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Updating Dark Sun to 5th Ed
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<blockquote data-quote="Disgruntled Hobbit" data-source="post: 8281530" data-attributes="member: 7030041"><p>VAN RICHTEN'S GUIDE TO RAVENLOFT has given us an idea of how Wizards of the Coast will be updating old campaigns to 5th Ed</p><p>With that template in mind I started musing about Dark Sun</p><p>I imagine it will look a lot like it did in 4th Ed but continue to evolve</p><p></p><p><strong>Lineages</strong></p><p>All the races / lineages in the PH need to be in the campaign. That means including tieflings, gnomes and half-orcs. Each could get a paragraph on his they fit into the world, like in EBERRON: RISING FROM THE LAST WAR</p><p>Thri-kreen will likely be the sole new race</p><p>Half-giants will likely remain goliaths. Muls are the ugly product of forced mating, so they're just gone. They could also reprint aarakocra</p><p></p><p><strong>Player Options</strong></p><p>WizCo isn't going to do a psionicist for 5th Ed. Instead, a Wild Talent system allowing PCs to have psychic powers would replace that. Like Dark Gifts or the Supernatural Gifts of Theros. Everyone is psionic</p><p>They won't get rid of paladins and clerics because players need to be able to make whatever characters they want. Just having an Elemental Domain would limit options too much. Clerics would instead worship the Primordials. Just provide a table of flavor suggestions on how spells could look elemental</p><p>But a templar domain could work. Or warlock pact like in 4th Ed</p><p>Getting inspiration from 4th Ed, Defiling and obsidian and bone weapons could work roughly the same. When you roll a natural 1 on an attack you can re-roll. With a spell you defoliate and area based on the level and with a weapon it breaks if the re-roll misses. Make it the player's choice. Defiling could also be a method of gaining additional spell slots. When you're high enough level you can kill an area of land to get an extra 1st level spell</p><p></p><p><strong><span style="font-size: 18px">Setting</span></strong></p><p>VGR showed us WizCo is willing to change campaigns to fit modern tastes</p><p>Based on past convos here a controversial element is slavery. That needs to be gone</p><p>The sorcerer-kings can be dictators who rule their lands and hold sway over the life 'n' death of all their subjects without using the loaded term "slaves." Folk in the city-states can just have mistreated servants and not buy or sell people</p><p></p><p><strong>Survival Adventures</strong></p><p>Like VGR focused on "horror adventures" this product should focus on "wilderness survival." Person v. nature</p><p>Lottsa charts of random encounters and adventure sites encountered on the road. Advice on how to run adventures focused on travel and natural hazards. How to make it work at various levels. Reprinted and expanded rules on surviving in hot environments and foraging for food</p><p></p><p><strong>City States</strong></p><p>Each City-State should have a completely different tone and style of adventure. Focus on what dungeons are nearby and what the PCs need to do to survive there. There should also be some new city-states ruled by non-humans. An elf or tiefling city-state</p><p>Like Ravenloft's domains, these should be isolated. We don't need a full map of the Tablelands. DMs can choose how far away settlements are and rearrange the map based on what's best for their adventure</p><p>It's harder to survive if you're uncertain of the distance between city-states and oases. It also works with the shifting nature of deserts. There <u>could</u> be a watering hole or it could have dried out. There <u>could</u> be a pass or it could have been erased by the sands. You <u>could</u> have enough food and water to make it to the next settlement, but you might not</p><p>Each journey is new and travel is never routine</p><p></p><p><strong>Sorcerer-Kings</strong></p><p>There are seven major city-states ruled by sorcerer-kings. There's only two sorcerer-queen so a couple need to be gender flipped for better representation</p><p>They also need a new name. They're not all kings. And they're wizards, not sorcerers. Wizard-Monarchs? Spell-Tyrants? Archdefilers?</p><p>The ruler of Tyr should also still be alive. If anyone kills them it should be the PCs. And having a "safe" city-state populated by free folk not ruled by a tyrant makes Dark Sun less dangerous and hostile</p><p></p><p>What ya'll think?</p><p>Anything else that needs changed?</p></blockquote><p></p>
[QUOTE="Disgruntled Hobbit, post: 8281530, member: 7030041"] VAN RICHTEN'S GUIDE TO RAVENLOFT has given us an idea of how Wizards of the Coast will be updating old campaigns to 5th Ed With that template in mind I started musing about Dark Sun I imagine it will look a lot like it did in 4th Ed but continue to evolve [B]Lineages[/B] All the races / lineages in the PH need to be in the campaign. That means including tieflings, gnomes and half-orcs. Each could get a paragraph on his they fit into the world, like in EBERRON: RISING FROM THE LAST WAR Thri-kreen will likely be the sole new race Half-giants will likely remain goliaths. Muls are the ugly product of forced mating, so they're just gone. They could also reprint aarakocra [B]Player Options[/B] WizCo isn't going to do a psionicist for 5th Ed. Instead, a Wild Talent system allowing PCs to have psychic powers would replace that. Like Dark Gifts or the Supernatural Gifts of Theros. Everyone is psionic They won't get rid of paladins and clerics because players need to be able to make whatever characters they want. Just having an Elemental Domain would limit options too much. Clerics would instead worship the Primordials. Just provide a table of flavor suggestions on how spells could look elemental But a templar domain could work. Or warlock pact like in 4th Ed Getting inspiration from 4th Ed, Defiling and obsidian and bone weapons could work roughly the same. When you roll a natural 1 on an attack you can re-roll. With a spell you defoliate and area based on the level and with a weapon it breaks if the re-roll misses. Make it the player's choice. Defiling could also be a method of gaining additional spell slots. When you're high enough level you can kill an area of land to get an extra 1st level spell [B][SIZE=5]Setting[/SIZE][/B] VGR showed us WizCo is willing to change campaigns to fit modern tastes Based on past convos here a controversial element is slavery. That needs to be gone The sorcerer-kings can be dictators who rule their lands and hold sway over the life 'n' death of all their subjects without using the loaded term "slaves." Folk in the city-states can just have mistreated servants and not buy or sell people [B]Survival Adventures[/B] Like VGR focused on "horror adventures" this product should focus on "wilderness survival." Person v. nature Lottsa charts of random encounters and adventure sites encountered on the road. Advice on how to run adventures focused on travel and natural hazards. How to make it work at various levels. Reprinted and expanded rules on surviving in hot environments and foraging for food [B]City States[/B] Each City-State should have a completely different tone and style of adventure. Focus on what dungeons are nearby and what the PCs need to do to survive there. There should also be some new city-states ruled by non-humans. An elf or tiefling city-state Like Ravenloft's domains, these should be isolated. We don't need a full map of the Tablelands. DMs can choose how far away settlements are and rearrange the map based on what's best for their adventure It's harder to survive if you're uncertain of the distance between city-states and oases. It also works with the shifting nature of deserts. There [U]could[/U] be a watering hole or it could have dried out. There [U]could[/U] be a pass or it could have been erased by the sands. You [U]could[/U] have enough food and water to make it to the next settlement, but you might not Each journey is new and travel is never routine [B]Sorcerer-Kings[/B] There are seven major city-states ruled by sorcerer-kings. There's only two sorcerer-queen so a couple need to be gender flipped for better representation They also need a new name. They're not all kings. And they're wizards, not sorcerers. Wizard-Monarchs? Spell-Tyrants? Archdefilers? The ruler of Tyr should also still be alive. If anyone kills them it should be the PCs. And having a "safe" city-state populated by free folk not ruled by a tyrant makes Dark Sun less dangerous and hostile What ya'll think? Anything else that needs changed? [/QUOTE]
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