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

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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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Would genasi be a good fit for Dark Sun? As a specific type of elemental touched-human mutant?

Yes they're not a bad new race that fits the setting.

2E also hinted at similar concept people in the Sea of Silt oasis/mud flats.

They should get the spotlight over Tieflings and Aasimar and if you're going to add a new race to DS core they should be near the top and need an update as well.
 

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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.

That and they kind of added an Arabian Night vibe to the fluff as well. Because you know desert.

The original boxed set I think is the best foundation to build on cherry picking parts of the revised set, novels and 4E.

Eg 4E advanced the timeline a bit Ruth Kakaks death. It's not the worst idea in the world and the original material offer Kalak very early in the product run.
 

Personally, just me, I feel like spreading Paladins out across the setting undermines a structured narrative that could make them be a -thing- in the setting. Like tied to the world with a significant narrative role.

Agreed, absolutely. We have more than enough classes for each of them to only be one thing. And I was absolutely violently opposed to the idea of Paladins on Athas until someone suggested they could be Templars.

Then again... With Warlocks as Templars do we even need Paladin Templars, really?
Everyone wants to multiclass Paladin and Warlock anyway. If Paladins are only one thing and Warlocks are only one thing-- and I think that's really important here-- they can be the same thing and represent an important measure of diversity within the Templar concept.


As to Sorcerers... Eh. I just don't feel like they have a lot to offer the setting itself. They're "Wizards But". Meanwhile their Metamagic and Flexible Casting would be a -super- tempting Defiling mechanic...
Well, frankly it is worth remembering that Sorcerers didn't originally exist as something unique in fiction-- they were invented as a mechanical variation on Mages that had their fictional justification slowly back-filled. They changed the spellcasting mechanic in 4e and 5e, and now there's no real design space for the Sorcerer to live in.

Of course, then, they also started branching out in late 3.5 and especially PF1. I don't think any current Sorcerer subclass is appropriate for Athas, except the psionic one, and I'm pretty skeptical of Sorcerer and the Sorcerer spell list as "the psionic class".

I really, really want to just say "no Sorcerers on Athas" and be done with it, but I recognize the need to do that as little as possible.
 
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It's comic art, actually. But as long as you've got the Revised on hand, look to pages 88 and 89 on Kurn. In it, it describes Keltis becoming tortured by the images of those he killed, advancing to stage 2 dragon, and getting even MORE guilt because of the people he killed to become a Dragon. And then he gave up Defiling spent 1,000 years developing the ritual to begin the transition to Avangion. And then started it. Which has caused new problems because he was just GONE for a long period of time and his city-state had no ruler during that time.

Keltis/Oronis is the first Avangion and the only person on Athas who knows how to do it 'cause he invented it.

Realistically you could use every single class, even Artificer. They'd just need more or less refluffing to fit the setting.

Subclasses are a bit touchier, because there's some freaking WILD Subclasses out there, not gonna lie.

If I had -my- druthers on the matter:

Warlocks and Paladins would become Templars. Any Warlock Patron would work just fine except the watery ones. We'd just have to map them to specific Sorcerer-Kings. Like Lalali-Puy could be the Archfey, while Oronis could be the Celestial. But alllll the Paladin Subclasses would need -drastic- reworking. Their oaths are basically all wrong for Dark Sun. The -abilities- are fine, obviously balanced and whatnot... but the "Destroy all Evil" thing doesn't work when your Boss -is- Evil. And one of the most powerful evils.

Sorcerers: Cut from the game, entirely. Their Metamagic and Flexible Casting becomes Defiling that every arcane magic user (Including Eldritch Knights and Warlocks) can tap into.

Barbarians are fine, you could rename some stuff to be more "Dark Sunny" if you felt like it. Totem of the Gaj, for example. Maybe kill the Zealot or have it be a new way to be a Templar? Interesting angle to take it. Obviously no Depths-Barbarian. But that's just so a player doesn't self-nerf their class features. Make up a Gladiator Subclass while you're at it.

