• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E (+) What would you want for 5e Dark Sun?

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
I think the Dragonlance topic of the same name is pretty great and I'd like to follow through a similar course with Dark Sun under the following precepts:

1) Narrative Elements will almost certainly change to adapt the setting toward more modern sensibilities. More female characters, LGBT inclusion, wider ethnic diversity, and some elements may be trimmed or re-framed to be less offensive. This isn't inherently a bad thing. But if you're down with it, what kind of changes would you want to see?

2) Dark Sun has a ton of Systems Changes. From Defiling to Psionics to Environmental Survival. How drastically would you want to see those systems altered, or perhaps do you have ideas on how they could be carried forward? Or do you think that such changes should even be -applied- to a modern table sensibility due to the preponderance of roll-playing as opposed to role-playing in modern game design?

3) Power Level. While it could be included in the Systems changes, Dark Sun's monsters were stronger, it's characters had higher stat generation methods, and magic items, or even good quality weapons and armor, were rare to make things even more challenging. Should that stylistic and mechanical gap remain in 5e, or should it be brought into a more "Modern Balance" spirit where any Athasian character is no stronger or weaker, by default, than any Faerunian one?

I'll go first.

Narrative Changes for Modern Sensibilities:
  • More Female Sorcerer-Kings.
    • On Athas there were only 3 female sorcerer-kings. Abalach-Re, Lalali-Puy, and Yarmuke. And Yarmuke was destroyed by Hamanu who also wiped her city from the world.
    • Thankfully, most of the Sorcerer-Kings gender is pretty irrelevant to who they are and what they accomplish. So making Oronis, Tectuktitlay, or even Andropinis (Who has the most masculine name of them all, Man-Penis) into Female Characters wouldn't actually change much of anything.
    • Could even have one of the Sorcerer-Kings be transgender. Nibenay presents a draconic form and largely hides from the public eye. It could be interesting if that draconic form were feminine.
  • LGBTQ+ loose organizations could be neat.
    • I don't mean big and broad-ranging LGBTQ Lobbyists. I'm talking about smaller organizations of protection. Athas is a harsh place and having trans characters know that, for example, a building with a painted Kank's Head on the front wall wall is a safe space could be interesting. It would also set Athas aside from other settings as one that is harsh, but not without it's mercies.
    • Similarly, an alliance of people with different sexualities creating a group-atmosphere of protection and solidarity might be nice in a cruel world. Like maybe no one cares if some courtier is slipping into silk-sheets with courtiers of similar genders, or whether gladiators are coupling in the barracks between matches, but there's still plenty of reason for abundant caution and escape plans and the like for when bigots -do- rear their ugly heads
    • Though it would also be kind of great to just have no societal stigmas tied to LGBTQ+ existence, of course.
  • Slavery is a tough call. But I think they could largely keep it.
    • 5e D&D tries to keep slavery in the hands of evil people. Which is why the Drow are totally willing to enslave you at the start of Out of the Abyss. The main thrust of slavery in modern fantasy is that it exists, it is evil, and only evil people enslave others.
    • Therefore having slavery as a thing in the setting would still work, but the players would be actively encouraged to fight and kill slavers when possible/reasonable, and free any slaves they find. Which is what good people should do in any setting.
  • Points of (Dim) Light?
    • Athas has always been a place with a handful of real "Towns" and a few villages scattered across the sands between them, often 2-3 days travel apart (On foot) and usually plagued by cannibal Elves, cannibal Thri-Kreen, and cannibal Halflings. Because, honestly, cannibalism is just super popular as a dining option on Athas.
    • This sort of physical structure lends itself well to a Points of Light campaign. And, honestly, making that the style du jour for Athas could fit really, -really-, well. So long as the lights are dim. So long as the safety is fleeting, the comfort expensive, and the danger swift to return.
  • Ethnic Variety
    • Honestly, Athas could do this fairly easily if the art department goes for it without any sort of backlash. I don't think there's much chance, at all, that people are going to complain if Tecuktitlay isn't white as snow, or Lalali-Puy doesn't have blonde hair and blue eyes. Honestly, ruddy and dark skin tones should -probably- be the default for the whole setting, with pale skin being a rarity even among the wealthy.
Systems Changes:
  • Arcane/Divine/Psionics as different.
    • 5e's "All magic is just magic" is just not good for Athas. Athas uses Defiling and Preserving as a powerful narrative element, and one that Clerics and Druids are incapable of doing because their power doesn't defile.
    • Athas would need to break the "Weave Narrative" to work. Different types of magic -need- to be different to interact with this core identity of the setting.
  • Psionics as Default
    • A Psionicist Class (I love KibblesTasty's) would be great. Especially one that takes cantrip-casting to heart and builds off of it.
    • Probably a Psionic-Warrior option or something similar as well. Likely as a Subclass of Fighter or maybe Ranger?
    • Maybe just a whole mess of Psionic Subclasses in general.
    • Definitely a ton of Wild Talents as Feats.
  • Defiling as Default
    • Preserving should be something you actively choose, rather than a default. And it should cost you.
    • Yes. This makes Wizards and Sorcerers (if they're even in the game!) weaker unless they defile. That's the point.
    • Playing a Wizard should be unattractive in the setting to keep the Arcane magic level low. Not impossible, so people can still play their Wizards... but less attractive.
  • Travel Mechanics
    • Traveling from place to place isn't hard, really. Pick a direction and go. Getting there -alive- is the trick.
    • Heat Mechanics, Environmental Hazards, Dangerous Monsters, and most importantly LIMITED RESOURCES.
    • Water isn't always available on Athas. And even when you -can- get some it's often dirty.
    • Some sort of mechanical structure that makes survival against the World into it's own unique danger layered on top of everything else would be spectacular.
Power Level
  • Stronger Characters. Harsher Challenges.
    • Athasian characters have been stronger than those of other settings, often with less magical power available. Previous editions handled this with higher attribute scores, which is also an option but consider replacing Magic Items with "Heroic Power"
    • To replace magic items, there should be a new "Internalized Power" system that allows characters to function as if they -have- magic items in many cases and situations, without actually having them.
    • Perhaps give people a number of "Heroic Power" slots equal to their Attunement availability and allow the player to gain these heroic powers through gameplay.
    • Belt of Giant Strength? Nah. Your strength score gets boosted 'cause you have "Mighty Thews" which gives you a +4 Strength Bonus (Max 22) or a +6 bonus (Max 24
  • Bigger Stats
    • Maybe give players their level 4 ASI at level 1? Or their level 8 at level 1 so they just don't get one of the two during leveling.
    • This would keep their overall power level similar while boosting them at low-level play before they can play into the "Heroic Power" system.
  • Wild Talent at level 1?
    • Wild Talents are an important part of Athasian culture. Not -everyone- has them, but enough people do that it's just considered normal.
    • Maybe give all players a single level 1 "Free Feat" which can be a Wild Talent or not, as they personally prefer.
  • Interesting Weapon and Armor Rules.
    • In addition to having some really cool and slightly freaky weapons, Athas also had rules relating to Bone, Stone, and Wooden weapons that probably should be updated.
    • Weapon Breakage was a common problem for Athasian Heroes who would often see their favorite Carrikal break off in the thick armored hide of a Braxat or crushed under the bulk of a rampaging Mellikot.
    • Armor/Shield Breakage was also an issue, but slightly (SLIGHTLY) less common. Maybe give players the ability to actively sacrifice shields and armor to negate a critical hit altogether, or something? Not sure.

