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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?
 

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Zardnaar

Legend
Different power sources perceive the Weave differently. The Weave perfuses anything and everything.

• Arcane engages the Weave via the magical properties of spell components, a kind of protoscience.
• Divine engages the Weave via symbols, words, and meaningfulness, including central and deep structures feeling sacred.
• Psionic perceives the Weave as the interconnected of all minds.
• Primal too perceives the Weave as minds, but more attentive to the minds of the features of nature.

There's no weave on Athas. Until they change that in an official product.

Arcane power comes from plants.
 

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Yaarel

🇮🇱He-Mage
There's no weave on Athas. Until they change that in an official product.
"Weave" is merely a term of convenience for how magic works.

According to the Players Handbook the "Weave" is in ALL "worlds within the D&D multiverse".

Hopefully, Dark Sun isnt part of the "D&D multiverse"!

But even as a separate setting, the Weave is present in Dark Sun, in the sense that "all existence is suffused with magical energy". Magic is primordial and fundamental, part of the fabric of being, itself.

So in Dark Sun, the Weave sotospeak is why magic works, and why displacement within Weave can form antimagic zones where magic doesnt work.

It means, antimagic can block psionic spells too. But it wouldnt block nonmagical effects that were previously created by psionic magic.

Because magic perfuses anything and everything, different power sources, via different theories of magic, can all utilize magic by different methodologies.

Different power sources can perceive the Weave in different ways.

Moreover, in Dark Sun, there is no Forgotten Realms god controlling the Weave.
 

Yaarel

🇮🇱He-Mage
Arcane power comes from plants.
I understand arcane differently.



In Dark Sun, acane magic destroys plants. Normally there is no benefit from this destruction.

Defilers have learned a technique to harness and channel arcane energy from this destruction. However Defilers keep this technique secret, and very few mages know how to do defiling magic.

Normal arcanists just do magic, and it destroys plants, and thats it.

Perservers figured out a technique to avoid destroying plants. It is more difficult to spellcast in this cautious way. There is a temptation to cast normally and to allow plants to die.

But destroying plants, isnt the same thing as defiling magic, because the defilers know how to heighten their spellcasting by means of this destruction.



When plants die, it is actually the mystical element of water that gets destroyed. It compares to destruction of an atom by nuclear fission, and energy releases.

The water in plants is the most sensitive to this magical destruction, but water in living creatures and in the environment can also be destroyed by high slot spells.

On the planet Athas, it is actually the element of water − an aspect of lifeforce itself − that is vanishing. The planet is out of balance alchemically.

Replenishing water requires artificially creating the element of water. Compare alchemists striving to transmute various elements into gold. In Dark Sun, the alchemical mysticism of the cosmic-force Clerics and the mindful naturalism of the primal Druids have each found ways to recreate water magically.
 
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Oof, yeah, the psionic/magic transparency issue is one I'd mercifully forgotten. Aesthetically and thematically I'd kinda prefer that dispel/detect/antimagic didn't affect psionics and vice versa for their psionic equivalents, but that's always had the potential to end up in all sorts of annoying fiddliness, so I'd be extremely surprised if 5e didn't just lump it all into one to keep things streamlined.
 

elZombie

Villager
Warlocks should have the Sorcerer Kings as Patrons... I just think that puts them outside of the PC bundle. People generally don't play on the good guy's side and call out to "Daddy BBEG" for their powers.
So, you're saying we should ban the iconic, standard, PHB fiend warlock from the whole game, because "people generally don't play on the good guy's side and call out to 'Daddy BBEG' for their powers". Warlocks, by definition, are people "driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well". Sounds like bad guys to me, yet you see them in every game, saving the world from evil. What's the real difference here between draining eldritch knowledge to power yourself from a fiend and from a Sorcerer-King?

The lore on the warlock is a mess, I'll give you that. They talk about pacts and relationships in the intro, but there are no real consequences or explanation to support it during gameplay, so warlocks keep eldritch-blasting with pseudo-life-changing-pacts, and your average player will complaint if the GM involves their patron or their pact in the roleplaying aspect of the game. Clerics, too. Only Paladins have oath breaking rules because of legacy, I guess.
 

doctorbadwolf

Heretic of The Seventh Circle
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?
I’m here for pretty much all of that.

