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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 never said you should. They can be Epic Boons.

But to get to the end of the path you have to start on it somewhere.

The idea that you get to level 20 as a wizard and bang you're a preserver is poor implementation. The idea that you get to level 20 and then go back to level 1 and start over as a Psion obviously doesn't work in 5e.

So if the Master, the Avangion has psionic powers as well as magic, then the journey man needs to start learning them at some point.
A subclass seems to me like the most logical point to begin travelling down that path.
You're a Preserver if you're a Wizard who has always Preserved. Who has never Defiled.

Epic Boons or whatever is fine... but it feels like no matter what you do you're going to make them feel weaker, narratively.
 

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Yaarel

Hurra for syttende mai!
Actually, the DMG epic boons are starting to grow on me.

The boons need revamping, some are great, some are less so.

But the mechanic of one hefty feat per epic level of advancement seems fine.

If there are more boons to choose from, and they roughly balance with each other, and organize thematically into "destinies", with Immortal as free boon, it seems viable.

Have a handful of boons for Dragon destiny and Avangion destiny to choose from, respectively. The "Dragon Transformation" boon requires future boons to complete the transformation. Likewise, Avangion.

Boons are a useful mechanic.
 

Faolyn

(she/her)
Well, dragons and avangions are as close as this setting gets to having gods or old-style immortals. So far, there's no rules for PCs ascending to godhood.

So at most, I'd have a sidebar saying that if a PC really wants to become one of these things, then this should be some sort of epic quest for that player that requires the player to have done X, Y, and Z (whatever steps were required in 2e) and whatever else the DM wants to throw at them that seems appropriate. I don't think there should be actual rules.
 

Zardnaar

Legend
They should just be like Dragons in the MM. 4 age categories say CR 21, 24, 27 and 30.

Specific ones might have different CR. I think they're worth keeping around in concept but don't work with modern rules. Not like they worked that well in 2E either. Theoretically it would take around 22 years of real time play to get a PC that high in 2E.
 

Sithlord

Adventurer
But they did in 4e.

I'm just pointing out the irony of posters insisting canon must be maintained while only wanting to maintain there own image of Dark Sun.

Dark Sun isn't just Dune and Mad Max and Gladiator movies. It's not all grimdark. There's a lot of 80s/90s Saturday morning cartoons in it's DNA, including it's environmental message.
Really when it comes to dark sun I see adventures like Conan and thundarr the barbarian. Especially with the architecture and the old empires and cities my states.
 

DammitVictor

Trust the Fungus
Supporter
Roughly speaking-- I don't want the game adjusted for social justice issues. Frankly, I think this is missing the point. The problem with bigotry in D&D was never that it existed, it was that in certain spots the settings or even the rules themselves upheld the bigotries as right and natural and, because of the alignment system, Objectively Good. Dark Sun never had that problem.

Mechanically speaking... I won't go into details, but if they're going to twist the Dark Sun setting to fit the D&D rules, instead of vice versa, I'm not interested and I don't understand why anyone else would be. The races and classes should be modeled to resemble their AD&D presentations-- if not their mechanics-- and people who want to play their Forgotten Realms characters should be gently instructed to go play the Forgotten Realms. We need more psionics rules than we've got, but I'm not convinced we need a full Psion(icist) class as long as every PC has a wild talent and the means to improve it.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
Guess who just finished writing up an Athasian Weaponry document?

Maybe Monday I'll start in on Armor.


Weapon Descriptions, artwork, 3 new Weapon Traits, and bringing back Double-Weapons in a big way.
 

Faolyn

(she/her)
I would suggest that, if you want to intentionally break your weapon, you just make it so the crit range is increased to 16-20 (or whatever; I don't do math this late at night).

Also, I don't know if it's because I'm on Chrome, but I can't see the table that's on the first page.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
I would suggest that, if you want to intentionally break your weapon, you just make it so the crit range is increased to 16-20 (or whatever; I don't do math this late at night).

Also, I don't know if it's because I'm on Chrome, but I can't see the table that's on the first page.
The intention was to double layer crit opportunities since the weapon will break on a hit. Either you roll the 20 on a 5% chance -or- you get the 6, 7, 8 for a 37.5% chance of landing a crit on the d8. 16-20 would be a 20% chance to crit.

If you're on Chrome it might be your Zoom level. Depending on screen/device and your individual settings the zoom can really mess things up.

Adding it as a PDF here, just in case.
 

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