Bacon Bits
Legend
Dark Sun was always a total conversion for AD&D, and I'd want to keep that feeling. I would like to see:
Player Racial [Ancestry] rules for:
Athasian Aarakocra
Athasian Dwarves
Athasian Elves
Athasian Half-Elves
Athasian Half-Giants (one version Goliath-like, and a variant closer to the original version)
Athasian Halflings
Athasian Humans
Muls
Pterrans -- You could just use Lizardfolk here
Thri-Kreen
No other player races. No Tieflings, no Drow, no Dragonborn (certainly not since dragons themselves are relatively new), no Gnomes, no Orcs of any kind, no Genasi, no Warforged, no Goblins. DS is cut off from the multiverse, and many races are extinct due to Rajaat's genocidal champions.
Class rules for:
Fighter (Gladiator) or Barbarian (Gladiator) -- I'm not really concerned about which. Maybe even do Fighter (Gladiator) and Barbarian (Pit Fighter).
Wizard (Defiler)
Wizard (Preserver)
Cleric (Earth/Air/Fire/Water)
Psionicist -- Honestly I'd probably combine Monk Ki and Warlock
Monk (Psionic Warrior)
Warlock (Templar)
I'd cut Sorcerer from the setting because magic is hard to find not a random wellspring. I'd cut Paladin because the world is hopeless. No Artificer for fairly obvious reasons. I'd include a sidebar telling DMs they can include them if they wish, but they're not usually present.
Equipment rules for:
Low quality weapons (bone, stone/obsidian, and wood) -- Probably reduce damage die
Cahulaks, Chatkcha, and Gythka (the only DS weapons I think are iconic)
Piecemeal/low quality armor -- It's difficult to get a high AC on Athas
Maybe want to include a variant for a durability system for weapons and armor, which would be very flavorful but not appropriate for all groups.
Deeper exploration rules for:
Extreme heat and cold
Wilderness survival
Finding water
Silt Sea
Game rules for:
Psionics -- And don't be concerned about making Psionics work for every campaign setting. Make something that works for DS.
Defiling/Preserving
Wild Talents aka Psionic Backgrounds -- Every time we played everybody got a Wild Talent because they're fun. These should be like a second background you pick which give you a benefit similar to Magic Initiate.
Athasian vehicles
Monster rules for:
The Athasian creatures
Then, skip the setting ahead 100 years from the end of the Prism Pentad. New Sorcerer Kings have come to power by some unknown means and fall or are replaced every few years. Don't create a metaplot. Tyr can be a "free" city, but possibly one increasingly subject to some remote Sorcerer King's influences. Expand the wasteland, removing much of the green lands to the west not wholly controlled by the Halfing tribes.
The general feel should be like pre-Christian Roman Judea, but set in a dying world with no hope for the future.
Player Racial [Ancestry] rules for:
Athasian Aarakocra
Athasian Dwarves
Athasian Elves
Athasian Half-Elves
Athasian Half-Giants (one version Goliath-like, and a variant closer to the original version)
Athasian Halflings
Athasian Humans
Muls
Pterrans -- You could just use Lizardfolk here
Thri-Kreen
No other player races. No Tieflings, no Drow, no Dragonborn (certainly not since dragons themselves are relatively new), no Gnomes, no Orcs of any kind, no Genasi, no Warforged, no Goblins. DS is cut off from the multiverse, and many races are extinct due to Rajaat's genocidal champions.
Class rules for:
Fighter (Gladiator) or Barbarian (Gladiator) -- I'm not really concerned about which. Maybe even do Fighter (Gladiator) and Barbarian (Pit Fighter).
Wizard (Defiler)
Wizard (Preserver)
Cleric (Earth/Air/Fire/Water)
Psionicist -- Honestly I'd probably combine Monk Ki and Warlock
Monk (Psionic Warrior)
Warlock (Templar)
I'd cut Sorcerer from the setting because magic is hard to find not a random wellspring. I'd cut Paladin because the world is hopeless. No Artificer for fairly obvious reasons. I'd include a sidebar telling DMs they can include them if they wish, but they're not usually present.
Equipment rules for:
Low quality weapons (bone, stone/obsidian, and wood) -- Probably reduce damage die
Cahulaks, Chatkcha, and Gythka (the only DS weapons I think are iconic)
Piecemeal/low quality armor -- It's difficult to get a high AC on Athas
Maybe want to include a variant for a durability system for weapons and armor, which would be very flavorful but not appropriate for all groups.
Deeper exploration rules for:
Extreme heat and cold
Wilderness survival
Finding water
Silt Sea
Game rules for:
Psionics -- And don't be concerned about making Psionics work for every campaign setting. Make something that works for DS.
Defiling/Preserving
Wild Talents aka Psionic Backgrounds -- Every time we played everybody got a Wild Talent because they're fun. These should be like a second background you pick which give you a benefit similar to Magic Initiate.
Athasian vehicles
Monster rules for:
The Athasian creatures
Then, skip the setting ahead 100 years from the end of the Prism Pentad. New Sorcerer Kings have come to power by some unknown means and fall or are replaced every few years. Don't create a metaplot. Tyr can be a "free" city, but possibly one increasingly subject to some remote Sorcerer King's influences. Expand the wasteland, removing much of the green lands to the west not wholly controlled by the Halfing tribes.
The general feel should be like pre-Christian Roman Judea, but set in a dying world with no hope for the future.