Doc Posted July 10, 2008 Report Share Posted July 10, 2008 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. Quote Link to comment Share on other sites More sharing options...
Old Man Posted July 10, 2008 Report Share Posted July 10, 2008 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. 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. Quote Link to comment Share on other sites More sharing options...
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