D&D 5E (+) What would you want for 5e Dark Sun?

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
I think the Dragonlance topic of the same name is pretty great and I'd like to follow through a similar course with Dark Sun under the following precepts:

1) Narrative Elements will almost certainly change to adapt the setting toward more modern sensibilities. More female characters, LGBT inclusion, wider ethnic diversity, and some elements may be trimmed or re-framed to be less offensive. This isn't inherently a bad thing. But if you're down with it, what kind of changes would you want to see?

2) Dark Sun has a ton of Systems Changes. From Defiling to Psionics to Environmental Survival. How drastically would you want to see those systems altered, or perhaps do you have ideas on how they could be carried forward? Or do you think that such changes should even be -applied- to a modern table sensibility due to the preponderance of roll-playing as opposed to role-playing in modern game design?

3) Power Level. While it could be included in the Systems changes, Dark Sun's monsters were stronger, it's characters had higher stat generation methods, and magic items, or even good quality weapons and armor, were rare to make things even more challenging. Should that stylistic and mechanical gap remain in 5e, or should it be brought into a more "Modern Balance" spirit where any Athasian character is no stronger or weaker, by default, than any Faerunian one?

I'll go first.

Narrative Changes for Modern Sensibilities:
  • More Female Sorcerer-Kings.
    • On Athas there were only 3 female sorcerer-kings. Abalach-Re, Lalali-Puy, and Yarmuke. And Yarmuke was destroyed by Hamanu who also wiped her city from the world.
    • Thankfully, most of the Sorcerer-Kings gender is pretty irrelevant to who they are and what they accomplish. So making Oronis, Tectuktitlay, or even Andropinis (Who has the most masculine name of them all, Man-Penis) into Female Characters wouldn't actually change much of anything.
    • Could even have one of the Sorcerer-Kings be transgender. Nibenay presents a draconic form and largely hides from the public eye. It could be interesting if that draconic form were feminine.
  • LGBTQ+ loose organizations could be neat.
    • I don't mean big and broad-ranging LGBTQ Lobbyists. I'm talking about smaller organizations of protection. Athas is a harsh place and having trans characters know that, for example, a building with a painted Kank's Head on the front wall wall is a safe space could be interesting. It would also set Athas aside from other settings as one that is harsh, but not without it's mercies.
    • Similarly, an alliance of people with different sexualities creating a group-atmosphere of protection and solidarity might be nice in a cruel world. Like maybe no one cares if some courtier is slipping into silk-sheets with courtiers of similar genders, or whether gladiators are coupling in the barracks between matches, but there's still plenty of reason for abundant caution and escape plans and the like for when bigots -do- rear their ugly heads
    • Though it would also be kind of great to just have no societal stigmas tied to LGBTQ+ existence, of course.
  • Slavery is a tough call. But I think they could largely keep it.
    • 5e D&D tries to keep slavery in the hands of evil people. Which is why the Drow are totally willing to enslave you at the start of Out of the Abyss. The main thrust of slavery in modern fantasy is that it exists, it is evil, and only evil people enslave others.
    • Therefore having slavery as a thing in the setting would still work, but the players would be actively encouraged to fight and kill slavers when possible/reasonable, and free any slaves they find. Which is what good people should do in any setting.
  • Points of (Dim) Light?
    • Athas has always been a place with a handful of real "Towns" and a few villages scattered across the sands between them, often 2-3 days travel apart (On foot) and usually plagued by cannibal Elves, cannibal Thri-Kreen, and cannibal Halflings. Because, honestly, cannibalism is just super popular as a dining option on Athas.
    • This sort of physical structure lends itself well to a Points of Light campaign. And, honestly, making that the style du jour for Athas could fit really, -really-, well. So long as the lights are dim. So long as the safety is fleeting, the comfort expensive, and the danger swift to return.
  • Ethnic Variety
    • Honestly, Athas could do this fairly easily if the art department goes for it without any sort of backlash. I don't think there's much chance, at all, that people are going to complain if Tecuktitlay isn't white as snow, or Lalali-Puy doesn't have blonde hair and blue eyes. Honestly, ruddy and dark skin tones should -probably- be the default for the whole setting, with pale skin being a rarity even among the wealthy.
