This is a loose rendition of the Legacy of Fire AP in a highly-customized Dark Sun setting, both with respect to rules and setting details.
CHARACTER CREATION RULES:
Note: these rules also apply to 'buddies' for 'buddy classes' and cohorts. Use the base form of the creature from the Bestiary and construct it exactly like a PC.
This document Sebeclock's Dark Sun Houserules contains additional conversions for Dark Sun races (Aarakockra and Pterrans), additional class suggestions, as well as house rules for several elements of combat: wounds and vitality, reserve points, healing surges, defense bonus, and action points.
System: A mix of Pathfinder and DnD 3.5.
Style of Play: I'm a very high RP kind of dude that writes really long posts. I appreciate the same, but my main goal will to keep the story moving, so frequency and 'moving the story forward' is preferable to longer posts if you have to decide between the two.
I like to do sandbox stuff if players are sufficiently proactive. We could talk about the approach.
Allowed Content: You can use races, classes, feats, equipment, and spells, from any other 3,0 3.5, or Pathfinder sources (e.g., material like from WotC's Sandstorm).
The basic Athasian races and classes are found in this Pathfinder conversion (note though, these are not the only options, Path of War, Spheres of Power, etc. are fine as well):
The first conversion document does not have rules for Aarakocra or Pterrans; I've also included suitable Pathfinder equivalents for the following 2e classes: bard, gladiator, templar, and trader.
Ability Scores: One of the following methods: (1) 35pt. buy, (2) roll 2d6 + 6 as many times as you like, or (3) 5d6 drop the lowest 2.
Races: You can use races, classes, feats from any other 3,0 3.5, or Pathfinder sources (e.g., material like from WotC's Sandstorm). Non-Athasian races will probably have to be upgraded somehow to fit in with the setting.
Classes: You can use classes from any other 3,0 3.5, or Pathfinder sources (e.g., material like from WotC's Sandstorm).
Here are two netbooks of Dark Sun prestige class options:
Experience: You have 6 gestalt levels to spend for your starting character.
You then have two options: either 3 mythic tiers or 2 mythic tiers and two levels of a prestige class.
*You can also multi-class into another Gestalt, so like 2/2 Fighter/Rouge and 3/3 Wizard/Cleric, or whatever. This would be a 3/3//2/2, etc. build.
*For this version of gestalt, you can stack identical class features, instead of just taking the quicker progression. This applies only to 'special'/class features, not to saves, BAB, Vitality/Wounds, or skill points.
*Leveling up is by story/I don't calculate XP.
*I may also award non-leveling bonuses as a story incentive -- e.g., you get better at what you 'do'. So, if you have a spectacular combat, I might award a BAB bonus or an additional point to Strength or Dexterity. If you do something amazing with spells, I might award a bonus spell. If you accomplish a great task with a skill, I might award some skill ranks.
Wealth: Just pick stuff that makes sense for the character.
Action Economy: For the Action Economy, you can use either the standard or the Unchained Action Economy for your actions.
I find the latter less of a headache than the normal system, but I'm leaving it as a parallel option so that builds that rely on swift actions aren't compromised. You can switch back and forth, you just have to declare each round which is operative.
Initiative: I do block initiative, as in the monsters go together, and the players go before and after the 'block' of the of the opponents. I find that makes things easier.
I use battle maps in google slides, and love making maps and handouts, etc. I will do a lot of that for this game.
Hitpoints/Health: We'll be using an alternative health system that I synthesized from both 3.5 and PF rules for, respectively, 'Wounds and Vitality' and 'Wounds and Vigor'. It is included in my houserules document: Sebeclock's Dark Sun Houserules
*Take max for all rolls.
*Double Vitality at 1st level.
Alignment: None, but you have to play well with others :).
Feats: This campaign offers its players considerably more feats than in a normal Pathfinder campaign
Sebecloki's Feats Homebrew Rules:
For feat progression, everyone gets the Pathfinder fighter progression of feats as if they were a fighter with 1 feat per level on each 'side' of the gestalt. So, you get 2 feats per level, plus 1 additional feat on each side of the gestalt for every level you would get a bonus feat as a Pathfinder fighter.
This means you get between 2 or 4 feats each level.
You can use PF or 3.5 versions of feats.
Feat progression for gestalt levels:
Total = 20
Feat progression for mythic tiers
Total = 4 or 5
Feat progression for prestige classes
Total = 4
*You can select up to 6 of these puppies. They count for feat slots.
*Everyone gets Signature Skill (General) and Combat Stamina (Combat) for free.
*For Horrifically Overpowers Feats, you can only have 1 per level/mythic tier, so either 8/2 or 6/3 at the current build.
Note: players who bathed in the Red Pool already have the feat that gives 18s on physical stats, and that takes upon one of their HOP slots.
Equipment: We're not rolling for money, just pick stuff that's appropriate for your character.
I don't like the Xmas tree effect, so we'll use these two systems to get around that:
I really don't like the Xmas tree style of equipage, or the 'significant six' economy of items. If players want certain effects, they can make them as life-shaped items with equivalent results. I'm linking the pdf for the life-shaping items.
I'm more planning on dolling out specialty feats and something like automatic bonus points to account for the same bonus system as is usually obtained with magical items. Dark Sun fluff doesn't really work with everyone having two rings, a cloak, etc.
Alchemical concoctions or non-metal special materials are another option:
I don't want a lot of metal -- there are other special substances that can be good weapons that work for Dark Sun fluff.
I'm more open to psionic items than magical items, because that makes more sense for the Athas fluff. Part of what makes Athas different from other worlds is that mages are very rare, but its awash with psionics to the extent everyone has a wild talent. But I still don't want a lot of +1/+5 doodads. If you're going to have psionic items, I want you to make them named items with fluff after this system from Ghostwalk:
NAMED MAGIC WEAPONS
An unusual aspect of the Ghostwalk campaign is that all magic weapons, no matter how minor, have a name. The process to craft magic weapons that was discovered millennia ago in this part of the world required the weapon to have a unique name to cement its powers into place. A weapon is often named for the person who is to bear it, or for some memorable event tied to its creation or the person who created it. For example, a +1 longsword made for a Tereppekian fighter named Bakara might be named Bakara’s Blade by its creator, and a +2 ghost bane heavy mace made by the church of Orcus might be known as Spirit Breaker. Magic weapons that have abilities added to them over time sometimes have their names expanded, but always keep some element of the original name. If Bakara’s Blade later had the flaming special ability added to it, it might be renamed Bakara’s Brightblade. If Spirit Breaker was later crafted with the torturous special ability, its name might be changed to Spiritwrack. A weapon’s name often reveals some of its history or features, even if its name has changed over time due to the addition of new properties. Spells such as analyze dweomer, identify, and legend lore automatically give a weapon’s current and previous names (in addition to all other effects of the spells), and a bard who knows the name of a magic weapon gains a +5 bonus on bardic knowledge checks made to reveal more information about that weapon.