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Post by Finarvyn on Mar 11, 2020 19:19:57 GMT -6
I know that the Dark Sun setting was made for AD&D (2E) and I have the original boxed set in my closet somewhere, along with the 4E sourcebooks and a few of the novels. It's a neat setting. I was pondering it today because my son asked about it, and if I could consider running a few game sessions in the setting for him and some friends.
What I'm wondering is whether or not anyone has translated this into OD&D. It shouldn't be hard, but AD&D/2E has a lot more detail than OD&D so it would mostly be a matter of trimming down stuff and simplifying, I should think. I figured that if someone had already done the legwork I could swipe that instead of having to dust off the boxed set and starting from scratch.
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Post by hamurai on Mar 12, 2020 2:45:34 GMT -6
I know only of some conversions for 5E. Incidentally, I'll be running a mini-campaign for my group in April. On a side note, since it's my favourite setting, I'm really looking forward to it! For OD&D, I'd say you don't have to change a lot when using the AD&D box set. Depending on how you use abilities/attributes in your OD&D game I'd recommend using the Dark Sun way to generate them (4d4+4) to create more capable characters - as they point out, Athas is a deadly world and only the best survive. Also, standard procedure is to start at 3rd level! Will you be using any of the supplements or just the 3LBB's? Since Dark Sun has every character at least as a minor ("wild") psychic, you may want to look at those rules again - or just use the stuff from AD&D, if you own the Psionics handbook. If not, you may want to have a look at the 5E version of the Psi Master, which they called Mystic in 2017's Unearthed Arcana: media.wizards.com/2017/dnd/downloads/UAMystic3.pdfIt offers a streamlined version of the psionics rules from AD&D, as far as I've already read it, plus all the powers you need, completely free. Of course, it's playtest material, but still... Apart from these two rules (and adjusting HP for monsters in the AD&D Dark Sun books), I'd just use the basic OD&D rules with the Dark Sun fluff. All the rules about new skills, ability modifiers for new races and all that isn't needed in OD&D.
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Post by Deleted on Mar 12, 2020 13:27:45 GMT -6
A bit of a derail, but you might want to take a look at the different visualizations of DS that we have so far: ...And of course, the other games: darksun.fandom.com/wiki/List_of_computer_and_video_gamesNow, they look quite shabby, but back in the day, I remember that people liked them. While they are, of course, of no use for the actual conversion, they might be a good way to "get back into the mood". - Worked for me for Ravenloft, for example.
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Post by creativehum on Mar 15, 2020 13:43:40 GMT -6
I am not very familiar with DARK SUN, but when I read your post here are some thoughts I had in general terms:
1. One thing I have observed about D&D and retroclones is that it is the spell lists that more than anything else really help define and differentiate one setting from another. Hitting someone with a sword is going to be hitting someone with a sword no matter what world you are on. But I'm guessing the MAGIC available in the world of Dark Sun is going to be markedly different than the magic found in the Forgotten Realms.
So porting the spell lists honestly seems like the first step. Some sanding might have to be done. But I'd be tempted to let it all ride as is.
2. As far as Classes go: My own preference at this point would be to keep the three classes as is in the LBBs, but allow the specific classes from Dark Sun to inform those three classes.
I believe, for example, Dark Sun has the "Pit Figher" class (or something like that). So a Player created a Fighting Man, but we write at the top "Pit Fighter." Then, when situations or circumstances arise where a Pit Fighter might have an advantage (or a disadvantage) you as the Referee simply make rulings or dice rolls that feed into that background. The same can problably be covered very quickly with any of the classes ported from Dark Sun to OD&D. And new rules tweaks could be added as well.
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Post by Finarvyn on Mar 15, 2020 17:11:17 GMT -6
For Dark Sun I think it's not so much the spell lists, but the fact that spells can cause plantlife around the caster to shrivel up and die. The whole "defiler" thing.
But in general I think you have the right idea. Magic … rename classes … mostly ready for action.
