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D&D 5E (+) What would you want for 5e Dark Sun?

Steampunkette

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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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Of note:

There are 3 weapons which allow you to make a bonus action attack with the other end of the weapon. The Calhulak, the Gythka, and the Weighted Pike.

This Bonus Action Attack is -not- two-weapon fighting. So it would not gain the benefit of the Fighting Style -or- Feat. However, because it is not two weapon fighting you're dealing the weapon's normal damage and adding your Strength mod to the Bonus Action attack, as if you had both feats.

These weapons are also all fairly expensive, and they should likely be out of the price range of a level 1 character.
 

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Because Dark Sun is also about competing citystates, it invites a metagame for politics, resembling Game of Thrones, or a Risk boardgame.

The political level of gameplay, involving diplomacy, alliances and conquests, masscombat, covert subterfuge, strongholds, schools, economic ventures, and so on, could be in any setting. But if 5e came up with one that was well received, Dark Sun seems especially great for it.
 

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.

There is a qualitative difference between a story about bigotry, that players can try overcome, versus bigotry in gamerules that enforce that bigotry is correct.

5e now has all ability score improvements be part of ability score generation, rather than part of the lineage choice. What this means for Players Handbook lineages is, a player can swap out any ability to improve for any other.

For Dark Sun, this fungibility of abilities is especially appropriate. Consider the Elf, the Dark Sun elves are super-tough long-distance runners. They can easily deserve a +2 ability score improvement to Constitution if that is the character concept that the player has in mind. If so, swap the +2 from Dex to Con, and perhaps use the +1 for Dex. And so on.

Between specific Dark Sun tropes, player choice, and widespread mutations to explain almost anything, the 5e character generation will have little or no impact on the Dark Sun stories.
 

Between specific Dark Sun tropes, player choice, and widespread mutations to explain almost anything, the 5e character generation will have little or no impact on the Dark Sun stories.
If that's a prediction... I would probably agree with you. If that's an expression of hope... I could not disagree more.

For mechanical reasons, I generally agree with nixing racial ability score adjustments. But... other racial abilities are just as essentialist, because that is the entire point of having multiple races. I'm not warning you about some ludicrous "slippery slope" scenario, but of all the steps on this silly slippery slope... this is the one that makes the least sense.

If we're going to keep taking steps to make race/ancestry/lineage less significant as a choice at character creation, then the benefits of that choice are going to carry less and less of the weight of including it. Like Alignment, which now does literally nothing in the game except provoke the same arguments it always has.
 


The seer can also teleport. For me, prescient feels a bit more active, a sense of look before one leaps. But I dont mind seer.
The Empath can manifest illusions. It is more than emotions. So telepath might be clearer.
Chirgueon sounds a bit technobabble. Shapeshifter is a more normal word, and relates to Norse and Native American views.
Kinete is kinda technobable but abbreviates telekinesis which is normal enough.
shapeshifter is generic it is like a saying strong, we need iconic as that gets remembered
The seer can also teleport. For me, prescient feels a bit more active, a sense of look before one leaps. But I dont mind seer.
The Empath can manifest illusions. It is more than emotions. So telepath might be clearer.
Chirgueon sounds a bit technobabble. Shapeshifter is a more normal word, and relates to Norse and Native American views.
Kinete is kinda technobable but abbreviates telekinesis which is normal enough.
but there is a reason divination wizard gets bad a lot and I would not wish to stoke the fire of those who hate psionics as is.
Honestly, the more we discuss it the more I think that Avangions and Dragons should be big epic things you -deal- with, rather than -become-.

Like maybe the campaign is over a player character's ascension to one or the other could occur, but not in-gameplay. And for gameplay purposes your only interactions with Dragons and Avangions is either stopping them from happening or trying to help them happen. Depending on alignment, obviously.
I would make it an option to set yourself on the path as the avangions would want more of themselves.
@Sithlord @Faolyn

Telepath

Mindplayer?

[Oh, I guess that is too much like mindflayer.]

Playmind?
Mindbender?

