Classes that existed in original Dark Sun
One important difference between 2e and 3e regarding classes is a greater degree of freedom in class choice based on race – as in, there are no limits. However, those racial limits had important effects in the actual setting, and thus I will be using racial limits on two classes: only humans, elves and half-elves have the potential to become defilers, and only those three plus halflings may become preservers. Further, only humans will have the potential to mix either divine or arcane magic with the usage of the Way in order to become advanced beings, but other than that I will be ignoring advanced beings for the time being. Other than the restriction on arcane spellcasters, all classes are open to all races to any level, though some races are rather unsuited to pursuing certain classes (half-giants don’t make good rogues, for example).
Fighters and Gladiators
These two present a problem. In Dark Sun 2e, the fighter is pretty much a “soldier” class – he gets class abilities suited to mass combat, leading troops, and so on. The gladiator on the other hand, is pretty much custom-designed for the man-to-man fighting that’s much more likely for adventurers. In 3e, however, the basic fighter class is much more flexible than in 2e (due to all those bonus feats). Therefore, I will be including gladiators in the Fighter class, and will be incorporating feats that will fill the 2e classes’ different functions. The army-gathering ability of either class at high levels will likely be shunted off into a prestige class.
Rangers
The spellcasting of the ranger never seemed to fit the class all that well in Dark Sun – not to mention it was quite pointless, getting minor elemental spells at high levels. It didn’t even manage to fit the same role as the ranger’s spellcasting in regular AD&D, since all of the animal/plant-related spells were in the Sphere of Cosmos rather than the elemental Spheres. Therefore, the DS 3e ranger will be rather like the regular 3e ranger, but with spellcasting replaced by some other benefit.
Preservers
Dark Sun preservers were pretty much exactly like regular AD&D wizards, and I see no particular reason for that to be different in 3e. I have not yet decided whether to incorporate the Revised rule that forbade specialist wizards. Preservers are capable of becoming defilers, which will simply exchange all their preserver levels for defiler levels.
Defilers
Defilers, on the other hand, are a different story. In 2e, they were just like other wizards except they destroyed nearby vegetation when casting spells, and they had a faster XP chart (In Revised, they also got a Charisma penalty that grew as they increased in level). The faster XP chart is what generates the problem, because everyone uses the same XP chart in 3e. Instead, I will be giving them a total of three or four caster level increases over the course of their career. These increases will change effective caster level as well as spell progression, but will not affect other class-based aspects (saves, feats, BAB, etc.).
Clerics
Dark Sun clerics have a far closer tie to their elements than regular D&D clerics have with their deities – at least rules-wise. A Dark Sun cleric is limited in what weapons he can wield by his elements, and rather than having a big spell list with add-on domains, they have a slightly smaller core list that is expanded by the right elemental sphere. Note that unlike domains, the elemental sphere is added straight to the main list of spells, instead of just providing one bonus spell. On the other hand, Dark Sun clerics don’t get that bonus domain spell. However, they do get elemental-based granted powers instead – a handful of minor ones as well as two big ones: ignoring their element for a short while each day, and gating in quantities of the element each day.
Druids
In 2e, druids had pretty much the same spell list as clerics, only better on account of major access to the sphere of Cosmos rather than minor. This will not be the case in 3e. The elemental spheres will be the same, but the core druid list will be different – akin to the differences between regular D&D clerics and druids, except all those elemental spells the druid has will be moved to the elemental spheres. In addition, the Athasian druid gets a number of other neat powers on their guarded lands.
Templars
Templars are civil servants in the city-states, and get divine power from the sorcerer-kings. Their spell list will mostly mimic that of a cleric with all four elemental spheres, but with some changes. In 2e, they had inferior spell progression to a cleric at first (balanced by their administrative powers and their greater spell selection), but eventually outraced the cleric. I will maintain this in 3e.
Given events in the Prism Pentad, a post-Revised (or even post-Freedom!/Verdant Passage) campaign needs a non-spellcasting templar. I intend this to be a 10-level class that must be mixed with some other class every other level. Each level of the non-spellcasting templar would give two levels of administrative templar benefits, but of course none of the magical abilities. Thus, where Urik would deploy a 12th level spellcasting templar, Tyr would instead have (for example) a 6th level psionicist/6th level non-magic templar with the administrative benefits of the 12th level templar.
Thieves
Athasian thieves are remarkably similar to regular AD&D thieves. The main differences are weapon possibilities and the replacement of guild-forming abilities at high levels with patron-attracting. Regarding the first, 3e already has a more relaxed attitude to weaponry – DS rogues will be fine with the regular rogue proficiency list as a default, and can either multiclass or spend feats if they want more. Regarding patron-attracting, that sort of thing is best left to role-playing, just like the guild-forming.
Bards
The main difference between Athasian and regular bards in 2e were that Athasians got access to poisons instead of spells, and they had access to all thief skills (but still only a small number of points to spend on them). I am honestly not sure what to do about bards in 3e DS. The lore and music abilities never seemed all that important to them (they always seemed more like assassins), and didn’t really fit the Dark Sun mood. I am currently leaning toward just incorporating them into the rogue class, and include some poison-handling feats and/or skills.
Psionicists
Psionics have changed a lot between editions. In many ways, the 3e system is more balanced (at least when you include things like Mindscapes to power them up a bit – apart from some relatively obvious bugs, they are rather broken out of the box). However, it does step away from some rather defining traits of Dark Sun psionics: wild talents are common and of vastly different power levels, and psionics are inherently stealthy (no displays along the line of those in the Psionics Handbook). As for wild talents, I intend to include them but at a weaker level than in 2e – nothing more powerful than 1st-level powers (and those will probably require a feat). The stealthiness aspect is more problematic. One option is to improve the power of the Hide Power feat. Another is to remove displays altogether, though that might unbalance psionics.