Rabu, 19 Maret 2014

* Ebook Free Dark Sun Campaign Setting: A 4th Edition D&D Supplement, by Richard Baker, Robert J. Schwalb, Rodney Thompson

Ebook Free Dark Sun Campaign Setting: A 4th Edition D&D Supplement, by Richard Baker, Robert J. Schwalb, Rodney Thompson

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Dark Sun Campaign Setting: A 4th Edition D&D Supplement, by Richard Baker, Robert J. Schwalb, Rodney Thompson

Dark Sun Campaign Setting: A 4th Edition D&D Supplement, by Richard Baker, Robert J. Schwalb, Rodney Thompson



Dark Sun Campaign Setting: A 4th Edition D&D Supplement, by Richard Baker, Robert J. Schwalb, Rodney Thompson

Ebook Free Dark Sun Campaign Setting: A 4th Edition D&D Supplement, by Richard Baker, Robert J. Schwalb, Rodney Thompson

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Dark Sun Campaign Setting: A 4th Edition D&D Supplement, by Richard Baker, Robert J. Schwalb, Rodney Thompson

Explore a savage, wondrous world...

Aimed at players and Dungeon Masters, this game supplement explores the heroes and wonders of Athas—a savage desert world abandoned by the gods and ruled by terrible sorcerer-kings. Use it to build Dark Sun® heroes and thrilling D&D® adventures set in the Seven Cities of the Tyr Region, the Ivory Triangle, the Sea of Silt, and monster-infested wastelands—or plunder it for your own D&D campaign!
 
The Dark Sun Campaign Setting provides exciting character options for D&D players, including new races, new character themes and class builds, new paragon paths and epic destinies, and new equipment. It also provides everything Dungeon Masters need to run 4th Edition Dark Sun campaigns or include Dark Sun elements in their homebrew campaigns. It has rules and advice for handling survival challenges, arena encounters, desert terrain, and adventure creation. It also presents a short, ready-to-play introductory adventure.

  • Sales Rank: #634060 in Books
  • Brand: Wizards of the Coast
  • Published on: 2010-08-17
  • Released on: 2010-08-17
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.20" h x .65" w x 8.55" l, 1.91 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • New Supreme Hobbies item

Most helpful customer reviews

66 of 69 people found the following review helpful.
Simply outstanding - an old classic revitalized
By William M. Wilson
When I was in High School, the original Dark Sun 2e box came out after much (for the time) fanfare. I couldn't wait to get my grubby little paws on it, and once I did, it started a love that's lasted for almost 20 years.

Sure, at the time, I was largely interested in the powergamey stuff - the wild talents, the four-attack-per-round thri-kreen, the Strength 24 half-giants, and so on. But over time, as more outstanding supplements came out, I was enthralled by the setting itself. It's bizarre and unique and nothing quite like it has ever been released before or since. I mean, a desert world with unique and deadly flora and fauna, where psionics are commonplace, and powerful wizard-psions rule city-states while turning into dragons? It was insane and utterly captivating. And then TSR basically blew up the setting by throwing a common-for-the-90's metaplot at it. (A metaplot, fwiw, which my players and I completely ignored.)

Anyway, I've been anticipating Dark Sun 4e since it was announced a year ago. The book has been well worth the wait, and sets a new high water mark both for 4e settings (admittedly not a high bar at the moment) and 4e books in general.

Okay, so what can a fan of the 2e setting expect? Well, the most important thing to remember is that, just like Dark Sun 2e took the iconic parts of the 2e setting, Mad-Maxed them up, and added spiky bits, Dark Sun 4e does the same to the iconic parts of the 4e setting. So there's some new stuff - Tieflings, Eladrin, and Dragonborn for example. Much like the other races, these are thrown through the Athasian blender. Tieflings are "desert devils" - cruel, bloodthirsty raiders in service to demons. Eladrin are xenophobic, mage-hating psions clinging to the last vestiges of the rapidly-dying Land Beyond the Wind. Dragonborn are the Dray - which were around in 2e, reskinned. Half-Giants simply use the Goliath mechanics, which is fitting. Setting favorites Muls and Thri-Kreen make their 4e debut. There are very few other races still around, unless you wheedle your way into them with your DM.

By default, the gods are dead and gone. That means no divine classes, either. This was a jump a lot of people didn't expect them to make, but I'm glad they did. Taking the place of 2e's Elemental Priests are new options both for Shamans and for all other classes as well.

Mechanically, the biggest innovation for Dark Sun are Character Themes. More or less, these are paragon paths you take at 1st level; they sit on top of your class, and tie your character further into the setting. Among these options are Gladiator, Elemental Priest, Templar, Wilder, Noble Adept, Dune Trader, and Athasian Minstrel. They give you a handy Encounter power, and down the road, you can pick a series of Powers from your Theme instead of your class.

It also takes a major step back from magic items. An inherent bonus system, similar to the one from DMG2, is presented as the default, thank goodness. This makes the characters "work" mechanically, even without magical gear at all.

OK, enough about mechanics. The setting itself? Gorgeous. WotC listened to fans, and reset the timeline to just after the death of Kalak. This means no Cerulean Storm, no dead Dragon, etc. It's awesome. Each City-State gets a few pages all to itself, and every one gets a nice map. There's a lengthy section on adventuring in Athas, with (harsh and deadly) rules for travel and desert survival.