Bards you could just rename to "Wilder", refluff their magic as Psionic and they're good to go. MAYBE ditch the Necromancy one, but loss and grief are powerful emotions, too.

Cleric: Either map all the current Domains to different Elements (War for Fire, perhaps, Healing for Water, Etc) and have them be elemental clerics, or make a set of exclusionary domains and don't allow anyone to take the core domains. (I think the former would be better, probably, but you could also -make- Elemental Domains -and- map the standard ones which would be awesome)

Druid: No work needs doing except maybe updated animals for 5e Dark Sun they can change into with Wild Shape... Maybe turn Wild Shape into "Shapeshift" and create a more generic set of "Animal Forms" which aren't -specific- animals but essentially -function- like animal types and let the player choose specifics later. Like using a "Durable Form" to represent the Inix they turn themself into early on and Mekillot they do up, later.

Fighter: Make up a Gladiator subclass and let 'em rip.

Monk: Refluff away the Orientalism and play them up as a type of Psionic fighter.

Ranger: Refluff into 5e Psychic Warrior. Have their Spellcasting and interesting Class Features be Psionic, call their land-connection stuff Premonitions and make their tracking features reliant on following psychic imprints. It would give the Ranger a serious and centralized narrative for the first time since 3e... Keep their subclasses as psionic paths, even Beastmaster. Which is either a Psionic-Dominance kind of thing or maybe an Astral construct that fights on the Psychic Warrior's behalf?

Rogue: Make a Bard Subclass that adds in some music, lots of alchemy, and some assassination stuff. Maybe the ability to sacrifice Sneak Attack Dice to create effects separate from "Moar Damage" or use them in different situations.

Wizard: Leave 'em just as they are.

Artificer: Ancient Ruin Delver. Picking up strange technologies from the Green Age that they try to replicate, with one Psionic Subclass using the Archivist subclass that uses a Psi-Crystal and Mental Network and stuff.

Psion: New class. Full Psionics casting. Preferably in the form of a wide array of Cantrip-style Powers that can have power points invested in them to increase their effects/targets/damage/etc on the fly with a short rest recovery for Psi Points and a number of Psi Points equal to level and a separate limit to how many points they can spend. Add in a "Cantrip-Power PP Budget" at level 5 that expands at 11 and 15 for up to 3 "Free" PP that can only be spent on the Cantrip-Powers. Then give them the ability to duplicate higher level spells through psionics once per day per spell level like a Warlock using their big Arcana.

Oronis wasn't the first Avangion. I think the first one manipulated his redemption. And I think the first one is living in the Green Age via time travel.

I think there's another one as well for a total of 2-3 official Avangions.
 

Agreed, absolutely. We have more than enough classes for each of them to only be one thing. And I was absolutely violently opposed to the idea of Paladins on Athas until someone suggested they could be Templars.


Everyone wants to multiclass Paladin and Warlock anyway. If Paladins are only one thing and Warlocks are only one thing-- and I think that's really important here-- they can be the same thing and represent an important measure of diversity within the Templar concept.



Well, frankly it is worth remembering that Sorcerers didn't originally exist as something unique in fiction-- they were invented as a mechanical variation on Mages that had their fictional justification slowly back-filled.

Of course, then, they started branching out. I don't think any current Sorcerer subclass is appropriate for Athas, except the psionic one, and I'm pretty skeptical of Sorcerer and the Sorcerer spell list as "the psionic class".

I really, really want to just say "no Sorcerers on Athas" and be done with it, but I recognize the need to do that as little as possible.

If they add Sorcerer to DS it needs to follow the defiling rules and probably have a DS specific subclass.

I would allow a wild one perhaps as it kinda fits. A PC wild sorcerer may be he only one though.

Paladins being banned was due to the LG part of the class. That's not applicable in DS but some subclasses kinda work and could be retconned in once again perhaps as new class.

Warlock doesn't really fit as pact magic is clerical. And none of the pacts really fit that well and only the Sorcerer Kings and Rahaat make much sense as patrons so NPC fits. At the very least they need a DS subclass.