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Post by doublejig2 on Mar 15, 2020 17:44:41 GMT -6
Dark Sun is deeply evoked by its Brom art. What's the artist trying to say? In fairness: a deadly setting, any referred game table meaning surely penetrates into the very text of the setting's modules and supplements.
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Post by hamurai on Mar 16, 2020 12:51:14 GMT -6
Another thing that seems quite different and important is the fact that metal is very rare in Dark Sun and that usually stuff is made from wood or bone or obsidian. The original rules have these weapons with a malus to hit (= lesser chance to penetrate armor) and to damage (depending on the material) and the problem that they can break. A critical failure might result in a weapon breaking, or when they deal maximum damage. Also, metal armor isn't for adventurers because you'll cook inside it when you wear metal in the scorching sun of Athas. A +1 weapon would be either, for example, a bone weapon +1 (which would be equal in stats to a normal metal weapon in other settings) or indeed a normal metal weapon. It's fun to see how players start to scavenge anything they might turn into a weapon or armor once you take metal from them
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Post by jeffb on Mar 18, 2020 16:08:33 GMT -6
I've nothing to add, as I've not done the conversion, but I wish you and your Son much fun! I've never run DS, but it has always been something that greatly interested me. The total lack of typical D&D monsters is such a breath of fresh air- I love looking through DS monster books.
I wish TSR had gone all the way and removed the typical D&D races (dwarves, halflings, elves)
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Post by Finarvyn on Mar 18, 2020 20:25:43 GMT -6
In addition to the main Dark Sun boxed set, I have a couple of the 4E sourcebooks. If only I had a decent feel as to how to convert 4E stuff into OD&D. I never quite figured out 4E.
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Post by hamurai on Mar 19, 2020 2:38:35 GMT -6
I skipped editions 3.X and 4 entirely. I'd guess you'd be better off making up new stats and abilities than trying to convert all those 3.XE feats and 4E abilities into usable stats in OD&D.
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Post by jeffb on Mar 19, 2020 7:12:35 GMT -6
In addition to the main Dark Sun boxed set, I have a couple of the 4E sourcebooks. If only I had a decent feel as to how to convert 4E stuff into OD&D. I never quite figured out 4E. I have the PDFs of the 4E books, but I never used them. The DS monster book for 4E is the one that gets me all fired up Conversions. I've not done them. BUT- The creature levels in 4E are meant to be fairly similar to a PC of the same level in power. So perhaps you could start there- Looking at a 4E monster, and extrapolating to similar level/HD as a OD&D Fighter, then give them a unique ability or two utilizing OD&D math for Damage. Don't forget though that 4E goes up to level 30 and keep that in mind with the idea of monster power. Anything over 10th Level in 4E is meant to be pretty powerful in the grand scheme of the world and unlike OD&D PC's in 4E are the movers and shakers of the world and meant to be way above average from the start. IOW- use 4E as guidelines and use your experience and wing it like all good DMs do.
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Post by Finarvyn on Mar 19, 2020 9:42:01 GMT -6
Nice suggestions, jeffb. I think my plan is to keep things as simple as possible. I like the notion of comparing to a similar level as an OD&D fighter. That's a decent starting point, at least.
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Post by jeffb on Mar 19, 2020 11:23:45 GMT -6
I think my plan is to keep things as simple as possible Always the best plan when speaking of OD&D
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Post by Punkrabbitt on Mar 19, 2020 18:01:40 GMT -6
I ran a 2E Dark Sun campaign for two years. The real evocation of the setting comes not just from how poor the equipment is, and not from how weird the magic is, but from the society in general. Any use of magic outside of approved channels is a death penalty. If the party shows any magic items, sooner or later an army shows up to take them away. The Sorcerer Kings keep their power through terror, and each has a legion of fanatical spellcasters enforcing their will. And then there is the Dragon, making his yearly circuit to collect his tribute of slaves...
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