What else I’d love to see:
  • Support for heroism. Such a setting only interests me to play a good person trying help folks in it.
  • The enemy territory rules I mentioned in the DL thread, turned up a few notches. You can only fully rest in a safe place. You have to spend hit dice on a long rest to heal, after you regain half your total HD, unless in a safe and comfortable place. Long rest in the wild only gives back so many spell slots and the like.

  • Diversity of able-bodiedness. Show some prosthetics, mobility aids, seeing eye desert cats, etc. A Mad Max battle wheelchair.


    Prolly some other stuff
 

"Open space" for future races and classes to be added later: subclasses with martial maneuvers, (incarnum) totemist shaman, wander (primal defender), seeker (primal controller), psionic artificier, psionic ardent(divine mind), dromites, maenads, xephs, (elans?) Athasian genasies, wildens..

Primal variant sorcerers: Theses woudln't use the arcane wizard's spell list but primal (ranger+druid)

I wish to know how was to continue the metaplot. The return of Kalidnay (dread domain in Ravenloft campaign).

Optional or possible crossover with Jackandor (defiler visitors from Athas by means of the "land within the wind", Feywild).

Is the spynewrym a true dragon with age categories?

Secrets of the living machines and biotechnology (by the rhul-thaun). "Haruspex" class, like the necromancer but about living tissues, something like the biohacker from Starfinder. (Do you remember the prestige classes from Dragon #317 Osteomancer and flux adept?)

prestigeDcOsteomancer.jpg


prestigeDcFluxAdept.jpg


(Lovecraftian) Cults of the kaiju (giant monsters), like kraken & cia.
 
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Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
Diversity is great, and holy.


Kids can study more than one thing, whence Background proficiencies and special asset.

Also, I have in mind magically enhanced hydroponics and so on, partly to conserve water. The spell Plant Growth and similar are also part of the agriculture. Unusual magic can be in the form of rituals.


Politicians are more like "influencers". Albeit the people elect administrators to help manage various projects, including military leaders.

Soldiers − the majority wars by means of spellcasting, and organize to coordinate magical attacks. Their defenses are magically technologically advanced.

Cleric and Druid have competence in melee. Perhaps some of the Psions enter melee too (shapeshift/psychometabolic, telekinetic Shield, etcetera).

Every adult age 20 and up is expected to defend the city. Most citizens comply with spellcasting military duties and reserves.


Regarding water supply, it could be this city reveres and cultivates the water clerics. Also, supposing the city has been around some centuries, they also benefit from ancestral efforts. There might be a natural aquifer, which they manage sustainably. Water recycling would be a civic ethic.



Cool. Thanks for the clarification. You know how the internet is.


I figure a single city of say, 10,000 adults, might be able to handle direct voting, especially if heads of families tend to be the main influencers.
So it's an entire city of 10,000+ people who -all- have Spellcasting Classes, both Arcane and Divine, as well as all of the Psionicists.

The Veiled Alliance would go there pretty much immediately to constantly beg for help in restoring Athas to the Green Age. And just NEVER LEAVE. Because you've created a Paradise on a Hellworld.

With the quantity of the setting you intend to ignore (Not a bad thing, mind you, I ignore stuff, too) it might be better to just make this paradise city into it's -own- setting, and then build a different world around it that better conforms to your ideals and interests. Like keep the Animism, ditch the cosmology, shift up the magic, replace the racial limitations (Since many of the world's sapient races were wiped out)...

Might work better.
Balucs more Greek. Andropinis for example. He got elected not a string Roman teai. Well it's kind of a hybrid I suppose.

Urik warlike with Spartan vibes that's more Assyria with Babylonian vibes. Tyr has a ziggurat which is Sumerian. Names are more latin.

Gulg kinda like Africa should have clarified sub Saharan. It's plant based walk is similar to what they use on placed like Kenya.
After the Seventh King died the Romans quickly became a Republic and elected their Senators who in turn elected their leadership. Though Andropinis would more likely be described as "Assuming Authority" because you know -every- election had to be rigged!

