Zardnaar
Legend
I think it's fine to look for places where a mechanic can find a home in a setting, as long as it's not forced to a point where it violates the theme and aesthetics of said setting.
Again, using Athas as an example... I said before that I could see adding dragonborn (as dray or related), but not tieflings. I can see allowing clerics if limited to elemental domains, but paladins--while actually easier to add, since they don't require gods, only oaths--don't really fit the aesthetic of Dark Sun. Well, maybe the Oath of Vengeance, but not the other two. I wouldn't want to see the other two shoehorned in.
No gnomes. It's already been established that they're extinct. Halflings and elves exist, but need to change mechanically from their core expression, because they're different both culturally and mechanically.
Warlocks? Maybe, but they'd also have to change. The standard pacts really don't fit Dark Sun as written, due to Athas's planar isolation. So maybe Templars, and maybe some other new pacts, but not Fiend or Great Old One.
And yes, some of those omissions are necessary, in my eyes. As I said, it's fine to look for places where the mechanics can be inserted, but it's not fine to insist that all of them find a place. Sometimes, what's not permitted is as important to the feel of a setting as what is.
IOW, I'm not a canon or history purist. I don't think that, just because something wasn't in the setting in 2E, it can't be in 5E. But I am a thematic purist. If something doesn't fit the general theme of the world as written, it must not be shoehorned in, no matter how popular or how core.
Ding ding ding.
I don't mind Barbarians for example added to Athas, I don't think Sorcerers should be as Dragon and Wild magic doesn't fit and Warlocks do not fit either. Sure you could make Athasian specific pacts but arcane magic is rare/powerful on Athas and otherworld patrons for warlocks contradict the feel of Athas IMHO and should be excluded. Arcane energy comes from plant life on Athas simple.
Most additional arcane classes should be excluded with perhaps the exception of new wizard archetypes that may or may not draw on new power sources and even then PCs should discover those power sources not just decide to play one from level 1 (maybe in a follow up campaign).
Bards as arcane casters do not fit either for the same reasons and the original DS rewrote them to fit the setting. Rather than rewrite 20+ archetypes its easier just to exclude them for thematic reasons. Monks do not fit either as they do not really fit the flavour of the setting and mechanically its a way around the lack of metal. Darksun in particular is defined by its differences from the PHB, if you want to kitchen sink everything play Eberron.
What are the major themes of Darksun?
Harsh/Brutal-, environment society (slavery, death)
Hard to use magic (defiling, elemental clerics)
Psionics
No Gods
Extreme lack of metal.
Survival
Lack of knowledge/mysterious past.
Strnge races (Kreen, Half Giants, cannibal halflings etc)
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