Review: Dark Sun Campaign Setting, Part 1: New Races & Builds
Call me a disgusting fanboy, but I’m continuously impressed by the improved quality between every succeeding release in the 4th Edition product line. Each new supplement improves upon its predecessor, and it kind of makes me wish they did the much-maligned Keep on the Shadowfell the way they did HS1 Slaying Stone, and had the same amount of inspiring character fluff in Arcane Power that they did in Primal Power.
Okay, but what about campaign settings? Well, the Forgotten Realms Campaign Guide — a poor attempt at Ultimate-izing the venerable setting — was a collection of poorly organized factoids that barely fleshed out anything. Realms fans hated it and newcomers like me couldn’t understand what to do with it. WotC fared better in their sophomore effort by using the Eberron Campaign Guide to establish the setting’s unique tone and complex geopolitics. Still, Eberron was ignored by those who dismissed it as the Battle Chasers setting.
By contrast, many breaths were baited for Dark Sun, which is famous for eschewing the verdant Tolkienesque milieu that typifies most fantasy in favor of an arid Conanesque mythos with a hint of cinnamon Arrakeen goodness. ‘Random encounter’ monsters have developed psionic powers as a matter of evolutionary course; metal and water is the stuff worth killing your grandmother for; and if you have a grandmother it is likely she was once part of a rape camp, and that her husband, your grandfather, was a slave laborer who built grandiose edifices for the vainglory of a sorcerer-king.
So, what exactly does the 4E Dark Sun Campaign Setting hold within its meatful tome-ish pages for players? Why, quite a lot. There are two new races — Mul and Thri-Kreen — a wide spread of setting-specific character themes to add flavor-based mechanics to your character’s occupational talents, a new set of builds and powers for the warlock, the battlemind, the fighter and the shaman and of course, the usual new feats, epic destinies and paragon paths. What results is a rich blend of crunch and fluff designed to expand on a player character’s flavor and translate it into mechanics.
The Dark Sun Campaign Setting has better navigation and indexing than the 4E books of old (Player’s Handbook 1, I’m looking at you). There’s also some great art, and much of it comes from Sarah Stone, an up and coming talent who made her debut filling out odd spots in the Dungeon and Dragon magazines. Many of our favorite artists return, such as Eva Widermann and William O’Connor, who also showcases his versatility by presenting the classic PHB races in the second chapter, albeit with an Athasian twist you don’t normally see in his art.
The book’s first chapter establishes what makes adventuring in Athas different from in a ‘normal’ D&D setting. The heroic themes — such as athasian minstrels, wasteland nomads and gladiators — as outlined here describe the motivations and skills of the campaign’s potential stars. The social hierarchy is also established to give an idea as to where everybody’s place is in the New Wasteland Order. Of significant note is how power sources fit in Athas. In short? Arcane energy is a WMD and divine patrons have left for better campaign settings.
Fluff-wise, the two new races don’t require as much explanation as the races that debuted in Player’s Handbook 3. (No extraplanar beings, sentient crystal constructs or humanoid plants here!) The Thri-Kreen are pack-oriented hunters in the form of bug-men, but disposition-wise they are less predatory and more survivalist. The Mul are self-centered pragmatic folk who survive by adapting to dismal circumstances (which in most cases means being born and raised in slavery).
Both make use of the new ‘floating attribute bonus’ introduced in Player’s Handbook 3 (and the Eberron Player’s Guide before it.) The Mul get a choice between Strength or Wisdom as their second bonus after Constitution, can spend longer stretches of time without sleeping and have a racial power that lets them end ongoing damage or any daze, slow, stun, weaken effects as a free action at the start of their turn. Thri-Kreen get a bonus to Dexterity and a choice between Wisdom or Strength as their seond bonus, possess a natural jumping ability and have a bonus melee attack as a racial power.
New class builds abound in Chapter 4. The Arena Fighter makes chair leg wielding fantasies a more ‘optimized’ possibility by increasing the proficiency bonus to improvised weapons. The Animist Shaman provides several powers that require your spirit companion — this time an elemental –to disappear in order to confer a significant benefit to an ally, such as the encounter power Granite Armor which at level 3 can grant upwards of three to seven points of resist all damage.
The Sorcerer-King Pact Warlock introduces the concept of Fell Might, which can be spent when certain attack powers are used to confer a variety of effects and is refreshed with every slain foe. The level 7 encounter power Sorcerer-King’s Decree, which allows one to push a small crowd a number of squares equal to one’s INT, appeals to me for the “billiard hall” cool it can generate. The Wild Battlemind build attempts to increase the Battlemind’s ‘control’ factor. To date, Battleminds fall short in locking down enemies and mitigating their damage. Enter the Wild Focus class feature, which allows the Battlemind to pull distant enemies towards him when they start their first turn and mark them.
All in all, the new builds and races expand much of the flavor and potential of previous game components, though none of them really change the game significantly. Great lengths are taken to establish many of the flavor components that make Athasian heroes different from their un-apocalyptic counterparts and giving a place in Athas for the existing races. If you already have a favorite race-class combo in 4th Edition that is at the risk of seeming played out to your group, a Dark Sun campaign is a way to try it out in a unique setting.
So tune in next time, where I will talk about character themes, wild talents for the psionically inclined, defiling for the arcane class as well as the new feats, equipment and magic items introduced by the Dark Sun Campaign Setting. And don’t forget to visit our pals at Points of Light, who also posted a review of the Dark Sun Campaign Setting up before we did, but hey, we have six campaigns right now, m’kay?
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