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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cbwjm

Seb-wejem
The way 4e was set up, and with the introduction of themes, they didn't need clerics and it fit well with both the old 2e lore of no gods and 4e's dawn war. Removing the divine classes in 4e was a good idea I think.
 

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I liked some aspects of the 4e take and didn't like others. I thought the themes were quite good conceptually, but a bit awkward to fit over some of the existing classes and all over the place quality wise.

The no divine power source thing was fine but in many ways the existing primal classes were somewhat awkward fits.

But a part of my issue is that if you have a Warden using "Form of Winter's Herald" it really doesn't feel appropriate flavourwise for Dark Sun, and it feels wrong to have to reskin a power in the official system to make it fit the setting - I associate that with rules hacks.
 

Mind of tempest

(he/him)advocate for 5e psionics
The way 4e was set up, and with the introduction of themes, they didn't need clerics and it fit well with both the old 2e lore of no gods and 4e's dawn war. Removing the divine classes in 4e was a good idea I think.
we would need psionics to add healing if only so party balance does not drop too low.
I liked some aspects of the 4e take and didn't like others. I thought the themes were quite good conceptually, but a bit awkward to fit over some of the existing classes and all over the place quality wise.

The no divine power source thing was fine but in many ways the existing primal classes were somewhat awkward fits.

But a part of my issue is that if you have a Warden using "Form of Winter's Herald" it really doesn't feel appropriate flavourwise for Dark Sun, and it feels wrong to have to reskin a power in the official system to make it fit the setting - I associate that with rules hacks.
so a darksun fitting equverlent would have been better?
 

we would need psionics to add healing if only so party balance does not drop too low.
You didn't need clerics for healing in 4e.
so a darksun fitting equverlent would have been better?
Yes. My preferred to approach to 5e Dark Sun would really be to do what Adventures in Middle Earth did and build basically a new PHB onto the exiting system.

But that won't happen, so at the very least I would want specific domains for elemental clerics. Although really I think you could make a good case for making them into a new class.
 
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Zardnaar

Legend
At the very least.

Elemental domains
Psion class.

Restricted options with some of the new classes. Sorcerer's and Warlocks maybe but need DS specific pacts. PCs if those classes might be the first ones out the gate.

All arcane casters use the defiling mechanics or have a bloody good reason why they're not.

Pakadins were excluded because of alignment restrictions. I could see a few serving the Spirits of the Land, Elements and Sorcerer Kings.

Restricted races a"la Theros and Ravnica. Maybe not a hard no but they're mutants or something. Half Orcs no but a PC one maybe but they're unique. The tower could recreate an extinct race.

No to Dragonborn as Dray. Dray were a bad idea in 2E, otherwise see mutant idea.
 

Mind of tempest

(he/him)advocate for 5e psionics
At the very least.

Elemental domains
Psion class.

Restricted options with some of the new classes. Sorcerer's and Warlocks maybe but need DS specific pacts. PCs if those classes might be the first ones out the gate.

All arcane casters use the defiling mechanics or have a bloody good reason why they're not.

Pakadins were excluded because of alignment restrictions. I could see a few serving the Spirits of the Land, Elements and Sorcerer Kings.

Restricted races a"la Theros and Ravnica. Maybe not a hard no but they're mutants or something. Half Orcs no but a PC one maybe but they're unique. The tower could recreate an extinct race.

No to Dragonborn as Dray. Dray were a bad idea in 2E, otherwise see mutant idea.
why were the dray a bad idea?
 

Stormonu

Legend
why were the dray a bad idea?
A couple of reasons. Dray came in late to Dark Sun (I think it was the last product before the 2nd boxed set came out?), and with the mythic transfiguration one had to undergo to become a dragon, being a starting race they felt out of place.

I do think, though, with a little work they could fit as a PC race as well as Thri-Kreen. Have them be the cast-off of one or more Sorcerer-kings experimenting like their life-shaper forebearers as natively arcane imbued race and not being happy with the outcome and abandoning them would work. They should, at the very least look VERY different from typical Dragonborn, having the more skeletal look of the Dragon of Tyr.

However, with the planar isolation of Athas, I have a hard time finding a place for Tiefling. I can’t see that particular race fitting into Dark Sun easily.
 

Mind of tempest

(he/him)advocate for 5e psionics
A couple of reasons. Dray came in late to Dark Sun (I think it was the last product before the 2nd boxed set came out?), and with the mythic transfiguration one had to undergo to become a dragon, being a starting race they felt out of place.

I do think, though, with a little work they could fit as a PC race as well as Thri-Kreen. Have them be the cast-off of one or more Sorcerer-kings experimenting like their life-shaper forebearers as natively arcane imbued race and not being happy with the outcome and abandoning them would work. They should, at the very least look VERY different from typical Dragonborn, having the more skeletal look of the Dragon of Tyr.

However, with the planar isolation of Athas, I have a hard time finding a place for Tiefling. I can’t see that particular race fitting into Dark Sun easily.
cults of thing from long be for sealed in deep places since the blue age so fiends with they dying of the sun are making a cult of desperate people who will dig them out the tieflings are the products of such esoteric cults.
 

Dark Sun has so much potential if it can escape its own past.

Yes, brutality and what not is good, but let's add some actual good narratives to the setting that aren't Prism Pentad trash.

Let's add in narratives where you have to work with and against the actual Sorcerer-Kings, and how each Sorcerer-King is their own Strahd and warps the world of Athas around them. Let's look at rescuing wanderers out in the Wastelands, finding old ruins and restoring them; let's have a Dark Sun where you can do more than the following:

  1. Beat someone in the head with rocks and chitin.
  2. Get enslaved.
  3. Die to sandstorms or weird predators.

Yes, these things are important, but for the love of all that is holy can we not keep those things while also adding something deeper than a bunch of aesthetics?
 

Mind of tempest

(he/him)advocate for 5e psionics
Dark Sun has so much potential if it can escape its own past.

Yes, brutality and what not is good, but let's add some actual good narratives to the setting that aren't Prism Pentad trash.

Let's add in narratives where you have to work with and against the actual Sorcerer-Kings, and how each Sorcerer-King is their own Strahd and warps the world of Athas around them. Let's look at rescuing wanderers out in the Wastelands, finding old ruins and restoring them; let's have a Dark Sun where you can do more than the following:

  1. Beat someone in the head with rocks and chitin.
  2. Get enslaved.
  3. Die to sandstorms or weird predators.

Yes, these things are important, but for the love of all that is holy can we not keep those things while also adding something deeper than a bunch of aesthetics?
so things that you can win or gain? strange stuff to see? more factions of people to beat in the head?
 

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