What are your thoughts?
 

log in or register to remove this ad

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
Sorcere was just a title in 2E. If anything I would cut the sorcerer and use wizards renaming them if you need.

Defiler/Preserver don't need archetypes or anything. Are you familiar with the Star Wars d20 stuff? Darlside points/defiler points;).

Defilers get disadvantage on charisma checks.

In the fiction defilers kind of gave off bad vibes.
The difference between 5e Wizards and 5e Sorcerers as classes are fairly narrow. Moreso when Sorcery Points and Arcane Recovery are stripped away (Since Arcane Recovery and Flexible Casting both allow for the renewal of spell slots). Both taken out for the purposes of Defiling granting spell slots. Their spell progression and subclass progression is almost identical and they rely primarily on subclass abilities to differentiate themselves.

Which one you cut really doesn't matter in the end.

But.

Sorcerers get an 18th level ability from their Subclass. Wizards don't. Wizards instead gain Spell Mastery.

So transferring subclasses into the same chassis (so players who want to play the class you cut have an option) just works better if you go from Wizard to Sorcerer and make Spell Mastery the 18th level Subclass Ability for the Wizard Subclasses put into the Sorcerer Chassis.

And yes, we've talked a bit about Defilers as Dark Side style characters in that Discord call a couple days ago.
 

log in or register to remove this ad

Zardnaar

Legend
The difference between 5e Wizards and 5e Sorcerers as classes are fairly narrow. Moreso when Sorcery Points and Arcane Recovery are stripped away (Since Arcane Recovery and Flexible Casting both allow for the renewal of spell slots). Both taken out for the purposes of Defiling granting spell slots. Their spell progression and subclass progression is almost identical and they rely primarily on subclass abilities to differentiate themselves.