Fun note: Tyr is actually a strictly Germanic name coming from their word for "Deity" which was Tiwaz. That word, in turn, comes from the Proto-Indo-European language group "Dewos" which eventually became Deity. Because language is complex but also just -ridiculously- bound up in itself across cultures!

And yeah. Sub-Saharan. Though Somalia might be a better geographic representation of the area on the whole Desert to Forest ratio? Not sure. I'm also not qualified to try and identify the culture through garb and etymology.
So, you're saying we should ban the iconic, standard, PHB fiend warlock from the whole game, because "people generally don't play on the good guy's side and call out to 'Daddy BBEG' for their powers". Warlocks, by definition, are people "driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well". Sounds like bad guys to me, yet you see them in every game, saving the world from evil. What's the real difference here between draining eldritch knowledge to power yourself from a fiend and from a Sorcerer-King?

The lore on the warlock is a mess, I'll give you that. They talk about pacts and relationships in the intro, but there are no real consequences or explanation to support it during gameplay, so warlocks keep eldritch-blasting with pseudo-life-changing-pacts, and your average player will complaint if the GM involves their patron or their pact in the roleplaying aspect of the game. Clerics, too. Only Paladins have oath breaking rules because of legacy, I guess.
Oh, no... Noooo. I'm not saying we should ban the Iconic Fiend Warlock from the Whole Game because of that reason.

I was saying we should ban them from Dark Sun because there's no Fiends. No Archfey. No Great Old Ones. There is only the Sorcerer Kings as a potential Warlock power source and it wouldn't make sense to have the player warlock working for the BBEG of a given -campaign-.

Like you don't go into Out of the Abyss with the Warlock who Fiend-Pacted with Demogorgon 'cause Demogorgon will either strip the Warlock's powers or demand the Warlock kill his own pals. And that's just not the environment you generally want to create at the gaming table.

(Don't really care if the "Average Warlock" will complain about such consequences coming from their PACT WITH THE DEVIL which is a kinda big deal within the narrative and all. If you're not in it for the story you shouldn't sit down at my table!)

But later I realized that you could work for -One- Sorcerer-King while fighting against the machinations of another, which would be totally cool at the table. So I was like "Yeah, make them the more magically-oriented Templars for Dark Sun alongside Paladin-Templars!"
I’m here for pretty much all of that.

What else I’d love to see:
  • Support for heroism. Such a setting only interests me to play a good person trying help folks in it.
  • The enemy territory rules I mentioned in the DL thread, turned up a few notches. You can only fully rest in a safe place. You have to spend hit dice on a long rest to heal, after you regain half your total HD, unless in a safe and comfortable place. Long rest in the wild only gives back so many spell slots and the like.

  • Diversity of able-bodiedness. Show some prosthetics, mobility aids, seeing eye desert cats, etc. A Mad Max battle wheelchair.


    Prolly some other stuff
Ohhhhhhh yes. People born without limbs, people who lost or had limbs and such damaged, blindness would be a -huge- problem in Dark Sun but probably really interesting to RP with.
 

ART!

Deluxe Unhuman
IME players hate penalties. Weapon breaking is cool, but I don't want to take penalties because I'm using a wooden weapon (even though that is logical). I would rather see a bonus for using a metal weapon instead. Getting your hands on a metal weapon is a bit like getting your hands on a magic (wood or bone) weapon. Of course, Athas is metal-poor, so nobody is churning out all those metal weapons either :)
I agree with this exactly one million percent!
 

I’d have no problems with an Undead pact warlock in Dark Sun. I mean quite aside from Dregoth, you’ve got the vast numbers of powerful undead far to the south, in the obsidian lands left over from the preserver/defiler wars. And he’ll, even in one of the Prism Pentad novels a main character touches a gem which stores an undead spirit and eventually comes to a (uneasy and temporary) accomodation with that spirit and accesses some of its power. Which is basically the literal definition of a warlock as far as I’m concerned.

As for the other existing warlock patrons, yeah, they don’t fit well. The fiend is actually the MOST appropriate of them, which says volumes for what the others are like…
 

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