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<blockquote data-quote="delericho" data-source="post: 8725402" data-attributes="member: 22424"><p>Were I doing Dark Sun 5e at this point, my starting point would definitely be the 4e take on the setting. From there I'd formally rename Muls to Half-dwarves, and strongly downplay or even simply eliminate references to slavery (the Sorcerer Kings become monstrous tyrants, but people don't outright own other people). That takes you most of the way there.</p><p></p><p>Rules-wise, the big difficulties lie in defiling, the role of Clerics, and psionics.</p><p></p><p>For Clerics, I'd introduce Domains for any of the missing elements, and make those the only Domains in play in the setting. For psionics, I'd introduce a couple of Wild Talent feats (previously I would have used subraces, like Eberron's Dragonmarks, but since subraces are being removed...), use the psionic options from Tasha's, and call it a day - as a solution it sucks, but I don't have a better one.</p><p></p><p>For defiling, I'd go one of two ways. I'm actually inclined to remove the Wizard class from play, and tie defiling into the Sorcerer's Sorcery Points. However, if that won't fly, I'd probably suggest opening Sorcery Points up to all arcane casters in a very limited sense (maybe allowing them to use them only to gain additional spell slots?).</p><p></p><p>But as [USER=58172]@Yaarel[/USER] says, that would very much be a matter of approximation, and not necessarily a particularly good approximation. In fact, I might suggest that might be best done as a DM's Guild product similar to "The Wayfarer's Guide to Eberron" - a book that exists mostly to provide a foundation for them to then open up the setting on the Guild.</p></blockquote><p></p>
[QUOTE="delericho, post: 8725402, member: 22424"] Were I doing Dark Sun 5e at this point, my starting point would definitely be the 4e take on the setting. From there I'd formally rename Muls to Half-dwarves, and strongly downplay or even simply eliminate references to slavery (the Sorcerer Kings become monstrous tyrants, but people don't outright own other people). That takes you most of the way there. Rules-wise, the big difficulties lie in defiling, the role of Clerics, and psionics. For Clerics, I'd introduce Domains for any of the missing elements, and make those the only Domains in play in the setting. For psionics, I'd introduce a couple of Wild Talent feats (previously I would have used subraces, like Eberron's Dragonmarks, but since subraces are being removed...), use the psionic options from Tasha's, and call it a day - as a solution it sucks, but I don't have a better one. For defiling, I'd go one of two ways. I'm actually inclined to remove the Wizard class from play, and tie defiling into the Sorcerer's Sorcery Points. However, if that won't fly, I'd probably suggest opening Sorcery Points up to all arcane casters in a very limited sense (maybe allowing them to use them only to gain additional spell slots?). But as [USER=58172]@Yaarel[/USER] says, that would very much be a matter of approximation, and not necessarily a particularly good approximation. In fact, I might suggest that might be best done as a DM's Guild product similar to "The Wayfarer's Guide to Eberron" - a book that exists mostly to provide a foundation for them to then open up the setting on the Guild. [/QUOTE]
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