All in all, it takes all the stuff I love about Dark Sun and all the stuff I love about 4e, and puts them in a neat little package which my players are already clamoring for me to run.

I recommend this book to anyone who's a fan of Dark Sun of any edition, any DM looking for something other than typical fantasy, and anyone who was on the fence about 4e and needed something awesome to convince them to take the jump.

One note - if you are new to 4e, and Dark Sun has convinced you to take a swing at it, I'd strongly suggest a DDI subscription. It will let you get all the character options included in Dark Sun for an intensely low price.

Happy gaming!

26 of 30 people found the following review helpful.
Wizards of the Coast Succeeds in Bringing Dark Sun to 4E!
By Christiaan Huygens
I've been coordinating and running a table for the D&D Encounters Dark Sun adventure. The Encounters format and the Dark Sun adventure in particular leave a lot to be desired.

But in my opinion the new mechanics, the races and classes (and themes), and the setting descriptions have done a great job.

The game feels like a blasted world where survival is a challenge even when you aren't being chased by a powerful primal shaman and his hirelings or captured by a tribe of evil hobbits that plan to eat you.

Only 4 stars though, because the book feels about 75% done:
* There are "page [xx]" typos. Simply inexcusable from a major publisher. Michele Carter, Greg Bilsland, M. Alexander Jurkat, Ray Vallese, and Kim Mohan (the credited editors) should be ashamed and embarrassed when even one of these gets through.
* A lot of the little incidental art scattered through later chapters is just plain bad. Also, no one knows how to illustrate thri-kreen.
* There are waaay too many small portraits of characters doing stuff throughout the rest of the book. There is not enough world building, setting defining medium-sized (like half-page or so) pieces. Which leads to:
* The book feels very light on art, especially in later chapters like "Atlas of Athas" which contributes to the next point:
* It feels short. The original Dark Sun had something like a dozen books and boxed sets released with three years of its release full of stuff to draw from. I expected more detail about everything: only four new rituals? the entirety of the forest ridge gets two pages? twenty pages of advice to DMs?

But a lot is really good:
* It has the polished layout we expect from 4E at this point.
* Though the art is a mixed bag, there is some really good stuff here. The splash page art at the beginning of chapters is mostly really good. The portraits in the Races and Themes chapters are mostly good. I love the city maps.
* I love the pictures on p139 and p183. I wish they were larger and there were more like them.
* I love the themes, muls and thri-kreen. They have "felt right" the ten sessions I've played with them. I don't have a problem with goliaths being plopped in for half-giants. In fact, I am likely to retcon goliaths in my games in other worlds as being descended from half-giants from Athas.
* The few pages for DMs are pretty well done. The adventure looks lame, though.
* The new mechanics unique to Dark Sun are just right. I like survival days, sun sickness, and weapon breakage.

So, I'd say WotC has succeeded in bringing Dark Sun to 4E.

It's a strong setting despite some failures in execution and presentation. Players will enjoy creating and running unique characters. DMs will enjoy new and unique ways to kill those players.

17 of 19 people found the following review helpful.
Best campaign setting for 4e yet.
By Candin
The previous campaign settings for 4e, Forgotten Realms and Eberron respectively, were pretty good books in my opinion. If I had one complaint about those, is that the books thought for you too much. They told you exactly who was important, where was important, why they are important, and in some cases, what would happen if they ceased to be. While some may like the amount of detail put into the world, I do not. I can appreciate what Wizards of the Coast was trying to do with those worlds. They tried, and certainly succeeded, in making both settings living, breathing worlds, full of history and culture. I found the amount of information nice to read, but stifling to make adventures for, and thus continued playing the default campaign setting, the unnamed "points of light" world that Wizards introduced in 2008 as the core setting.

Dark Sun is, without a doubt, a world rich in history. It became apparent as soon as I opened the book and started reading. However, there is a major difference between the Dark Sun Campaign Setting book and the campaign setting books of Eberron and Forgotten Realms: the information here is bare minimum. It is still enough to give you a detailed look at the world, but scarce enough to let you truly take any area of the world and do as you wish with it. I have already run two games in this setting, and I love the amount of freedom the world gives me. In Forgotten Realms, they tell you why Goblins are here and why Goblins would never be here. In Dark Sun, any creature of any level can be found in the vicious wastes. They don't tell you "Silt Runners won't be here because...", and that's what the previous campaign settings did wrong. In short, this book doesn't think for you, it thinks WITH you.

I can only hope that the future campaign setting books are designed like this. I know in full that the design of this book was an intentional throwback to the old book, and I say keep at it. Give me just barely enough information to know what is going on with the world. Keep it's true history hidden. Keep it's ruler's intentions secret. Let the players, not the world, decide what evils the enemies are up to. For the first time since the core ruleset came out, I have felt a world offer unlimited potential to both players and Dungeon Masters, and it is good.

I am, however, not without complaints. An earlier reviewer had mentioned there are far too many instances of complete page references, sentences that say "see page xx for details" and this is a legitimate excuse. Even during initial casual browsing, I found no less than three instances of it. Two, even one, is inexcusable from a powerhouse such as Wizards of the Coast. Other complaints I have are superficial, such as Wizard's continuing use of Wayne Reynolds, who is quite possibly the worst fantasy artist I've seen. Still, the good far outweigh the bad, and I feel that Dark Sun will be the best setting 4e has to offer for quite some time.

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