Crimson Longinus
Legend
I participated in it and I'm still just as confused as you are...Also I'm very confused why the past couple of pages have devolved into some debate about religion...
I participated in it and I'm still just as confused as you are...Also I'm very confused why the past couple of pages have devolved into some debate about religion...
I largely disagree with this. IMO, all you really need to do to run DS as it is in 2E is to have the new DS-specific character options, and a blurb saying "These are the character options from the PHB or XGtE that are also good without alteration for DS."
In addition, there should be a revamping of the magic system to explain the costs of using preserver/defiling magic, the psionics spells, and a list of DS-approved spells (and new ones that are DS specific).
This doesn't feel like it requires an entirely new book to do, and feels fairly consistent with the content of the recent Eberron book, which is quite large. I especially loathe the idea that DS requires some "parallel rules" in order to function properly.
IMO, there shouldn't be a "proper way" in how to play DS. Yes there should be rules, and boxes, explaing how a DM can run it much like 2E was, but there shouldn't be some entirely new PHB just to lock other players out of porting their wizards into DS. If they want to do that fine, that's not "bad wrong fun."
For "typical" cultures, the following arrangement for the three religions can work.As you said, there are three types of religions, and coincidentally there are three classes that get power from supernatural outside forces to represent them: cleric, druid, warlock. Seems doable under the 5e PHB with a few subclasses added for flavor. Unless you are a die-hard who feels clerics and warlocks shouldn't exist or need to be totally rewritten so as not to break the established cannon.
DS requires a rigorous rewrite of the PH flavor for the Warlock. If a sorcerer-king as a Patron feature comes with mechanical variants that differ from fey fiend, or goo, then it might as well be a full rewrite of the Warlock class as it pertains to Dark Sun.Then you need a new DS PHB.
Consider the essential 2e Dark Sun getting a full-on rewrite of the Players Handbook.Which is why I go back to a and b options.
DS requires a rigorous rewrite of the PH flavor for the Warlock. If a sorcerer-king as a Patron feature comes with mechanical variants that differ from fey fiend, or goo, then it might as well be a full rewrite of the Warlock class as it pertains to Dark Sun.
It occurs to me, the Athas Elf is unlike the other 5e elves. For example, it seems to me, it associates more strongly with Constitution and Dexterity, and perhaps Strength, as a tireless athletic runner who survives extreme environments. (Compare how the Sea Elf associates Dexterity and Constitution.) The Athas Elf might include psionic features.
In any case, most of the rewrite is to get the Dark Sun flavors right. By the time a writeup mentions mechanical variants, one might as well rewrite the entire Players Handbook entry.
Honestly I don't even think you need to go that far for warlocks. Just remove the divine and infernal options, the rest are fine enoughDS requires a rigorous rewrite of the PH flavor for the Warlock. If a sorcerer-king as a Patron feature comes with mechanical variants that differ from fey fiend, or goo, then it might as well be a full rewrite of the Warlock class as it pertains to Dark Sun.
The class description for the Templar Warlock can also include the history, where the Templars came from, how they get their magic, the relationship between the sorcerer-king and the Templars, the kinds of missions they get to "enforce" for the sorcerer-king, the status of the Templars within the city hierarchy, the priestly function of the Templars to organize the worship of the sorcerer-kings. Probably there can be backgrounds that flesh out certain aspects. There can be quite a bit of relevant setting information with how the Templar relates to it.Honestly I don't even think you need to go that far for warlocks. Just remove the divine and infernal options, the rest are fine enough
You can simply go "As a warlock you've made a pact with something. It might be with the Sorcerer Kings themselves. As an Old Ones warlock, you may have dealt with the Psurlons". Blappo
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For example, the first point is the most important than the Barbarian class is a natural fit; tough armorless primal warriors seem a shoo-in for the setting. Yet If the second is the most important, barbarians are a no-go because they allow PCs to have excellent ACs easily, and having a good AC is a privilege for those cunning enough to survive low levels with bone armor and stone weapons. Similarly, if fidelity is most important, there is no way you can possibly accept sorcerers, warlocks, tieflings, or any other element that came post 2e as part of the setting since it ruins the very notion of DS's relation to magic and the planes, but if you want more options, then you want warlocks to get new Pact options, not banned altogether!
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Warlocks make some amount if sense in the setting- as NPCs.
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The city states couldn't support large amounts of warlocks as Templars. The reason they use Templars over defilers us fairly obvious.
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Why? I mean, i'm on your boat with Templars being NPCs unless you play an all evil campaign, but what is the problem to make them warlocks, give them some cleric spells for their list so they can cast healing also if you want that? Is it somehow canon that they have control over undead like clerics, well there are spells for that also. Of course their powers as per PHB have to be thoroughly sorted out, to make everything fit, but as they are mainly NPCs this should not be to difficult.
See, the problem I always had with Templars being clerics, is that cleric implies a faith. That they have to be faithful to their SK is clear, but most faiths imply a god, and SKs are only godlike, at best demigods. The warlocks otoh do it for the power, and that's what I think of DS Templars, power hungry bureaucrats.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.