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"Doom Sun" − reconstructing a 5e Dark Sun setting for the DMs Guild
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<blockquote data-quote="overgeeked" data-source="post: 8725845" data-attributes="member: 86653"><p>There is a mountain of assumptions involved in this post. A lot of which might get people in quite a lot of trouble if followed without verifying these assumptions with WotC beforehand.</p><p></p><p>The four biggest bits for a 5E Dark Sun are psionics, defiling, templars, and muls.</p><p></p><p>Psionics. WotC has a half-baked psi system currently that leaves a lot off the table. Namely the full psionics class. This would be the most work. Unfortunately, WotC seems to have zero interest in pursuing psionics any further. Fortunately, several 3PP have made or are making psionicists.</p><p></p><p>Defiling. As presented in Spelljammer it's not quite defiling as Dark Sun fans are familiar with. But it's an easy enough mechanic to make. Give arcane casters the ability to gain a free upcast to any leveled spell in exchange for defiling the vegetation around them. Area affected is determined by the upcast spell level. This is minimal work to do. Just write the thing all pretty like.</p><p></p><p>Templars. In the original, templars were priests of the sorcerer-kings and had the spells available to priests/clerics. Including healing and throwing lightning. So to keep the fiction consistent they'd need to be clerics in 5E. The order-domain cleric is a really tight thematic match for their function in the setting. Though a lot of people seem to want them to be warlocks. Which makes sense, but abandons the original fiction. Depending on preferences, this is already done (the order-domain cleric) or would require a patron and a subclass along with invocations and spells, etc.</p><p></p><p>Muls. There's a dozen ways to do this. Take the dwarf race and the human race and smash. Literally and figuratively. Use the new orc stats and rename it. Anything goes, really. Just depends on one's preferences.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8725845, member: 86653"] There is a mountain of assumptions involved in this post. A lot of which might get people in quite a lot of trouble if followed without verifying these assumptions with WotC beforehand. The four biggest bits for a 5E Dark Sun are psionics, defiling, templars, and muls. Psionics. WotC has a half-baked psi system currently that leaves a lot off the table. Namely the full psionics class. This would be the most work. Unfortunately, WotC seems to have zero interest in pursuing psionics any further. Fortunately, several 3PP have made or are making psionicists. Defiling. As presented in Spelljammer it's not quite defiling as Dark Sun fans are familiar with. But it's an easy enough mechanic to make. Give arcane casters the ability to gain a free upcast to any leveled spell in exchange for defiling the vegetation around them. Area affected is determined by the upcast spell level. This is minimal work to do. Just write the thing all pretty like. Templars. In the original, templars were priests of the sorcerer-kings and had the spells available to priests/clerics. Including healing and throwing lightning. So to keep the fiction consistent they'd need to be clerics in 5E. The order-domain cleric is a really tight thematic match for their function in the setting. Though a lot of people seem to want them to be warlocks. Which makes sense, but abandons the original fiction. Depending on preferences, this is already done (the order-domain cleric) or would require a patron and a subclass along with invocations and spells, etc. Muls. There's a dozen ways to do this. Take the dwarf race and the human race and smash. Literally and figuratively. Use the new orc stats and rename it. Anything goes, really. Just depends on one's preferences. [/QUOTE]
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