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*Dungeons & Dragons
Dungeons & Dragons Releases New Unearthed Arcana Subclasses, Strongly Hinting at Dark Sun
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<blockquote data-quote="humble minion" data-source="post: 9739304" data-attributes="member: 5948"><p>This is my very personal interpretation of course, and not everyone may agree with it, but for me the core theme of Dark Sun is always that power has a price, and how you pay that price and who you pay that price to, matters.</p><p></p><p>Defilers steal life force from others and from the world to pay for their power. Preservers skim a little off the top, but deliberately choose to handbrake themselves and limit their own power relative to defilers, in order to avoid that sort of rampant destruction. Druids draw their power from their lands, and pay for it in protection, guardianship, and the sweat and labour of cultivation and care. Clerics strike bargains with the tortured shrieking Athasian elemental spirits for power, and in return are obliged to promote and purify ‘their’ element. Templars choose to serve an evil tyrannical monster in exchange for their power, and of them is demanded obedience and the subjugation of one’s own conscience to one’s master. If a Templar can make that pact and then simply nope out while still retaining their power, for me personally it undermines that whole ‘what did you sacrifice?’ question for them.</p><p></p><p>Of course, the because this is Dark Sun the lore is inconsistent - psionicists draw upon their own inner discipline for power and give up basically nothing. But <em>in general</em>…</p><p></p><p></p><p></p><p>If I had a player who was dead set on playing an aasimar or similar race that didn’t exist in ‘traditional’ Dark Sun, that’s 100% how I’d do it. Make them a unique Pristine Tower mutate. Of course, if the player wants to play a gnome because they love gnome culture and gnome society and have written a backstory full of their large extended gnome family of cheery wacky clockwork inventors … that would be a bigger problem. But that’s a session zero issue.</p></blockquote><p></p>
[QUOTE="humble minion, post: 9739304, member: 5948"] This is my very personal interpretation of course, and not everyone may agree with it, but for me the core theme of Dark Sun is always that power has a price, and how you pay that price and who you pay that price to, matters. Defilers steal life force from others and from the world to pay for their power. Preservers skim a little off the top, but deliberately choose to handbrake themselves and limit their own power relative to defilers, in order to avoid that sort of rampant destruction. Druids draw their power from their lands, and pay for it in protection, guardianship, and the sweat and labour of cultivation and care. Clerics strike bargains with the tortured shrieking Athasian elemental spirits for power, and in return are obliged to promote and purify ‘their’ element. Templars choose to serve an evil tyrannical monster in exchange for their power, and of them is demanded obedience and the subjugation of one’s own conscience to one’s master. If a Templar can make that pact and then simply nope out while still retaining their power, for me personally it undermines that whole ‘what did you sacrifice?’ question for them. Of course, the because this is Dark Sun the lore is inconsistent - psionicists draw upon their own inner discipline for power and give up basically nothing. But [I]in general[/I]… If I had a player who was dead set on playing an aasimar or similar race that didn’t exist in ‘traditional’ Dark Sun, that’s 100% how I’d do it. Make them a unique Pristine Tower mutate. Of course, if the player wants to play a gnome because they love gnome culture and gnome society and have written a backstory full of their large extended gnome family of cheery wacky clockwork inventors … that would be a bigger problem. But that’s a session zero issue. [/QUOTE]
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Dungeons & Dragons Releases New Unearthed Arcana Subclasses, Strongly Hinting at Dark Sun
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