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How would you wish WOTC to do Dark Sun
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<blockquote data-quote="Remathilis" data-source="post: 8051603" data-attributes="member: 7635"><p>You read me slightly wrong. I expect there will be a Dark Sun eventually. What I expect though is it will be an extension of the work done in 4e rather than be a faithful 2e reproduction. Following what we've seen in four setting books so far (ignoring SCAG) WotC hasn't been too quick to re-invent the wheel. When I went back to look at 4e Dark Sun, I was even more shocked to see how different it was then I remembered. There was no "this is how x fits" section for classes, they just provided some new options and had a sidebar that said "no divine sources unless the DM says otherwise". There was no reworking of powers, and I don't even think I saw much discussion on rituals (I might have missed it). It kinda felt like D&D. In a Post-Apocalyptic Desert. Sure, the races had nonstandard roles and my weapons and armor were made of non-metal, but it otherwise it felt like a D&D setting. That's a feeling I never got in 2e; 2e Dark Sun felt too tryhard to be different for differing's sake. </p><p></p><p>And part of that is what has led to my multi-quote above; everyone has a different opinion of what does/doesn't fit. You might be cool with everything but clerics and paladins, but other people above are not. Coroc thinks clerics are fine, but barbarians and monks break the setting by being able to operate without gear. Zardnaar can't see sorcerers in the setting, but Haldrik does. I'm going to assume you all like the setting equally, but all of you pulled very different ideas of what "Dark Sun" is. </p><p></p><p>How about this compromise: let them all in. </p><p></p><p>Someone like me who liked 4e's DS will be happy, we have places for all the classes and all the noncanonically dead races. For those who want to emulate a more 2e feel, you can create your own custom banlist for your table (just like they can do for any setting). You can ban clerics, Coroc can ban monks, etc. New players who joined in 5e won't know the difference. Sure, ban or rarify some subclasses, and feel free to add additional rules for defiling, psionics, etc. Once the setting is open to the DMs Guild, I suspect there will be plenty of supplements to add in more thematic mechanical elements as well. </p><p></p><p>Its really the best of both worlds, unless you (all) are willing to let the perfect be the enemy of the good.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8051603, member: 7635"] You read me slightly wrong. I expect there will be a Dark Sun eventually. What I expect though is it will be an extension of the work done in 4e rather than be a faithful 2e reproduction. Following what we've seen in four setting books so far (ignoring SCAG) WotC hasn't been too quick to re-invent the wheel. When I went back to look at 4e Dark Sun, I was even more shocked to see how different it was then I remembered. There was no "this is how x fits" section for classes, they just provided some new options and had a sidebar that said "no divine sources unless the DM says otherwise". There was no reworking of powers, and I don't even think I saw much discussion on rituals (I might have missed it). It kinda felt like D&D. In a Post-Apocalyptic Desert. Sure, the races had nonstandard roles and my weapons and armor were made of non-metal, but it otherwise it felt like a D&D setting. That's a feeling I never got in 2e; 2e Dark Sun felt too tryhard to be different for differing's sake. And part of that is what has led to my multi-quote above; everyone has a different opinion of what does/doesn't fit. You might be cool with everything but clerics and paladins, but other people above are not. Coroc thinks clerics are fine, but barbarians and monks break the setting by being able to operate without gear. Zardnaar can't see sorcerers in the setting, but Haldrik does. I'm going to assume you all like the setting equally, but all of you pulled very different ideas of what "Dark Sun" is. How about this compromise: let them all in. Someone like me who liked 4e's DS will be happy, we have places for all the classes and all the noncanonically dead races. For those who want to emulate a more 2e feel, you can create your own custom banlist for your table (just like they can do for any setting). You can ban clerics, Coroc can ban monks, etc. New players who joined in 5e won't know the difference. Sure, ban or rarify some subclasses, and feel free to add additional rules for defiling, psionics, etc. Once the setting is open to the DMs Guild, I suspect there will be plenty of supplements to add in more thematic mechanical elements as well. Its really the best of both worlds, unless you (all) are willing to let the perfect be the enemy of the good. [/QUOTE]
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