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How would you wish WOTC to do Dark Sun
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<blockquote data-quote="Remathilis" data-source="post: 8046666" data-attributes="member: 7635"><p>I keep coming back to this point: there are two ways WotC can do Dark Sun</p><p></p><p>a.) A totally faithful to the 2e setting conversion that requires a near re-write of the PHB (along with the MM and part of the DMG) to basically make a side-adjunct compatible game. WotC is<strong><em><u> NOT</u></em></strong> going to release a book that says "toss out half your PHB and every supplement we've produced since" for D&D, but they CAN get away with it if they make Dark Sun a stand-alone game and let people kit-bash it with other D&D products of they want. </p><p></p><p>b.) A 4e-inspired version where many of the common elements of the PHB are either reskinned or lightly adapted (akin to how WotC has handled Ravnica and Theros) but otherwise finds homes for all (or nearly all) of the classes and many of the races. This version HAS spellcasting bards, wild magic sorcerers, and eldtrich knights (all of which using a defiler/preserver mechanic) along with native tieflings, genasi, dray/dragonborn, etc because those things are in the PHB and they want to keep PC choices as varied as possible. </p><p></p><p>Ultimately, WotC will have to decide which is more important: Dark Sun being part of D&D or Dark Sun remaining faithful in adaptation. If keeping it D&D is important, then they go with a 4e style skinning. If setting purity is important, a separate game is needed to re-write, add, and remove all the things that would be needed to recreate the 2e version. </p><p></p><p>An individual DM can do what they want, but WotC is going to try to sell a book to that coveted 60%+ demographic, and a setting where you can't use most of the PHB classes isn't going to past the test.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8046666, member: 7635"] I keep coming back to this point: there are two ways WotC can do Dark Sun a.) A totally faithful to the 2e setting conversion that requires a near re-write of the PHB (along with the MM and part of the DMG) to basically make a side-adjunct compatible game. WotC is[B][I][U] NOT[/U][/I][/B] going to release a book that says "toss out half your PHB and every supplement we've produced since" for D&D, but they CAN get away with it if they make Dark Sun a stand-alone game and let people kit-bash it with other D&D products of they want. b.) A 4e-inspired version where many of the common elements of the PHB are either reskinned or lightly adapted (akin to how WotC has handled Ravnica and Theros) but otherwise finds homes for all (or nearly all) of the classes and many of the races. This version HAS spellcasting bards, wild magic sorcerers, and eldtrich knights (all of which using a defiler/preserver mechanic) along with native tieflings, genasi, dray/dragonborn, etc because those things are in the PHB and they want to keep PC choices as varied as possible. Ultimately, WotC will have to decide which is more important: Dark Sun being part of D&D or Dark Sun remaining faithful in adaptation. If keeping it D&D is important, then they go with a 4e style skinning. If setting purity is important, a separate game is needed to re-write, add, and remove all the things that would be needed to recreate the 2e version. An individual DM can do what they want, but WotC is going to try to sell a book to that coveted 60%+ demographic, and a setting where you can't use most of the PHB classes isn't going to past the test. [/QUOTE]
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