House Rules

To try and keep the Campaign more true to the Dark Sun Heritage I will be running the following house rules. Feel free to discuss them with me as they are changeable up until we start.

Weapon Breakage
To reinforce the feel of using non metal weapons we will be running 2 rules:
Natural 1’s
Natural 1’s cause a weapon to break automatically.
Material Damage
If you roll your weapons material damage value or less your weapon takes a “Tombstone” mark, a third tombstone causes the weapon to break.

Material Damage Value
Stone 4
Bone 3
Obsidian 2
Metal No Damage

You can repair one tombstone during a short rest and completely mend a weapon during an extended rest.

Armour Damage
As with weapons your armour can be damaged too. Each crit scored against you damages your armour incurring a “Tombstone” each tombstone lowers your AC by 1. After 3 “Tombstones” your armour is no longer serviceable and you loose all benefits.

To counter this, you may repair armour during short rests provided you have the materials to do so. You can collect these materials from creatures you kill or by purchasing them from Traders.

First thing I would say is that if you are considering running an Arcane character (Wizard, Sorcerer or Warlock) is talk to me about it, as there are quite a few differences that will affect how your character plays.

To maintain the flavour and reason behind arcane defiling and emphasise its abhorrence in Athasian culture the following rules will be in place.

Defiling is the Arcane caster default
As a caster of arcane magic the energy you use to cast spells is drawn from life. By default you draw this power from the ground, removing its ability to sustain life and killing mundane plant life in the nearby area. However if you want to preserve the ground you can take a minor action during the same turn you cast the spell to take the time to draw energy from a wider range, thus preserving the life in the nearby area. Repeated preserving from the same spot may cause the same damage as difiling…

In game terms refer to the charts below:

Power Type Burst Defiled
At-Will 1
Encounter 3
Daily 5

Ground Change:

Original Ground Type New Ground Type
Rocky Terrain Sickening Heat Terrain
Verdant Terrain Ash Field Terrain
Desert-like Black Sand Terrain

Defiling effects
Defiling without any implements damages only plant life and the fertility of the ground.

Using Obsidian as a conductor for arcane magic causes you to draw energy from creatures as well as the ground, this will do 1d4 damage per tier to all creatures within the burst. This will allow you to take advantage of the carried implement’s enhancement bonus.

Preserving using artefacts. Certain object allow preservers to draw magic through living being also. This does 1 damage at heroic tier 3 at paragon and 5 at epic to all creatures within the burst. Allowing the caster to take advantage of carried weapon’s enhancement bonus.

Defiling Benefits
Recklessly drawing power from the ground around you allows you to channel far more power into your spells than your preserver counterparts. Choose one of the following benefits to enhance your spell:

- +2 Attack
- +1d6 to damage
- Double the radius of a burst / blast spell (rounding down)

If you would like to enhance your spell in other ways feel free to suggest it, but it must remain in line with the power level above.

Wild Psionic Talents
All creatures on Athas exhibit some proficiency with Psionic power, this is trained from a young age within the noble class and often manifests itself naturally in members of the lower classes.

If you are a character from a class that channels power from the psionic power source then choose 1 talent or roll 2 random ones.

If you are a character from another power source roll a d20, above 8 you manifest a natural ability, roll a d10 to determine what it is. Below, 8 although you may have some small ability with the Way, but you are not able to manifest it reliably.

House Rules

The Dragons Tyr Bean2k1x