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No Dwarf, Halfling, and Orc suborgins, lineages, and legacies
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<blockquote data-quote="Yaarel" data-source="post: 9304785" data-attributes="member: 58172"><p>A Dark Sun (Players) Handbook is doable. The format would add options that other settings can borrow from, same as borrowing from Tashas and Xanathars.</p><p></p><p></p><p>Generally, settings should define which species and classes are present − and which arent. Removing is as important as adding.</p><p></p><p>Along with banning certain races and classes, there can also be "soft bans", where the option is possible but rare or far away in the periphery. A DM can decide whether the ban is hard or soft. With DM agreement, a player can use a banned species or class, whether it is reflavored to suit the setting, or actually plane hopped from elsewhere. A page or so in the Dark Sun Handbook can suggest to the DM how to incorporate the removed classes. For example, the 5e Barbarian class isnt in original Dark Sun but is thematically fine.</p><p></p><p>A 5e Thri-kreen officially exists. The Human-Dwarf "Mul" might use the Dwarf stats, depending on how 2024 handles multi-species characters. The Half-Giant might be 5e Goliath. Or, it might be a new species with stats for Dark Sun. Personally I would like a playable Giant that is Large size. Dark Sun has "Not Orcs", heh, and it is probably fine to use the 5e Orc stats for it.</p><p></p><p>Dark Sun fans have genuine disagreements about how to do the classes.</p><p></p><p>For example, the original Templar was a Cleric subclass that drastically modified the base class. There are several ways to represent this in 5e: 1. A less drastic Cleric subclass, 2. a Paladin subclass, 3. a Warlock subclass, or 4. Sorcerer subclass. I lean toward Paladin.</p><p></p><p>The socalled Dark Sun "Bard" is actually a 5e Assassin Rogue with a new nonmagic "Troubadour" background.</p><p></p><p>There probably needs to be a Psion class. But 2024 can easily have the free psionic feat at level 1.</p><p></p><p>How to translate Dark Sun into 5e is a matter of taste, with benefits and costs, no matter which way one goes about it.</p><p></p><p></p><p>The biggest issue is the systemic slavery of Dark Sun cultures. But it is easy to pick up the setting where its timeline leaves off. The Age of Sorcerer Kings is over. The an Age of Heroism has begun. It is easy to say that the cities have officially abolished slavery. Dark Sun wont feel the same because of the abolition. This will probably bother some of the fans. But there will still be poverty and scarcity. There are still remnants of the Sorcerer Kings that can continue conspiring and supplying villains.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9304785, member: 58172"] A Dark Sun (Players) Handbook is doable. The format would add options that other settings can borrow from, same as borrowing from Tashas and Xanathars. Generally, settings should define which species and classes are present − and which arent. Removing is as important as adding. Along with banning certain races and classes, there can also be "soft bans", where the option is possible but rare or far away in the periphery. A DM can decide whether the ban is hard or soft. With DM agreement, a player can use a banned species or class, whether it is reflavored to suit the setting, or actually plane hopped from elsewhere. A page or so in the Dark Sun Handbook can suggest to the DM how to incorporate the removed classes. For example, the 5e Barbarian class isnt in original Dark Sun but is thematically fine. A 5e Thri-kreen officially exists. The Human-Dwarf "Mul" might use the Dwarf stats, depending on how 2024 handles multi-species characters. The Half-Giant might be 5e Goliath. Or, it might be a new species with stats for Dark Sun. Personally I would like a playable Giant that is Large size. Dark Sun has "Not Orcs", heh, and it is probably fine to use the 5e Orc stats for it. Dark Sun fans have genuine disagreements about how to do the classes. For example, the original Templar was a Cleric subclass that drastically modified the base class. There are several ways to represent this in 5e: 1. A less drastic Cleric subclass, 2. a Paladin subclass, 3. a Warlock subclass, or 4. Sorcerer subclass. I lean toward Paladin. The socalled Dark Sun "Bard" is actually a 5e Assassin Rogue with a new nonmagic "Troubadour" background. There probably needs to be a Psion class. But 2024 can easily have the free psionic feat at level 1. How to translate Dark Sun into 5e is a matter of taste, with benefits and costs, no matter which way one goes about it. The biggest issue is the systemic slavery of Dark Sun cultures. But it is easy to pick up the setting where its timeline leaves off. The Age of Sorcerer Kings is over. The an Age of Heroism has begun. It is easy to say that the cities have officially abolished slavery. Dark Sun wont feel the same because of the abolition. This will probably bother some of the fans. But there will still be poverty and scarcity. There are still remnants of the Sorcerer Kings that can continue conspiring and supplying villains. [/QUOTE]
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