5e Dark Sun House Rules

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Tim Baker
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5e Dark Sun House Rules

Post by Tim Baker »

If you're considering running a Dark Sun campaign using 5e, these house rules seem like a reasonable approach.

zontoxira
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Re: 5e Dark Sun House Rules

Post 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.
Have a look at my Dark Sun 5e Reconstruction or Planescape 5e Belief System
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Big Mac
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Re: 5e Dark Sun House Rules

Post 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.
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Tim Baker
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Re: 5e Dark Sun House Rules

Post 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.

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Re: 5e Dark Sun House Rules

Post 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.
Have a look at my Dark Sun 5e Reconstruction or Planescape 5e Belief System
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