Wik
First Post
I only played Dark Sun through the cRPGs... which, although buggy, were a lot of fun. You *could* play as a cleric, but it was a cleric of an element rather than of a god. I don't understand why they can't do that for the new Dark Sun... although thematically maybe all radiant damage should be converted to the relevant damage type for the element.
Those games WERE fun. Especially when considered in light of the technology of the time. And 2e had Clerics. They were added because they were a necessary role in 2e at the time - you needed a healing source, and druids just couldn't cut it as dedicated healers. But in Dark Sun, druids got a power boost, and clerics got a power cut.
The 4e method of just replacing the "clerics" with the primal power source makes a lot of sense. It's thematically closer to the original dark sun, and it gets rid of many "radiant" attacks, which don't really fit well with how I envision Dark Sun, at least.
The thing is, they COULD tie a cleric's powers into an elemental subtype, and that would have been pretty cool. I also would be okay with Clerics/Divine casters choosing to worship one of the Sorcerer Kings (essentially, the Divine power type would be the "templar" power source).
All that being said, I think Aegeri has the right of it here. Dark Sun is better served by cutting out the power source entirely. It's less confusing for neophytes to the setting, and helps solidify things in gamers' minds.
It's also a really good step towards something that has nothing to do with Dark Sun at all - it shows that wotc is willing to make cuts in their game to suit a creative idea. I have a hope in my heart that, down the road when we see a 4e centric campaign setting, that there will be similar cuts (probably not as drastic) to define the setting.