D&D General Dark Sun as a Hopepunk Setting

But why does Set have healing magic?
Probably doesn't want his servants to die.

My questions is why would any deity that wants to keep followers not have healing magic? That is the reason clerics are allowed in polite society.

3e's spont inflict was one of my first complaints about D&D religion that wasn't alignment. So many of these 'I want to conquer the world' types without a way to heal their troops in the face of an enemy that has stacks on stacks of healing. I always wondered what kind of buffoon would... and then I remembered everything about Lloth's characterization as a god and realized some people aren't cut out to god.
 

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This is what I did back in 2021 or thereabouts.
Oh, damn. I -really- like that Create Water option...

The Create Food and Water... I'd probably just remove that, entirely. Goodberry I'd be up in the air on.

I like the idea of the "Water or Ice" weapon and creature spells being undrinkable, but I'd probably just have it be "The ice melts and the liquid evaporates almost instantly, and cannot be stored or kept"

Plant Growth is, frankly, perfect. No notes.
 

See, that's the kind of thing I'd like to avoid; see: @Remathilis's post above. Because once you set that at the baseline, where do you stop? Do Clerics still make sense in a world without deities? What about literally every spell that would make life on Athas (or its off-brand equivalent) substantially better?

I'm not saying that I don't think it's possible to make a Dark Sun or inspired setting utilizing everything in the PHB (I]a 1st level spell), but it would be significantly easier (and less disappointing to the @Remathilis's of the world) to have your own list of species/heritages/classes/spells (borrowed or not from the OGL) rather than handing them a list of what's forbidden.

I don't have a problem with selective edits. We already have several settings with more limited "native" species lists than the PHB allows. But setting puritanism often takes things to the extreme (I saw someone once argue on this site that barbarians should not be allowed in Dark Sun because Unarmored Defense is an unfair advantage in setting where armor is supposed to suck). At a certain point, you end up just trying to recreate the 2e box with upwards AC.

If you want to make survival spells less useful or make stone armor give the same AC as plate, that's cool and adds flavor. I agree though that the "here is a list of 200 things that don't exist in Athas" is a major turnoff for most players. People don't like being told that the majority of their PHB isn't allowed unless you're replacing it with an equal or greater list of new things to replace them. And I don't see WotC making a Dark Sun PHB full of new species, classes and spells to replace all the options they removed.
 


Torches and pitchforks.

How are bard magic and wizard magic in any way related? Bard magic is even directly portrayed as having a different source than Elminster's girlfriend.

Why does the God of Magic provide divine spells?

How do celestial patrons able to hand out arcane spells?

If we can accept 'primal' for druids and archer druids who sometimes have pets, dual wield and have skill points, but not the important part of the druid people care about, why can't there be other actual sources?

Why is every D&D attempt at categorizing a thing so riddled with confusing design choices and yet somehow we can't have proper keywording?

This should be its own thread, but I'm pretty sure I've never created a thread on this board and it would be a shame to break a streak.
prevents big wizard from being unstoppable, makes room for more caster types.


do you have a name for this thread as I will make it?
 


Oh, y'know... that's a pretty good solution... But what about...

You get half the normal allotment of spell points, and your spell points recover on a Short or Long rest.

But you can also choose spend an action to defile and recover spell points based on your level. And when you take the Defile action you can also cast a spell with the same action.

That way you can be a "Fairly Weak" preserver who can't cast as many big spells in one fight as a Defiler can, but you make up the loss by getting spell points when you short rest. And then if you Defile you get to circumvent the limits and go beyond what a traditional A5e caster can do?
Defiling/Preserving is always going to be an area where you have to make Choices, and where the original fluff and crunch are sometimes at odds, and also where they are also internally inconsistent between the original and revised boxes.

In the original box, preservers were mechanically regular wizards. There were some modifications to the spells available (both in terms of some spells being nixed entirely, and some having slightly different effects), but they were basically the same. Defilers were "wizard plus". They had a much faster XP table that generally put them at an average of half a level or so over an equal-XP preserver, and they drained the life out of nearby vegetation whenever they cast a spell. This was a binary choice made at character creation. This is borne out in the world description, where wizards are one or the other, and it's mentioned that e.g. desert tribes often have wizards either in leadership positions or in senior advisor positions, and each tribe only has one of the kinds – usually raiding tribes have defilers and more sedentary tribes have preservers, because raiders usually don't cast magic at home so there is little immediate cost to defiling.

But in the novels, one of the main characters is a wizard who is taught as a preserver, but flirts a little with defiling when in a crisis situation. That's an interesting situational choice, but goes against previously established material.

Then we get Dragon's Crown, a high-level adventure where the PCs, among other things, explore some ruins from the Cleansing Wars where they find some documents from that time. These are written from the perspective of a preserver who at first can't understand how their foes have magic that's so strong, but eventually experiments with it with disastrous results. This tells me that preserving and defiling use different techniques. This is supported by the origin of magic: Rajaat originally taught preserving magic (or just magic, as defiling wasn't a thing at the time) fairly widely, and then taught defiling magic to a select few with exceptional talent and the will to go along with his genocides.

