of you ever has transfered this D&D univers to Hero? How did it go? How did you do? I think I'm doing good for now, but I didn't play test anything yet. I should be able to come back on this next week if someone is interested.

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Re: Help about rules on a Dark Sun campaign

 

Dark Sun was one of the best FH campaigns I've ever played in, if only because the primitive armor and weapons brought tank fighters more into line. :D That said we ran character creation pretty loosely, and didn't bother statting everything out beforehand. IIRC we defined magic with no framework and forcing a side effect AE RKA vs. plants--some kind of END reserve with a plant BODY transfer would have been more accurate, but less fun and way too expensive. Most characters could have one psionic power with a low active point limit, I think 15 or 20, and the available powers were restricted (i.e. no force field). We handwaved weapon breakage too, saying that they broke on 17+ or 18+ depending on the material; weapons broke all the time with that feature. I think that's about it. There's tons of FH Dark Sun stuff out on the web, I think, try googling for it.

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