I am prepping for a Dark Sun campaign that will use some form of RQ rules. The ruleset will likely be based on RQ Legend. I always like to start with the things that the PCs can do and start from there, and so far I have decided upon what the PC characteristics will look like:
- Humans are the most Intelligent and Charismatic species. They are quite Powerful as well.
- Mül (half-dwarf) have good Strength and Constitution scores, second only to dwarves, while having considerably more Size than dwarves.
- Dwarves have the highest potential for Strength and Constitution, but are somewhat lacking in Dexterity and Size.
- Elves have very high Dexterity, comparable only to halflings. Their potential for Strenght isn't the biggest, but they are the fastest runners of the bunch
- Half-elves are exactly what you'd expect. Somewhere between human and elf.
- Halflings won't be getting big Strength or Size scores, but are compensated by having the highest Power around, and the Dexterity to compete with the elves.
- Thri-Kreen (mantis-men) are known for their Constitution that is comparable to dwarves, and their Size, which overshadows all other PC races. They are also fast runners, almost able to catch a nomad elf at full sprint.
I won't allow half-giant characters, because I have never liked them as a PC race.
I'd like to receive some advice, especially with converting some common iconic Dark Sun monsters.
IIRC, the Thri-Kreen also had high Dexterity along with their other bonuses, but paid for it with a very short lifespan.
I don't know if Wemic (Lion-centaurs) are from Dark Sun but I think they are cool. In my home brew they are the mortal enemies of the Thri-Kreen who are the dominate civilization.
Make them Strong and fast and give them a rage ability.
Luther Arkwright (for RQ6/Mythras) has a nice psionics system.
@jeff37923. I am tempted to increase Thri-Kreen Dex score, and indeed originally they are very dextrous, but right now I think that their biggest asset, high hit points, is enough of an advantage for them. I'm not anal about balance between PCs, so I might up the Dex of Kreens.
@Headless. I didn't even remember about Wemic. They are cool though, but not part of original Dark Sun, as far as I can tell. I am cutting back on the amount of mammalian monsters, as I try to differentiate Dark Sun from other settings in that department.
@The Butcher. This is exactly the type of advice I am seeking, but I'm not likely to purchase the whole game just for Psionic rules. At the moment I think the ones from BRP should be enough, but if better rules that have more flavor are out there, I'd like to know about them.
Quote from: Moracai;939427@jeff37923. I am tempted to increase Thri-Kreen Dex score, and indeed originally they are very dextrous, but right now I think that their biggest asset, high hit points, is enough of an advantage for them. I'm not anal about balance between PCs, so I might up the Dex of Kreens.
@Headless. I didn't even remember about Wemic. They are cool though, but not part of original Dark Sun, as far as I can tell. I am cutting back on the amount of mammalian monsters, as I try to differentiate Dark Sun from other settings in that department.
@The Butcher. This is exactly the type of advice I am seeking, but I'm not likely to purchase the whole game just for Psionic rules. At the moment I think the ones from BRP should be enough, but if better rules that have more flavor are out there, I'd like to know about them.
Take a look at Mythras Imperative. It's Free. A cutdown version of Mythras, so similar to RQ6, which came from MRQII/Legend. Anything you like about the Legend system combat-wise is better in Mythras. It will give you an idea if you like it or not. If so, then you can decide if maybe purchase of the full-blown Mythras and something like Luther Arkwright might be worth it.
Also there is another game called Mythras: Classic Fantasy, which is D&D in Mythras terms, so if you were looking for more of a class structure or D&D spells, magic items and monsters put into Mythras terms for you already, that would be helpful. (no Thri-Kreen though).
Specifically for Dark Sun, there is a Classic Fantasy: Expert Set supplement ($4.99 for pdf, $7.99 for hardcopy from Lulu plus pdf). The Expert Set has AD&D1 style Psionics in Mythras terms (as well as stats for Mind Flayers).
If you don't want to spend any more money, take Legend Magic (for Dark Sun I'd add in the Legend: Blood Magic) and combine with Mythras Imperative combat. Compared to Legend, Mythras is much closer then BRP, so the conversion won't be bad.
If mechanical balance doesn't bother you, then in addition to Size and Con (which is going to boost HPs for Hit Locations) and Dex, I would give them an armor point or two for the exoskeleton.
Too bad you don't like half-giants, MRQII/Legend/RQ6/Mythras* handles large PC races better than most systems I think, just organically through the system without having to give them a ton of ablative hit points, or artificially inflate their combat ability by adding Hit Dice.
*I think from now on, we should just use Loz and Pete System (L&P) to refer to MRQII/Legend/RQ6/Mythras. :D
I already have Mythras Imperative, and I like what I'm seeing. I haven't GMed RQ for over two decades and the players are novices in the system as well. Legend seems more clutter-free though, so I'm inclined to go with that and possibly add combat maneuvers if the players seem discontent.
Thanks for recommending Classic Fantasy supplement. I downloaded a preview and there are some things I'd like to adopt from it. As for the Expert Set supplement, the descriptive text from RPGnow doesn't mention psionic rules, so I have to take your word for it.
About Thri-Kreen natural armor. I forgot to mention that I already had given them 3 points of armor in all locations except abdomen, which has 1 point. I also have made a new hit location table for them.
Thanks for the pointers CRKrueger!
You might also want to check my new Revolution D100 system. Basic stats are slightly easier to convert from D&D, as there is no SIZ, locations are optional and some other elements are willingly taken from D&D and not from the BRP family. The System Reference Document (http://www.alephtargames.com/images/ogl/rd100_srd.zip) contains everything needed to play, for free. This includes psionics, which is integrated in the core rules and not in supplements. Depending on what Rod did with psionic in the Classic Fantasy Expert supplement, which I have not seen yet, this may serve you better or not. But at least you can check it out directly.
Here's a cut from the Expert Set Contents page. (fair use, etc.) It's not really a Full Blown conversion of 1e Psionics, as it really only contains 8 Psionic Disciplines, but it gives you a start. With a system that is kind of a toolkit like Mythras, every example helps I think, because you never know when someone is going to make you go "Huh, interesting, I hadn't thought of using the rules like that."
Spoiler
(https://dl.dropboxusercontent.com/u/155445342/Clipboard01.png)
(https://dl.dropboxusercontent.com/u/155445342/Clipboard02.png)
Quote from: CRKrueger;939764Here's a cut from the Expert Set Contents page. (fair use, etc.) It's not really a Full Blown conversion of 1e Psionics, as it really only contains 8 Psionic Disciplines, but it gives you a start.
My understanding is that that book is a preview of a larger expansion that's on its way... so I wonder if there will be more to the psionics stuff in its final form?
Quote from: Simlasa;939769My understanding is that that book is a preview of a larger expansion that's on its way... so I wonder if there will be more to the psionics stuff in its final form?
Yeah the Expert Set is kind of a preview version of the full-blown Unearthed Companion which will include higher level play, Overland Travel, Alchemy, and perhaps a complete conversion of 1e Psionics, but dunno if the Psionics are on the docket, will have to ask over on the TDM forums.
Edit: Yes, Unearthed Companion will have all the 1e Psionic Disciplines. Won't be out for a while though.