This then leads to the Revised boxed set, which makes a major change to defilers: they now defile when memorizing (preparing in modern parlance) spells, rather than when they cast them. They also needed to make some sort of roll based on the available vegetation, with a good roll meaning they got more spells that day and a bad roll meaning they got less. I really didn't like this for lore reasons, primarily that it makes raiding defilers useless because they now poop where they eat, rather than where they hunt.

Anyhow, the point of all of this is that defiling is inconsistent in the original material. But it seems important that it's mostly a one-time choice or at best, a Dark Side kind of thing you could occasionally use but doing robs you of the ability to Preserve.

Weren't 'priests' in Dark Sun not even the kind of priest people typically pretend needs to the only kind of priest? As in, no gods needed, you just believe in something really, really hard?

Also, they're like... 'elemental' priests; basically wizards with the healing D&D grudgingly admits it needs even in the survival setting.
Athasian clerics were lore-wise more like 5e warlocks: they made actual pacts with powerful elemental beings in exchange for elemental magic. They still cast priest spells, with minor access (spell level 1-3) to almost every priest spell that wasn't shoehorned into a different element, but major access (level 4-7 – 2e priest spells only went to level 7) only to their own element which was a very limited list.
Yup, gonna drop the bomb here.

People ask me why I hated Dark Sun. This is why. It's a setting that is so small, so insular and so high on its own farts that people think nothing but what existed in the Original Box Sets can ever exist in it. (People do this also with Dragonlance, Greyhawk and Ravenloft too, but Dark Sun fans are far and away the worst about it). An official D&D setting should support the D&D game as it exists in the most current form, and if there is a conflict between established lore and modern rules, the lore should lose 98% of the time.
I see your point, but I think it depends on the setting. For something like Eberron that's designed to provide a space for everything D&D, albeit often with a twist? Yeah, sure. Eberron should make room for most things. But Dark Sun was deliberately designed to provide a different experience. The original boxed set excluded a whole lot of things that were around in "normal" AD&D at the time, and I think those things should stay excluded, and one should be careful about what things you add to it. Other settings are at different points along that sliding scale. For example, Greyhawk included pretty much everything that was part of D&D at the time of its original publication, so that seems like a fine tradition to follow. But Dragonlance deliberately excluded some things like orcs, and they should keep doing that.

A setting is not just geography and history. It is also a selection of what things to include. You don't walk into a Chinese restaurant and ask for pizza, and you don't play Dark Sun expecting to play a gnome.

And that's not just from a PC perspective. For example, mammals are rare in Dark Sun. The OG box has a list of things from the Monstrous Compendium and the MC2 appendix that are around in Dark Sun, and the only mammalian animals on the list are bats, cats, and rats. No bears, wolves, or horses. No birds really either (which in retrospect makes the inclusion of aarakocra seem weird). You have arthropods and reptiles aplenty, but most mammals and birds are gone.

Where it becomes interesting is whether to include new things in the setting, and there one has to make a call about whether something fits in, and whether it needs to be altered to fit better. For example, OG Dark Sun was cut off from divine influence, so you probably shouldn't add in a new type of divine caster. I also don't like the idea of allowing paladins, even the more self-powered paladins of 5e, as I don't think that providing direct powerups because of idealism fits into Dark Sun. People can certainly be idealists, and receive internal satisfaction from it, but it should not grant them magic powers.

Other things seem like they might fit, but could have bad cascading effects on the world. Take Warlocks for example. Making pacts for arcane power seems like it should be up Dark Sun's alley. But doing so provides an additional path to arcane power beyond defiling and preserving, and that's a thing that should be center stage in Dark Sun. I could definitely see templars being warlocks instead of cleric-types, however, but beyond that it should be rare to non-existent.

I mean, I understand why at a gamist level. I was more curious about an in-depth justification at the cosmological and narrative layers.
Well, going beyond Dark Sun here, but with the 4e and 5.5e interpretations of divine magic the gods don't have much of an active hand in providing divine magic. It's more that the cleric can access a generic divine pool of power, with a bit of flavoring from their patron in the form of a domain, but it's not like Thor personally approves every casting of cure wounds.
 

Other things seem like they might fit, but could have bad cascading effects on the world. Take Warlocks for example. Making pacts for arcane power seems like it should be up Dark Sun's alley. But doing so provides an additional path to arcane power beyond defiling and preserving, and that's a thing that should be center stage in Dark Sun. I could definitely see templars being warlocks instead of cleric-types, however, but beyond that it should be rare to non-existent.
i agree that there should be no way to use Arcane Magic without that choice. I made all Arcane Casters, even 1/3rd casting subclasses follow the rules of Defiling and preserving in my conversion.
 

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