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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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I can’t for the life of me remember the source, but I’m sure that there were chitin and obsidian golems published officially back in the day. Most probably in a DS supplement of some sort?
Both are from MC12 Monstrous Compendium Dark Sun Appendix: Terrors of the Desert (affiliate link). It even says right in the product blurb (emphasis mine):

Beneath the blistering rays of the Athasian sun live creatures more horrible than anything yet found in the AD&D game. In this harsh world, only the strongest can survive. Even the most timid looking creatures must be ready to kill or be killed at any time.

The Dark Sun Monstrous Compendium contains 96 pages of new monsters specially designed for use in the Dark Dun campaign setting. Within these pages you'll find a variety of monsters, many with unbelievable psionic powers. This compendium includes details on the massive creatures that lurk beneath the Great Silt, powerful elemental beings unlike those found anywhere else, and golems of ash, chitin, and obsidian.

Face the terrors of the Desert?if you dare.
 

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I can’t for the life of me remember the source, but I’m sure that there were chitin and obsidian golems published officially back in the day. Most probably in a DS supplement of some sort?

And I’d have no problems seeing stone or bone golems in the setting either. Or even glass golems. (To be honest given sand is one of the few resources Athas has in abundance, I was always a bit surprised glass wasn’t used more prominently)

I think you need the right type of sand.

It's like Saudi Arabia I think they have to import sand for concrete.
 

Worth noting: They had Glass in Mesopotamia about 5,500 years ago.

The quality of the sand determines the quality of the glass, obviously, but glass itself can be made from just about any type of sand, so long as you get out any dirt, plants, and other impurities.
 

Worth noting: They had Glass in Mesopotamia about 5,500 years ago.

The quality of the sand determines the quality of the glass, obviously, but glass itself can be made from just about any type of sand, so long as you get out any dirt, plants, and other impurities.

We don't know what type of sand is available on Athas.

Fuel to melt the glass is an issue though.
 

We don't know what type of sand is available on Athas.

Fuel to melt the glass is an issue though.
Fuel is -absolutely- an issue.

Though in retrospect, there's probably plenty of coal in the ground from previous eras and stuff? Just gotta be hard to get to with almost exclusively stone pickaxes.

Making Charcoal is actually pretty easy for primitive cultures... but it requires a fair amount of Water and Clay to form the kiln, too. So probably out of reach for most Athasians.

... Man... this is not a thought process I had really had... Fires on Athas are probably almost exclusively wood-based and fairly inefficient compared to more reliable fuel sources that would be available but also hard to get...
 

Fuel is -absolutely- an issue.

Though in retrospect, there's probably plenty of coal in the ground from previous eras and stuff? Just gotta be hard to get to with almost exclusively stone pickaxes.

Making Charcoal is actually pretty easy for primitive cultures... but it requires a fair amount of Water and Clay to form the kiln, too. So probably out of reach for most Athasians.

... Man... this is not a thought process I had really had... Fires on Athas are probably almost exclusively wood-based and fairly inefficient compared to more reliable fuel sources that would be available but also hard to get...

Probably dung, less mammals though.

It was ocean world so probably no coal.
 

I've always assumed fires on Athas were primarily coal-burning. Pretty much other plausible fuel, from wood to dried dung, is more valuable as a raw material or as a fertiliser. But other than a source of carbon for steelmaking (NOT a high-volume industry on Athas) there's not much else you can do with coal. Besides, on a meta level I kinda like the bleak irony of Athasians being forced by environmental devastation to burn polluting fossil fuels, which in the long run, will contribute to further global warming.

Hang on, let me find my big document of Dark Sun headcanon/flavour, there's some relevant stuff there...

Found it.

Cookery on Athas is largely solar-powered, due to shortages of fuel. Firewood is unknown and dried animal dung is not available in sufficient quantities, but the sun is always there. Most families own at least one flat slab of basalt and other dark stone. These cooking stones are placed on the roof, heat up over the course of the day, and once heated can be used to as cooking surfaces to bake flat breads and other staple foods. More wealthy homes, or city or military granaries, may own an array of glass lenses to focus the sun and heat the stones faster, or even glazed ceramic pots that seal water-tight and are used to slow-cook meats and stews and other foodstuffs that are moist enough for such a cooking method.

There is one group of unlikely people who know without a shadow of a doubt that Athas was once lush and green. These are coalmine slaves, who often find impressions of leaves, ferns, great trees, or even animals or fish in the coal that they hew. Most miners are labouring slaves, and will live short and brutal lives in the appalling mines, but knowledgable foremen and surveyors last longer. In some mines, small secret societies have formed of miners who have made the connection between defiling magic and the destuction of Athas's greenery and seek to understand more or find a method that the process might be reversed. Educated or talented slaves may be protected by being placed into privileged positions, or falsely reported dead and hidden deep in secret chambers in the mines so that they can devote their abilities to the cause. Some of these cells work completely alone, some are in contact with the Veiled Alliance, some are centred around earth or water priests. And some listen to darker voices coming from deep within the earth.

