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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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Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
I'm suddenly wondering how far I could get into writing my own Dark Sun campaign setting before they tell us whether or not it's coming out this year...

I've been holding off on trying until this point, because I'm pretty sure it's going to be one that they announce... But honestly this thread has been a gold mine for ideas, and I want to thank you all for that!
 

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Zardnaar

Legend
Dark Sun is about scrabbling the last bits of hope together in a wrecked world. It is difficult to survive, but that survival has to mean something. The overthrow of Kalak is a huge victory for hope, but it opens a whole plethora of cans of worms. Having several groups or organizations in the setting working to better the world is not a big ask, whether there are large world-changing groups like in the Prism Pentad or small bands working to free a handful of slaves or keep a Mul village from starving.
I can think of a dozen ways to incorporate Dragonborn and Tieflings into Athas, but why? Take the Theros example and showcase the races that exemplify Dark Sun. You can always have mutants if a player really needs to play a particular race.
What a Dark Sun setting book needs is a gazeteer, how to handle defiling vs. preserving, psionic feats/wild talents, a psion class and details of how classes and races differ in the Burnt World of Athas. Rules for survival and little things like weapon breakage, water spoilage and scarcity.
Not necessary but welcome would be a templar subclass and elemental priest domain. A reworking of the exhaustion rules to really emphasize the survival and environmental hazard of life under the Dark Sun.

No, there were some actually lizardfolk. I was under the impression that they were playable (even if that particular page doesn't have stats for them), at least based on what I've seen other people say. If I'm wrong, though, that's fine.

You have to admit, though, that Athas seems like the type of place that should have lizardfolk in it.

They're Last Sea lizardmen. Mind Lord's saved them from genocide.

Not really suitable for players. Maybe as mutants which can recreate extinct races I suppose.
 
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Zardnaar

Legend
I'm suddenly wondering how far I could get into writing my own Dark Sun campaign setting before they tell us whether or not it's coming out this year...

I've been holding off on trying until this point, because I'm pretty sure it's going to be one that they announce... But honestly this thread has been a gold mine for ideas, and I want to thank you all for that!
A couple of us did that a while back.

For myself it was mostly using existing material. Subraces don't generally exist or they're used for some of the "list" cultures.

Or could be mutants I suppose.

Psionics is the big pain although refluffing and tweaking the Sorcerer kinda makes sense.
 


Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
A couple of us did that a while back.

For myself it was mostly using existing material. Subraces don't generally exist or they're used for some of the "list" cultures.

Or could be mutants I suppose.

Psionics is the big pain although refluffing and tweaking the Sorcerer kinda makes sense.
I care about the Psion, and I dislike the Sorcerer class, so refluffing the Sorcerer would be a no-go for me.

I am hoping for a new Psion class, using the Warlock mechanics for the chassis.

Problem solved.
 


Zardnaar

Legend
I care about the Psion, and I dislike the Sorcerer class, so refluffing the Sorcerer would be a no-go for me.

I am hoping for a new Psion class, using the Warlock mechanics for the chassis.

Basically my idea is something like the sorcerer with enchantment and divination.

Specific subclasses unlock extra schools.

Sorcerery Points become PSPs and you get more of them of make up for less schools. And they don't require VSM.

The subclasses are roughly like the 3.5 Psion specialists.

Mostly as a placeholder minimizing design required using existing material.

Wanting a Psion is one thing designing it yourself is a lot of work.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
The KibblesTasty is on the right track, but not exactly what I am looking for. For example, it lacks cantrips.

But if WotC puts something together that most Psion fans either love or can live with, that would be cool with me.
Read a bit closer... The main basic power -is- a cantrip. But a flexible one. At levels 5, 11, and 15 you get a "Free Power Point" per round that can only be used to improve your baseline power. It's the Psionic Mastery class feature.

Turns each discipline's power into a Cantrip that you can customize on every casting!
 

Yaarel

He Mage
Read a bit closer... The main basic power -is- a cantrip. But a flexible one. At levels 5, 11, and 15 you get a "Free Power Point" per round that can only be used to improve your baseline power. It's the Psionic Mastery class feature.

Turns each discipline's power into a Cantrip that you can customize on every casting!
I know but cantrip should be at will, with several to choose from, same as the Warlock chassis.

Also some flavor issues. For example, I prefer no astral. The "astral construct" is better as a "force construct" relating to telekinesis.

I dont want any elemental kinesis: fire, radiant, lightning, cold. But I know some players do, so its negotiable but not for me.

For me the most important aspects of a Psion are:
• Prescience (divination, teleportation)
• Telepathy (mind-affecting, enchantment, charm, fear, illusion, phantasm)
• Shapeshift (psychometabolism, shapeshifting, healing)
• Telekinesis (force, force construct, telekinesis, fly)
 
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Zardnaar

Legend
I know but cantrip should be at will, with several to choose from, same as the Warlock chassis.

Yeah the old classic attack forms become cantrips dealing between d4-d8 with riders. Maybe a d10 Eldritch blast type one.

Psychic damage us better than most damage types comparable to force/radiant I suppose.
 

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