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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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do we know much about 4e darksun as some of that would be useful to know what could be done with the classes?
Like the rest of 4th edition they tried to jam everything in as if it were the forgotten realms. Up to and including jamming the fey wild into the setting as a way to have eladrin.

Like straight up they went for magic invisible towers and camps and cities of eladrin.

As for classes they left them completely unchanged, but gave you the option of taking themes which replaced some of your spells/powers with different spells/powers because that's just how 4th edition worked when it came to character design.

Defiling in 4th edition allowed you to gain advantage on a spell casting check. That's it. If you wanted to roll a d20 to target someone's fortitude defense you got to roll it twice. In exchange everyone within 20 ft of you took some extra necrotic damage equal to half their healing surge dice value.

So if the healing surge would heal you for a d10 you would take five damage.

The first 102 pages of the book are just extra powers that you can take in specific situations.
 

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Like the rest of 4th edition they tried to jam everything in as if it were the forgotten realms. Up to and including jamming the fey wild into the setting as a way to have eladrin.

Like straight up they went for magic invisible towers and camps and cities of eladrin.

As for classes they left them completely unchanged, but gave you the option of taking themes which replaced some of your spells/powers with different spells/powers because that's just how 4th edition worked when it came to character design.

Defiling in 4th edition allowed you to gain advantage on a spell casting check. That's it. If you wanted to roll a d20 to target someone's fortitude defense you got to roll it twice. In exchange everyone within 20 ft of you took some extra necrotic damage equal to half their healing surge dice value.

So if the healing surge would heal you for a d10 you would take five damage.

The first 102 pages of the book are just extra powers that you can take in specific situations.
I would cut the eladrin less need for them this edition, what about their spirit stuff as druids are oddly wishy wash and lack much work in most settings.
 



okay so which class would that be in 5e?
Working with the primal spirits is something that druids do in dark sun. 4th edition made it something generic that druids could do but tried to attach it to elemental clerics as a concept.

In a system which actually respects the difference between character class narratives it would be druids that deal with primal spirits while the clerics are elementalists.
 

For reference the 4th edition campaign setting for Dark Sun had 230 pages. The first 102 were powers for different classes and concepts and level ranges. Then you get into armor equipment what the land itself is like. And then a whopping 70 pages of actual information about the different cities and their rulers and populations.

That really ain't much.
 

Working with the primal spirits is something that druids do in dark sun. 4th edition made it something generic that druids could do but tried to attach it to elemental clerics as a concept.

In a system which actually respects the difference between character class narratives it would be druids that deal with primal spirits while the clerics are elementalists.
are elementals not just spirits of an element?
 

are elementals not just spirits of an element?
So... the way that Druids work is they choose a specific feature of Athas (A mountain, an oasis, a stretch of desert) and they call up a Primal Spirit.

These spirits are incredibly powerful elementals of their type that inhabit that piece of land as essentially that feature's "Soul". They make a Bargain with the Primal Spirit and gain power in exchange for protecting that specific region of Athas. If the feature is ever destroyed (Essentially impossible for a mountain, much more likely for an oasis) the spirit dies and the druid loses all power 'til they can make a connection with a new Primal Spirit.

Clerics, on the other hand, offer reverence to all the elementals of their chosen element and channel the power of their Elemental Plane into the world, not the power of any one specific elemental. Nor are they tied to a single feature of Athas.

The similarity in the two is because 2e's Druids were a Priest class, rather than their own thing. Even when they were their own entire thing in 3e they still used Divine magic. It wasn't until 4e that Primal magic was a seriously expressed separate concept (One of the best things to come out of 4e, honestly). It took the 3e divide of Cleric and Druid no longer being Priests and went even further in creating distinction!

And then they made the Dark Sun Setting and crapped all over that distinction.

Essentially making them interchangeable in that aspect for the purposes of the setting. You walk into Kled and ask to see the Sun Priest and he could've been a Cleric or Druid... or literally anyone else who picked that specific theme. You could have a Warlord pick the Elemental Priest theme and it would be equally valid to have him be that, rather than an actual, y'know... Priest.


And the Theme itself? Is labeled PRIMAL even though the Elemental Priests of Dark Sun were Divine Casters.

And that's not even getting -into- the way Tieflings were introduced into the setting as another "Our ancestors bargained with Devils" schtick right out of the FR design complete with unified appearance, Kalashtar of Eberron were humans that got -so trained- in Psionics they reached out to the Far Realm... Just so much. -so- much.

4e's kitchen sink approach was very wrong for the setting...
 


Would genasi be a good fit for Dark Sun? As a specific type of elemental touched-human mutant?
As a Mutant? 100% They'd fit the setting really well.

Kalashtar would similarly fit as a mutant, so long as you erase the Quori from their traits or make it into a "Split Personality" situation where they've got a fragment personality that they can interact with like a Kalashtar does with their Quori in Eberron.

And Tieflings also make a great Mutant race. Same thing for Eladrin as an Elf-Mutant teleporting schtick.

But by changing the setting to have the Dawn War as a component, Primordials as a specific thing, and the different races from other settings and product identities as whole cultures with requisite "Tiefling Bands" and "Eladrin Hidden Cities" they screwed up more than a bit.
 

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