Old-School Essentials - Dark Sun - Old School Guide for DMs.pdf
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Foreword
One of the many things that made Dark
Sun so appealing when it came out in
the 90s was how different it was from
previous settings. It was a
post-apocalyptic setting that put
emphasis on surviving a harsh and
oppressive environment, the perfect for
games that put heavy emphasis on
resource management and life or death
situations. This, of course, forced a
change in how the games should be run
and what rules should be used, as Athas
provided a different theme and
aesthetics that demanded a change of
pace for DMs to capture it.
This document will showcase a series of
rules for items, resource management,
climate conditions, treasures and many
more, some of them are optional and
applicable at the DM discretion for
their games. Your Athas may be
different from my Athas, but with these
options I aim to provide DMs out there
a way to be able to capture the themes
of Athas not only accurately, but also
conveniently, easy to reference and
remember and most importantly, fun.
These rules are to be used in OSR
systems based on the B/X edition, but
with a heavy emphasis on Old School
Essentials™, which is gonna be used as
a frame of reference for the rules that
will be presented in this document. It is
also to assume that you hold a copy of
either the
Classic or Advanced
Fantasy Rule Books for OSE™
This is part of an ongoing project to
create an
Old School Essentials™
conversion of Dark Sun that aims to fix
the complicated rules of 2E. As such,
expect changes to these in future.
Feel free to use these on your games,
and if you have any recommendation or
feedback, please feel free to reach out
and let me know, I am always looking to
improve.
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Experience
All characters who make it through an
adventure alive receive experience
points (XP), awarded by the DM. XP in
the Dark Sun setting may be gained
from four sources: treasure recovered,
monsters defeated, resources acquired
and class related actions (optional).
Experience may be granted by the use
of class or race abilities that follow the
class’ respective archetype, looking to
incentivise roleplaying and creative
problem solving, given at the DM’s
discretion.
Treasure that PCs bring back from an
adventure works the same as in
Old
School Essentials™ and other B/X
based games.
The value of XP:
Characters gain 1 XP
per 1 ceramic piece (cp) value of the
treasure.
All monsters defeated by the party (i.e.
slain, outsmarted, captured, scared
away, etc.) grant XP based on how
powerful they are. Similar to how it
works in
Old School Essentials™ and
other B/X based games.
The findings of water sources, food or a
place for shelter grant XP based on how
valuable these are.
Water Source:
Water accounts for
50
XP x Number of days it lasts
. If an
Oasis or other significant body of water
is discovered, it is worth up to 2,000 XP.
Food Source:
Food accounts for
25 XP
x Number of days it is able to feed
one person.
Place for Shelter:
Finding a good place
to take refuge is worth
20 XP x
number of days it was used or safe.
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Plik z chomika:
Matrinicz
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