Which one you cut really doesn't matter in the end.

But.

Sorcerers get an 18th level ability from their Subclass. Wizards don't. Wizards instead gain Spell Mastery.

So transferring subclasses into the same chassis (so players who want to play the class you cut have an option) just works better if you go from Wizard to Sorcerer and make Spell Mastery the 18th level Subclass Ability for the Wizard Subclasses put into the Sorcerer Chassis.

And yes, we've talked a bit about Defilers as Dark Side style characters in that Discord call a couple days ago.

We did it's just a lot less work. You're the boss at the end of the day because you're the one making the effort to write things up.

I'm stealing your races document;).

Level 18 not to worried I rate classes more level 1-7 and after 13 I don't care to much.
 
Last edited:

Catulle

Hero
I'm actually currently writing up a Raam Overview with Badna and the Grand Vizier... It's kind of wild? Like... The Caste System idea in a Chaotic Neutral society feels like it -really- shouldn't be there, so I'm kind of thinking of mixing it up and having the Caste System exist but people constantly cheating the system to fake identities and stuff to change their castes or random peasants rushing Priests to drag them down the Caste System by making them "Unclean" so they get to know what it's like below their lofty positions... something. Like dumping pig's blood on a priest or forcing them to drink it. Yeah the peasant who did it gets axed, but they've rendered the Priest unclean and he has to live in a lower caste either permanently or until he can be ritualistically clean so that he doesn't "Dirty" the rest of the caste?

'Cause as it stands the society feels too rigidly lawful in that regard.

Then again, the constant air of revolution could make strong use of the Caste System as an argument to justice and end to needless division forced upon the populace by the Grand Vizier.

It's kind of tough.
The thing that really sticks in my mind with respect to Raam is that the struggle against the sorcerer-queen in that instance is basically anti-colonial, predicated as it is on rejecting her imposition of a foreign religion and fostering the divide-and-conquer caste system. It's just generational and incentivised by her Chaotic nature hampering her own attempts to impose order.
 

Yaarel

🇮🇱 He-Mage
Level 18 not to worried I rate classes more level 1-7 and after 13 I don't care to much.
The "real" tiers correspond to the proficiency bonus improvements.

Level: Tier
• Levels 1 to 4: apprentice, page
• Levels 5 to 8: journeyer, squire
• Levels 9 to 12: master, knight
• Levels 13 to 16: leader, noble
• Levels 17 to 20: legend
• Levels 21 to 24: immortal, epic

The tier of 9 to 12 feels different from the tier of 13 to 16
 

Catulle

Hero
The "real" tiers correspond to the proficiency bonus improvements.

Level: Tier
• Levels 1 to 4: apprentice, page
• Levels 5 to 8: journeyer, squire
• Levels 9 to 12: master, knight
• Levels 13 to 16: leader, noble
• Levels 17 to 20: legend
• Levels 21 to 24: immortal, epic

The tier of 9 to 12 feels different from the tier of 13 to 16
I'm reasonably sure that tiering as such doesn't matter so much as delivering a general theme, right?

Frex, low level, holy naughty word, survive? get water

Mid level... holy naughty word, survive, get power

High level... holy naughty word, survive, get to work on the sorcerer-kings
 

I'm rereading Dragon Kings right now.

Its just such a same 5E Dark Sun can't really create Advanced Beings and Psionic Enchantment 10th level spells. I don't think the system could handle that with just one book. Maybe if Dark Sun hits the DM Guild I'll start making stuff for it...
 

Zardnaar

Legend
I'm rereading Dragon Kings right now.

Its just such a same 5E Dark Sun can't really create Advanced Beings and Psionic Enchantment 10th level spells. I don't think the system could handle that with just one book. Maybe if Dark Sun hits the DM Guild I'll start making stuff for it...

Only thing I can think of Isa feat chain and someone writing level 20+ rules.

5E doesn't work well at those levels anyway and few people play.
 

JEB

Legend
Which of course also brings us to the issue of representation... Yeah. We could add these new Sorcerer Kings and make them women, trans, etc, but they'll always feel tacked on. Especially if it's outside of the Tablelands and stuff. We'll face pushback for retconning, obviously. And "Wokeness" by certain members of the community... But we're gonna get that -anyway- since adding more Sorcerer-Kings and more representation puts us in those same crosshairs.