Borys and Oronis/Keltis were lovers, of a sort, from way back before the rebellion against Rajaat. Keltis, as he was then, had long since won his war and wiped out the lizardmen, and was withering from ennui and the nagging guilt of his own atrocities that he was still millennia way from facing up to. None but one of Rajaat's Champions could survive intimacy with another champion, and Borys, with his compulsion to rule and dominate, was not gentle. But the pain made Keltis feel alive once more, and he subconsciously welcomed it as punishment. Once Borys became the Dragon, this dynamic of intimacy, dominion, and pain transcended the physical and entered the realms of the mind and the Way. Borys the Dragon spent centuries raking his claws through every tender spot in Keltis' quivering psyche, and Keltis abased himself in thanks for it. When Keltis renounced defiling, remade himself, founded New Kurn, and transformed from larval dragon to young avangion, Borys knew, and it amused him. Borys knew every single dream, wish, and thought Keltis has ever had, and Oronis is just another one of Keltis's dreams, his latest attempt to atone for the death of the lizardfolk and the desolation of Athas. Nothing changed between them. Although he still plans for a green Athas freed of defilers and sorcerer-kings, Oronis has never been able to break free of Borys - he is weighed down with chains wrought of thousands of years of guilt, submission, and co-dependence. When Borys the Dragon calls, Oronis the avangion still answers, and face to face, all of his defiance withers. The one change has been in the matter of the tithe. Keltis the dragon sacrificed thousands of slaves to Borys' hunger, to fuel with their deaths the spells that bind Rajaat. Oronis the avangion does not sacrifice innocents. Instead, in the years when the tithe falls upon Kurn, he feeds Borys with his own ancient, arcane life-force. He knows that this terrible drain upon his soul is crippling his progression towards maturing as an avangion. He does it anyway, at least partly because the pain is so incomparable. Borys knows this. Oronis knows that he knows. Borys knows that Oronis knows that he knows, and this amuses Borys more than anything else.

Glassblowing is unknown on Athas, but glassmaking is not. Brigandine armour is often manufactured by sewing thick, flattened disks of glass between layers of fabric, although it is so uncomfortable to wear in the day's heat that most warriors will only don it in the immediate expectation of battle.

Djeha the Left-Handed, an itinerant air cleric originally hailing from Nibenay, invented the windmill nearly a decade before the death of Kalak. She believes it a sacred inspiration, a blessing by which the wind's gifts may be brought tangibly home to those dwelling on the earth. And more importantly, a windmill can do the brutal manual labour of turning a millstone or an archimedes screw, or driving a pulley to shift buckets of earth or sand. On Athas these are the most feared tasks of any slave, terrible unrelenting work that breaks the body and tortures the mind. Djeha hoped that the windmill would change the lives of slaves forever, and perhaps even be a step towards the institution no longer being required. Predictably on Athas, it didn't work out well. Djeha found herself hunted by both a faction of air priests for who chaining the wind via a device was an abomination, and also by slave traders out to extinguish a threat to their business. Her whereabouts and wellbeing are currently unknown. The use of windmills is restricted to some small isolated villages. Many traders deal in slaves part time, or at least have business dealings with those who do, and refuse on principle to trade with any village using one. For a village, cessation of trade is death. Some slave traders take even more direct action. No large cities have yet adopted the device, although Urik and Tyr might if it became more widely known. Djeha refused to frequent such places, and of those few who know its secrets, none have yet braved the desert and the wrath of the great trading houses to spread the word.

Unlike most metals, gold is found on Athas in moderate quantities. Unfortunately its softness and extreme weight make it impractical for most everyday purposes, and so it is mostly used decoratively, for coinage, or jewelery. Due to how closely it can resemble iron pyrite when found in its granular form in ancient creekbeds, gold is referred to as 'fool's iron' in many places across the Tyr valley.
 

Coal probably won't contribute significantly to global warming as they're not industrialized.

They do burn wood coal may not even be available.

In the books they often cook in big communal cauldrons. I doubt you get a cooked breakfast though.
 

Fuel is -absolutely- an issue.

Though in retrospect, there's probably plenty of coal in the ground from previous eras and stuff? Just gotta be hard to get to with almost exclusively stone pickaxes.

Making Charcoal is actually pretty easy for primitive cultures... but it requires a fair amount of Water and Clay to form the kiln, too. So probably out of reach for most Athasians.

... Man... this is not a thought process I had really had... Fires on Athas are probably almost exclusively wood-based and fairly inefficient compared to more reliable fuel sources that would be available but also hard to get...
psionic fire mortals, psionic fire solves all problems.
 


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