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Dungeons & Dragons Releases New Unearthed Arcana Subclasses, Strongly Hinting at Dark Sun
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9742467" data-attributes="member: 7040132"><p>First, Dark Sun is a mature setting. It's sword and sorcery and it breeds anti-heroes who have to kill to survive.</p><p></p><p>If a Templar becomes an ex-Templar, they did so for a reason. They broke ties with their tyrant, and got to keep the powers. If they are intimately familiar with the nature of the tyranny, and now use their familiarity and power to fight said tyranny, that makes sense, especially because they are likely public enemy #1. So Templars have access to tyrannical powers. Powers that are totally spells that many primary spellcasters can already take. Fear, Charm, Domination, etc. They can use those powers on the minions of the tyrants, and heck, any other murderous survivalists in the world who are willing to take their life and water for themselves.</p><p></p><p>There are many heroes and anti-heroes that use mind control and fear, including Professor X and Batman. There are many recovering villains in literature for inspiration as well. Heel-turns and Face-turns are both legit story elements!</p><p></p><p>I would LOVE to run a Dark Sun campaign where an ex-Templar and his Psion ally save an imprisoned Preserver from his ex-master's gladitorial prison (even out of spite to deny him), and by happenstance rescuing an imprisoned Gladiator and a "discerning" Defiler (who only ever taught that magic) during the jailbreak, who both assist in kicking ass to help them all break free. These unlikely companions then decide to join forces to stay alive as they seek a way to end the tyrant that wants them all dead. There could be great conversations and arguments amidst such a group about morality in an immoral world. The fact that they all figured out that helping each other is what kept them all alive is what keeps them from too far in their debates. Maybe there is a spark of attraction that confuses what might normally be conflicting origins.</p><p></p><p>The personalities are created by the players who play them. We don't get to tell the players that their characters have to be evil or untrustworthy. There are infinite variations why the players can justify any kind of class/subclass pairings, even if multiple players have dark origins but now want something better out of life. I love redemption arcs.</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9742467, member: 7040132"] First, Dark Sun is a mature setting. It's sword and sorcery and it breeds anti-heroes who have to kill to survive. If a Templar becomes an ex-Templar, they did so for a reason. They broke ties with their tyrant, and got to keep the powers. If they are intimately familiar with the nature of the tyranny, and now use their familiarity and power to fight said tyranny, that makes sense, especially because they are likely public enemy #1. So Templars have access to tyrannical powers. Powers that are totally spells that many primary spellcasters can already take. Fear, Charm, Domination, etc. They can use those powers on the minions of the tyrants, and heck, any other murderous survivalists in the world who are willing to take their life and water for themselves. There are many heroes and anti-heroes that use mind control and fear, including Professor X and Batman. There are many recovering villains in literature for inspiration as well. Heel-turns and Face-turns are both legit story elements! I would LOVE to run a Dark Sun campaign where an ex-Templar and his Psion ally save an imprisoned Preserver from his ex-master's gladitorial prison (even out of spite to deny him), and by happenstance rescuing an imprisoned Gladiator and a "discerning" Defiler (who only ever taught that magic) during the jailbreak, who both assist in kicking ass to help them all break free. These unlikely companions then decide to join forces to stay alive as they seek a way to end the tyrant that wants them all dead. There could be great conversations and arguments amidst such a group about morality in an immoral world. The fact that they all figured out that helping each other is what kept them all alive is what keeps them from too far in their debates. Maybe there is a spark of attraction that confuses what might normally be conflicting origins. The personalities are created by the players who play them. We don't get to tell the players that their characters have to be evil or untrustworthy. There are infinite variations why the players can justify any kind of class/subclass pairings, even if multiple players have dark origins but now want something better out of life. I love redemption arcs. [/QUOTE]
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Dungeons & Dragons Releases New Unearthed Arcana Subclasses, Strongly Hinting at Dark Sun
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