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Updating Dark Sun to 5th Ed
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<blockquote data-quote="cbwjm" data-source="post: 8282241" data-attributes="member: 6788732"><p>They haven't kept all the races in all of their current settings so I see no reason why WotC would feel like they need to include every race in a dark sun setting. I could see half-giants being a new race though I also wouldn't be surprised if they just stuck with goliaths. I see no reason to get rid of Muls.</p><p></p><p>Granting a psychic ability at level 1 would be a good way to keep the psychic feel of darksun, though I wouldn't be surprised if they still do a psionic class, I'm thinking that more likely than not they will mainly have a bunch more psychic subclasses.</p><p></p><p>I think they could still get rid of paladins. Clerics and templars could easily just be regular clerics with limited options to choose from for their domain.</p><p></p><p>I don't think they need to have any kind of system for weapon breakage but I do think they need some sort of defiling system, something that really tempts players running a preserver.</p><p></p><p></p><p>They should keep slavery, it isn't like they show it as a good thing and freeing slaves is a good campaign/session goal.</p><p></p><p>Definitely needs to focus on survival and some changes to spells like in the original dark sun would be good. Things like making good berry have consumable reagents to lessen the ability to survive on good berries along.</p><p></p><p></p><p>No name change and no gender flipping needs to be done, Sorcerer-King is too cool of a name to be changed and gender flipping for the sake of gender flipping is, in my opinion, stupid. Create some new rulers instead and make them women, just creating two or three more will even things out.</p><p></p><p>Keep Tyr a free city beset on all sides by the Sorcerer-Kings, more than the Nentir Vale, I see Dark sun as a points of light setting which might be a major contributing factor to it being updated for 4e.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 8282241, member: 6788732"] They haven't kept all the races in all of their current settings so I see no reason why WotC would feel like they need to include every race in a dark sun setting. I could see half-giants being a new race though I also wouldn't be surprised if they just stuck with goliaths. I see no reason to get rid of Muls. Granting a psychic ability at level 1 would be a good way to keep the psychic feel of darksun, though I wouldn't be surprised if they still do a psionic class, I'm thinking that more likely than not they will mainly have a bunch more psychic subclasses. I think they could still get rid of paladins. Clerics and templars could easily just be regular clerics with limited options to choose from for their domain. I don't think they need to have any kind of system for weapon breakage but I do think they need some sort of defiling system, something that really tempts players running a preserver. They should keep slavery, it isn't like they show it as a good thing and freeing slaves is a good campaign/session goal. Definitely needs to focus on survival and some changes to spells like in the original dark sun would be good. Things like making good berry have consumable reagents to lessen the ability to survive on good berries along. No name change and no gender flipping needs to be done, Sorcerer-King is too cool of a name to be changed and gender flipping for the sake of gender flipping is, in my opinion, stupid. Create some new rulers instead and make them women, just creating two or three more will even things out. Keep Tyr a free city beset on all sides by the Sorcerer-Kings, more than the Nentir Vale, I see Dark sun as a points of light setting which might be a major contributing factor to it being updated for 4e. [/QUOTE]
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