So why not retcon and explore within the design space that already exists?
While it's true you'll get pushback either way, I think you'd get less pushback from an additive retcon (there were always more than 15 Sorcerer Kings and the others were hidden/forgotten/lost/etc.) than you would a reboot-level retcon (our Sorcerer Kings are different than you remember and they were always so). Plus, the former approach adds a new mystery to the setting (why didn't we know about these Sorcerer Kings already?) and makes it easier for DMs to imagine creating their own Sorcerer Kings (who knows how many more are out there?).

Note also that we already know that two Champions of Rajaat were replaced (Manu replaced Myron and Borys replaced Egendo); who's to say there weren't others that failed, or went into hiding, or the like...

I also don't think it's the worst thing to introduce "lost" Champions that hunted other races, since it's a way to justify introducing new races into the setting that hadn't been there in previous iterations, they're just similarly rare/hidden/etc. (Clearly those Champions failed in their task, but so did Andropinis, Borys, Oronis, etc...)

Of course, there are also other retcons to increase representation among Sorcerer Kings that don't require full-fledged reboots (such as "they could always change their appearance at will" or "they only presented as a man previously" or "this new Sorcerer King somehow stole the power of one of the original 15").
 

Indeed. And it's even been done in canon before. All of the TSR (and 4e WotC) material talked about 15 champions - but that list never includes Pennarin, who Abbey invented for Rise And Fall and who died in the Revolt. Who knows how many others have just not been mentioned or have been largely lost to time? Maybe they finished their genocides and wandered into obscurity long before even Borys or Hamanu became champions. Dregoth is very, very old even by Champion standards, he might know about them, but even some of the other sorcerer-kings or Borys himself might not.

Athasian history has alway been kept fuzzy and imprecise, and the geographical focus of the game material has always been very narrowly pointed at the Tyr valley region. There's an awful lot of undetailed history and empty geography that are ripe for filling with new material.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
There absolutely is plenty of territory outside of the Tyr region for filling up. But there are 2 issues I have with trying to do it.

1) Geographical Diversity. Every expansion I've seen tries to put in grasslands, temperate or tropical forests, or even oceans in a "The Sorcerer Kings are lying to you about how desolate the world is!" twist. But it -severely- undermines the core narrative of Athas being a desolate wasteland largely destroyed by the very kings who continue to rule it. It goes from being a brutal and unrelenting wasteland to M. Knight Shyamalan's The Village, with every player character being one of the rubes lied to by the elders. And people feel this drive to put it in because "Something" has to be out there beyond the wasteland, some promised land of green and blue. As an example, here's the Athasian Cartographer's Guild's idea of what is North of the Silt Sea.

C1.jpg

Verdant Forest, Snow-Capped Mountains, and the Sapphire Sea.

The rest of their maps are largely the same. Rivers, Grasslands, Forests, Jungles, lakes... All of them just beyond the Silt Sea or the border of the Crimson Savannah. The bigger you make the world the more harsh the drive is to add this stuff rather than more and more variations of "Deserts and Scrublands with minimal water or plantlife because of the desolation the Sorcerer Kings have performed"

2) Putting NEW Sorcerer Kings out there means very little. Both because all the setting-important stuff (The Pristine Tower, Borys, the Tithe, the Obsidian Oracle, and Rajaat's Prison) is in the Tyr Region and their complete disconnect from the rest of the Sorcerer Kings will result in either a campaign with no interactions with other communities or a second "Tyrish Region" where you cluster the other Sorcerer Kings around some setting-important thing (That you have to make up) which basically makes it it's own separate setting while holding the same environment as the original Athas. Tablelands Part 2: Electric Boogaloo.

Now you -could- go for an "Invading the Tablelands" story with these new Sorcerer Kings but... why? Why make new Sorcerer Kings for that when you could have literally -anything- else doing the invading? The Lizardmen from the Last Sea that Keltis thought he killed could fight in a rebellion army alongside Thri-Kreen of the Crimson Savannah and have it be "The Beastmen Wars". Sea of Silt communities of Pirates and Brigands might just be the outermost foreguard of a larger force that has been building for -millennia- with the intention of taking out the Sorcerer Kings and then sail in on their skiff armada with their Giant Allies wading through the Sea of Silt between their skiffs...

OR we could have Kalid-Ma die and his champion-ness go out into Thakok-An instead of ripping Kalidnay out for Ravenloft (Even though the rest of the sorcerer kings have done greater evils than Thakok-An has and didn't get yanked to the Dread Realms), have Nibenay be a trans dragon with her all-female Templarate, and parity and representation is largely achieved in Sorcerer-King gender with only two minor setting changes.

Which still leaves the rest of the world for whatever Sorcerer Kings and distant oceans DMs or other writers want to invent for themselves.
 

Remove ads

Top