Systems Changes:
  • Arcane/Divine/Psionics as different.
    • 5e's "All magic is just magic" is just not good for Athas. Athas uses Defiling and Preserving as a powerful narrative element, and one that Clerics and Druids are incapable of doing because their power doesn't defile.
    • Athas would need to break the "Weave Narrative" to work. Different types of magic -need- to be different to interact with this core identity of the setting.
  • Psionics as Default
    • A Psionicist Class (I love KibblesTasty's) would be great. Especially one that takes cantrip-casting to heart and builds off of it.
    • Probably a Psionic-Warrior option or something similar as well. Likely as a Subclass of Fighter or maybe Ranger?
    • Maybe just a whole mess of Psionic Subclasses in general.
    • Definitely a ton of Wild Talents as Feats.
  • Defiling as Default
    • Preserving should be something you actively choose, rather than a default. And it should cost you.
    • Yes. This makes Wizards and Sorcerers (if they're even in the game!) weaker unless they defile. That's the point.
    • Playing a Wizard should be unattractive in the setting to keep the Arcane magic level low. Not impossible, so people can still play their Wizards... but less attractive.
  • Travel Mechanics
    • Traveling from place to place isn't hard, really. Pick a direction and go. Getting there -alive- is the trick.
    • Heat Mechanics, Environmental Hazards, Dangerous Monsters, and most importantly LIMITED RESOURCES.
    • Water isn't always available on Athas. And even when you -can- get some it's often dirty.
    • Some sort of mechanical structure that makes survival against the World into it's own unique danger layered on top of everything else would be spectacular.
Power Level
  • Stronger Characters. Harsher Challenges.
    • Athasian characters have been stronger than those of other settings, often with less magical power available. Previous editions handled this with higher attribute scores, which is also an option but consider replacing Magic Items with "Heroic Power"
    • To replace magic items, there should be a new "Internalized Power" system that allows characters to function as if they -have- magic items in many cases and situations, without actually having them.
    • Perhaps give people a number of "Heroic Power" slots equal to their Attunement availability and allow the player to gain these heroic powers through gameplay.
    • Belt of Giant Strength? Nah. Your strength score gets boosted 'cause you have "Mighty Thews" which gives you a +4 Strength Bonus (Max 22) or a +6 bonus (Max 24
  • Bigger Stats
    • Maybe give players their level 4 ASI at level 1? Or their level 8 at level 1 so they just don't get one of the two during leveling.
    • This would keep their overall power level similar while boosting them at low-level play before they can play into the "Heroic Power" system.
  • Wild Talent at level 1?
    • Wild Talents are an important part of Athasian culture. Not -everyone- has them, but enough people do that it's just considered normal.
    • Maybe give all players a single level 1 "Free Feat" which can be a Wild Talent or not, as they personally prefer.
  • Interesting Weapon and Armor Rules.
    • In addition to having some really cool and slightly freaky weapons, Athas also had rules relating to Bone, Stone, and Wooden weapons that probably should be updated.
    • Weapon Breakage was a common problem for Athasian Heroes who would often see their favorite Carrikal break off in the thick armored hide of a Braxat or crushed under the bulk of a rampaging Mellikot.
    • Armor/Shield Breakage was also an issue, but slightly (SLIGHTLY) less common. Maybe give players the ability to actively sacrifice shields and armor to negate a critical hit altogether, or something? Not sure.

What are your thoughts?
 

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Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
I agree with this exactly one million percent!
You and @(Psi)SeveredHead aren't wrong. Weapon Breakage is -thematic- to the setting, but losing your weapon at random in a fight is kind of lame... What if we made it a controlled event?

You declare you're going to attack the target with your weapon as HARD AS POSSIBLE in an attempt to force a critical hit. If your attack roll hits, roll a d8, on a 6, 7, or 8 you crit. Regardless of what you roll on the d8, your weapon breaks and is now an improvised weapon of it's size. If your attack roll critically hits before you roll the d8 (Natural 20) your weapon still breaks. Only works with Non-Metal weapons, giving them a unique advantage over metal ones...

