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How would you wish WOTC to do Dark Sun
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<blockquote data-quote="Urriak Uruk" data-source="post: 8050707" data-attributes="member: 7015558"><p>So personally, I don't find many of your points here that contradictory. Because largely, they deal with different aspects of the game, chiefly being;</p><p></p><ul> <li data-xf-list-type="ul">Theme of the world</li> <li data-xf-list-type="ul">Crunch (rules) of the setting</li> <li data-xf-list-type="ul">Lore of the world</li> </ul><p></p><p>I think theme-wise, most people seem to agree that the setting should harken back to the original 90s publication; some people do seem to like how Dark Sun worked in 4E, but I think people who want DS to have "all the classes and races of 5E" are a minority here. Yes there should be thematic ways and adventure options to run "D&D hard-mode" but this also doesn't need to be the default.</p><p></p><p>Crunch-wise, I think we do need to recognize some classes, like clerics and paladins, just don't work here. Some races even-more so; there are no gnomes, and although there were options for tieflings here in 4E they really don't fit the minimalist theme here. However, making clear that some races don't fit a setting is not unprecedented; the recent book for Theros has only this to say on the base PHB races;</p><p></p><p><em>A diverse assortment of peoples dwell among the lands of Theros. Aside from humans, the races in the Player's Handbook are unknown on Theros, unless they're visiting from other worlds. </em></p><p></p><p>A single sentence makes clear that the standards of normal D&D races do not apply. It is not difficult to imagine a similar line (or a page or two) being used to explain how some classes either don't exist or require moderation for use in Dark Sun. The book will certainly provide a suite of new subclasses for use in Dark Sun so people can play as most of the classes, and even the spellcaster classes will largely work with a Dark Sun approved spell list (Preserver/Defiler does not require it's own subclass, just rules explaining how spellcasting creates a cost on the player or environment).</p><p></p><p>Obviously magic will need some modification to account for how defiling/preserving works, but I also don't think it requires that much modification if there is also a page of "Dark Sun approved spells" (listing the spells from other books that are usable in Dark Sun, and new ones specifically designed for the setting). Psionics will make an appearance of some kind, either as its own class or as subclasses (probably the latter based on UA, but it hardly matters).</p><p></p><p>As for the lore, most agree that the Prism Pentad is terrible and should be ignored (except for [USER=6802378]@LuisCarlos17f[/USER] , but have you even read this series?). Even 4E rebooted to right after Kalak's death, and I think that same date works for 5E. Hell, maybe include the original module that kills Kalak, updated for 5E, in the setting book as an introductory adventure.</p><p></p><p>None of this requires more than one book. It would make a hefty book, but I doubt it needs to be any larger than Eberron's.</p><p></p><p>TLDR: You're making a false choice between either a minor 4E book or a completely new game system, when it is not required to make Dark Sun both functional and true to the original's themes in style and gameplay.</p></blockquote><p></p>
[QUOTE="Urriak Uruk, post: 8050707, member: 7015558"] So personally, I don't find many of your points here that contradictory. Because largely, they deal with different aspects of the game, chiefly being; [LIST] [*]Theme of the world [*]Crunch (rules) of the setting [*]Lore of the world [/LIST] I think theme-wise, most people seem to agree that the setting should harken back to the original 90s publication; some people do seem to like how Dark Sun worked in 4E, but I think people who want DS to have "all the classes and races of 5E" are a minority here. Yes there should be thematic ways and adventure options to run "D&D hard-mode" but this also doesn't need to be the default. Crunch-wise, I think we do need to recognize some classes, like clerics and paladins, just don't work here. Some races even-more so; there are no gnomes, and although there were options for tieflings here in 4E they really don't fit the minimalist theme here. However, making clear that some races don't fit a setting is not unprecedented; the recent book for Theros has only this to say on the base PHB races; [I]A diverse assortment of peoples dwell among the lands of Theros. Aside from humans, the races in the Player's Handbook are unknown on Theros, unless they're visiting from other worlds. [/I] A single sentence makes clear that the standards of normal D&D races do not apply. It is not difficult to imagine a similar line (or a page or two) being used to explain how some classes either don't exist or require moderation for use in Dark Sun. The book will certainly provide a suite of new subclasses for use in Dark Sun so people can play as most of the classes, and even the spellcaster classes will largely work with a Dark Sun approved spell list (Preserver/Defiler does not require it's own subclass, just rules explaining how spellcasting creates a cost on the player or environment). Obviously magic will need some modification to account for how defiling/preserving works, but I also don't think it requires that much modification if there is also a page of "Dark Sun approved spells" (listing the spells from other books that are usable in Dark Sun, and new ones specifically designed for the setting). Psionics will make an appearance of some kind, either as its own class or as subclasses (probably the latter based on UA, but it hardly matters). As for the lore, most agree that the Prism Pentad is terrible and should be ignored (except for [USER=6802378]@LuisCarlos17f[/USER] , but have you even read this series?). Even 4E rebooted to right after Kalak's death, and I think that same date works for 5E. Hell, maybe include the original module that kills Kalak, updated for 5E, in the setting book as an introductory adventure. None of this requires more than one book. It would make a hefty book, but I doubt it needs to be any larger than Eberron's. TLDR: You're making a false choice between either a minor 4E book or a completely new game system, when it is not required to make Dark Sun both functional and true to the original's themes in style and gameplay. [/QUOTE]
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