I have considered a clip on top of levelling system for things which would be prestige classes in order games as I level ten plus feel far too mundane than what it should.
Yeah. Muls don't need a Con bonus. They just need extra hitpoints and advantage on Con saves.
or something like the half-orc not die ability.
 

If that's a prediction... I would probably agree with you. If that's an expression of hope... I could not disagree more.

For mechanical reasons, I generally agree with nixing racial ability score adjustments. But... other racial abilities are just as essentialist, because that is the entire point of having multiple races. I'm not warning you about some ludicrous "slippery slope" scenario, but of all the steps on this silly slippery slope... this is the one that makes the least sense.

If we're going to keep taking steps to make race/ancestry/lineage less significant as a choice at character creation, then the benefits of that choice are going to carry less and less of the weight of including it. Like Alignment, which now does literally nothing in the game except provoke the same arguments it always has.
I feel the solution is, the traits of each race are more fluid. For example.

An Elf can have a set of traits to choose from. The player can choose the traits that match the character concept that the player has in mind. For example, one of these traits might be Darkvision, and some players feel their Elf should have Darkvision, and other players feel their Elf should not.
 

shapeshifter is generic it is like a saying strong, we need iconic as that gets remembered
The Psion Shapeshifter can cover most or all of these shapeshifting tropes. So Shapeshift applies.

but there is a reason divination wizard gets bad a lot and I would not wish to stoke the fire of those who hate psionics as is.
The Psion Prescient can also Bless (manipulate time/fate) and Teleport (manipulate space, remote presence), so accesses active spells, as well as passive spells.

Mindbender?
I can live with Mindbender, and it connotes both enchantment and illusion.

Currently I am leaning toward "Seid" (seiδr), and maybe Seidfolk or Seidworker. It is kinda exactly what this is.

So either Mindbender for plain English or Seidfolk for exotic English are fine with me.
 
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I feel the solution is, the traits of each race are more fluid. For example.

Well, entirely off-topic, but I am a B/X guy and think B/X had it right that being nonhuman doesn't have racial ability score adjustments, but it's also a whole class. Later supplements had Dwarf Clerics and Elves running on different spell lists (Mage or Druid)... but being nonhuman was a much larger package of abilities that defined your character.

Ever since AD&D, races have been practically interchangeable. A handful of bonuses and penalties, a couple of racial abilities, and 90% of published races had the exact same class restriction: Fighter. Cleric, Thief, Fighter/Cleric, Fighter/Thief.

An Elf can have a set of traits to choose from. The player can choose the traits that match the character concept that the player has in mind. For example, one of these traits might be Darkvision, and some players feel their Elf should have Darkvision, and other players feel their Elf should not.

I think some of these should just be fixed, but I also really like the idea of replacing subraces-- I do not like subraces-- with X or Y free racial abilities at 1st, and some character option for taking more of them after 1st. I generally think the biggest problem with race-and-class is that everything race gives you is at 1st level, and then you have however more levels of stuff that comes from everything else.

One list of things that says: If you're an Elf, you have all of these traits.
Another list of things that says: If you're an Elf, you have three/four of these traits.
 

Well, entirely off-topic, but I am a B/X guy and think B/X had it right that being nonhuman doesn't have racial ability score adjustments, but it's also a whole class. Later supplements had Dwarf Clerics and Elves running on different spell lists (Mage or Druid)... but being nonhuman was a much larger package of abilities that defined your character.

Ever since AD&D, races have been practically interchangeable. A handful of bonuses and penalties, a couple of racial abilities, and 90% of published races had the exact same class restriction: Fighter. Cleric, Thief, Fighter/Cleric, Fighter/Thief.



I think some of these should just be fixed, but I also really like the idea of replacing subraces-- I do not like subraces-- with X or Y free racial abilities at 1st, and some character option for taking more of them after 1st. I generally think the biggest problem with race-and-class is that everything race gives you is at 1st level, and then you have however more levels of stuff that comes from everything else.
If lineage traits allow choice, a DM can still say that in a certain setting, all members of a lineage have a specific trait in common, while the players can choose the other traits.
 

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