Mercule
Adventurer
Yes, but there's the underlying question about whether adding giant space hamsters fundamentally changes the context in which D&D exists as D&D.I believe that I am qualified to state that Spelljammer is essentially DnD in Space.
Yes, but there's the underlying question about whether adding giant space hamsters fundamentally changes the context in which D&D exists as D&D.I believe that I am qualified to state that Spelljammer is essentially DnD in Space.
Yes, but there's the underlying question about whether adding giant space hamsters fundamentally changes the context in which D&D exists as D&D.![]()
Yeah, I think you are missing the point.Just becuase it did not exist in 2E doesn't mean I would automatically exclude it. A criteria to exclude a race on Darksu would be if it contradicted the major themes of Darksun, those being.
Survival
Environment
Slavery
Brutality
Magic Ruins the world
Everything is psionic.
Lack of metal
Those are probably the main ones .
Races I would exclude from Athas as player options (some might be there as NPCs or to be discovered eg Dray)
Any of the extinct ones (Gnomes, Orcs , Kobolds etc). Fine; that's an original setting conceit
Dragonborn (Athas does not have the traditional D&D Dragons, Dragonas are very rare, Dragonmen should not be there) Leaving aside dray and interpretations
Anything living construct (as PC option). Warforged for example don't need to sleep, breathe, eat, drink (ignores environmental/survival aspect of the setting) Less a big deal at higher levels
Extraplanar creatures (Tiefling, Aasimar) Athas is cut off from traditional D&D cosmology. Elemental creatures could be an exception. Demons are there, and a whole adventure is about an extraplanar invasion. Also, you're ignoring reskinning and stuff like the background of the Gith.
Anything metalic or heavily water based. Agree there
Anything with spell like abilities as a PC race. Change them to psionically-based
Most anthromorphic furries (Minotaurs, Tabaxi etc). Darksun lacks a lot of mammal based life forms. Depends; again, reskinning ain't a problem.
Plant races Change to cactus when appropriate
Classes
Arcane classes that are not wizards maybe Sorcerers depending on edition (3E sorcerer while boring had no bloodlines). They rewrote the 2E bard for a reason magic is hard. I think you're focusing too much on 2e-isms
Any class that gets around the themes of Darksun- Monks for example (unarmed combat is to good on a depleted world). On the contrary, that's why monks make sense.
Time travel based classes (chronomancers) Okay
Yeah, I think you are missing the point.
You're focusing entirely on how Dark Sun deprotagonizes the PCs and ignoring all the ways in which it sets them up to be heroes. I added some notes up above, but you're missing how the original setting made the characters extremely powerful and gave them a setting ripe for heroism.
This tells me one of 3 Options,
1. They will exclusive contract out each setting? example R.Baker studio's will get sole rights to Eberron, Weis sole rights to publish Kyrnn. (those are examples, the license may go to any company).
2. Dungeon and/or Dungeon Magazine will come back, my guess in digital form.
3. WotC hires/contracts more writers and expands.
Either option will make me happy, just do it WotC!
I also have no interest in D&D being done only one way. I just happen to feel the exact same way about campaign settings. I'm not interested in Eberron or any D&D setting I'll play countless campaigns in being kept in a vacuum-sealed box, pristine and preserved for eternity. Ironically, for all the "nothing is canon, time never marches forward" purity inherent in Eberron, the setting actually thrives on this by providing dozens of mysteries without answers. Every campaign of Eberron should feel like a different world, but still distinctly Eberron in itself. An Eberron not cluttered by thousands of +1 swords and wands of magic missile can still be distinctly Eberron but potentially presents its own twists (with the added benefit of not throwing off 5e's maths any).
Why bother then? If the world isn't going to grow to accept new options or find ways to make the PHB options work, you don't need more than a short conversion doc to update the mechanic.
Here is all the 5e Eberron you'll ever need.
Something like a Sorcerer could maybe work on DS with a DS subclass (as long as they follow the defiling rules) but he Dragon Sorcerer should be out and DS is not that big on wild magic.
Anyone else own a near mint copy of Spelljammer boxed set or is it just me?