5E bard doesn't work. A DS bard is an assassin with entertainer background. Maybe exclude class or rename it or work out how to fit them in eg some bards have discovered magic (and must follow the defiling rules).

Less is more though so I think each race has an default with a subrace and everything else is a mutant or not there.

Wood elves make the best Athasian elf for example, or make a DS specific sub race.

If you must include everything (a mistake imho) go with mutant idea vs 4E shoehorn it in approach.
 
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I actually think that DS has at least a couple of good sorcerer subclasses in it, though it might depend on when a new campaign setting book is set. The cerulean storm was a separate source of power that could empower a sorcerer and there was at least one sun mage which could be another source of power (that one may have had something to do with the pristine tower making it fairly unique though).
 


If they add Sorcerer to DS it needs to follow the defiling rules and probably have a DS specific subclass.

I would allow a wild one perhaps as it kinda fits. A PC wild sorcerer may be he only one though.

Paladins being banned was due to the LG part of the class. That's not applicable in DS but some subclasses kinda work and could be retconned in once again perhaps as new class.

Warlock doesn't really fit as pact magic is clerical. And none of the pacts really fit that well and only the Sorcerer Kings and Rahaat make much sense as patrons so NPC fits. At the very least they need a DS subclass.

5E bard doesn't work. A DS bard is an assassin with entertainer background. Maybe exclude class or rename it or work out how to fit them in eg some bards have discovered magic (and must follow the defiling rules).

Less is more though so I think each race has an default with a subrace and everything else is a mutant or not there.

Wood elves make the best Athasian elf for example, or make a DS specific sub race.

If you must include everything (a mistake imho) go with mutant idea vs 4E shoehorn it in approach.
Canonically, the Sorcerer-Kings keep a "Small Army" of Defilers on hand but hidden. Warlocks would be a great method of that by just having the Sorcerer-Kings provide the magic. I would also note that there's nothing Clerical or Divine about Pact Magic. If anything it would be a fourth magic type "Occult". But that's just me.

Sorcerer I'm still on the "Kill it" side, myself. With Metamagic and Flexible Casting becoming the actual "Tools" of Defiling. The benefit you get by spending spell points.

For Bard, refluff it into the Wilder. Make their performances represent empathic transfers and stuff, give them the 5e Spell Point System, and let 'em rip. Psionic Flexi-role characters.

For races I did a thing. >.>


No subraces for any race, but subrace versions are available as Wasteland Mutants (As are Tieflings and other races)
 

Canonically, the Sorcerer-Kings keep a "Small Army" of Defilers on hand but hidden. Warlocks would be a great method of that by just having the Sorcerer-Kings provide the magic. I would also note that there's nothing Clerical or Divine about Pact Magic. If anything it would be a fourth magic type "Occult". But that's just me.

Sorcerer I'm still on the "Kill it" side, myself. With Metamagic and Flexible Casting becoming the actual "Tools" of Defiling. The benefit you get by spending spell points.

For Bard, refluff it into the Wilder. Make their performances represent empathic transfers and stuff, give them the 5e Spell Point System, and let 'em rip. Psionic Flexi-role characters.

For races I did a thing. >.>


No subraces for any race, but subrace versions are available as Wasteland Mutants (As are Tieflings and other races)

Hence why I said Warlocks better suited as NPCs. Populace kinda tolerates Templars, the don't tolerate defilers.

Any PC warlock good my rogue is likely hunted by the Sorcerer King.
 

Hence why I said Warlocks better suited as NPCs. Populace kinda tolerates Templars, the don't tolerate defilers.

Any PC warlock good my rogue is likely hunted by the Sorcerer King.
I actually had this interesting idea for a campaign centered around Templaradins and Templocks. <,<

Have one of the Sorcerer Kings send his agents (including PC Templars) and mercenaries after a group of wicked cultists only to reveal they're all Ex-Templars fighting against that Sorcerer-King.

And when the players go against their king, -some-, but not all, of their powers are either stripped away or drastically changed, Oathbreaker style.
 

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