But then just make all Metal Weapons crit on a 19-20 (with wider crit ranges just increasing it by 1 every time)
I’d have no problems with an Undead pact warlock in Dark Sun. I mean quite aside from Dregoth, you’ve got the vast numbers of powerful undead far to the south, in the obsidian lands left over from the preserver/defiler wars. And he’ll, even in one of the Prism Pentad novels a main character touches a gem which stores an undead spirit and eventually comes to a (uneasy and temporary) accomodation with that spirit and accesses some of its power. Which is basically the literal definition of a warlock as far as I’m concerned.

As for the other existing warlock patrons, yeah, they don’t fit well. The fiend is actually the MOST appropriate of them, which says volumes for what the others are like…
Honestly... just map the different Warlock Patrons to the different Sorcerer-Kings and let 'er rip. But narratively you're a Templar-Warlock as far as the setting is concerned.

And you're not wrong about the Prism Pentad and the Obsidian Oracle. That could be an interesting complication, too! A Patron -outside- the paradigm of the Sorcerer-Kings could result in a "Templar" that is unaligned with a kingdom and probably thus an enemy of them all. I -like- it. YES. Put that in.
 

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I still think templars are better as clerics or paladins than warlocks. The cleric spell list with cures etc is better suited, giving the templarate access to those spells allows them to claim a real monopoly on spellcasting in the city-states, because now the templars can provide all the real necessities (if the y choose to…) If templars can’t heal or cure disease or whatever then that weakens the sorcerer-kings’ hold on their cities because it creates a niche for druids or elemental clerics playing the healers role. Besides, templars were always portrayed as brutal thugs rather than zappy magic-users in the fiction, clerics and paladins can fit that role much better.

Hamanu gets War, Light and Order clerics and Devotion paladins. Nibenay gets Twilight, Arcana, and Knowledge clerics, and Vengeance paladins. Dregoth gets Death clerics and Conquest paladins. The Oba gets Nature and Life clerics and Ancients paladins. Etc etc. maybe some of the sorcerer-kings (Nibenay and Guistenal for instance) might empower warlocks too, but clerics and paladins fit far, far better. Just change the tenets of the paladin’s oaths and you’re good to go…
 


The thing with Warlock and Cleric is that a lot of their fluffs overlaps, so they are almost inter-changeable. I gain power from my devotion to a super-powerful entity...

I guess Templar could also work as a Background
I’d certainly have ‘templarate’ as a background. There’s psionicist templars, defiler templars, fighter templars and even Druid templars all over the fiction after all, and sorcerer-kings didn’t get to be as old or powerful as they are by ignoring sources of power that might be useful.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
I still think templars are better as clerics or paladins than warlocks. The cleric spell list with cures etc is better suited, giving the templarate access to those spells allows them to claim a real monopoly on spellcasting in the city-states, because now the templars can provide all the real necessities (if the y choose to…) If templars can’t heal or cure disease or whatever then that weakens the sorcerer-kings’ hold on their cities because it creates a niche for druids or elemental clerics playing the healers role. Besides, templars were always portrayed as brutal thugs rather than zappy magic-users in the fiction, clerics and paladins can fit that role much better.

Hamanu gets War, Light and Order clerics and Devotion paladins. Nibenay gets Twilight, Arcana, and Knowledge clerics, and Vengeance paladins. Dregoth gets Death clerics and Conquest paladins. The Oba gets Nature and Life clerics and Ancients paladins. Etc etc. maybe some of the sorcerer-kings (Nibenay and Guistenal for instance) might empower warlocks too, but clerics and paladins fit far, far better. Just change the tenets of the paladin’s oaths and you’re good to go…
Yeah... I suggested previously that Paladins should be the primary "Martial Templars" (Plus healing) while Warlocks would be the more "Mystical Templars". And they could weight it by community to have different degrees of Martial or Mystical templars. The Paladin Oath options would be "Sworn to the Sorcerer-King to do what they want" and "Oathbreaker". Devotion wouldn't really work, nor would any oath which requires the battling of Evil or protection of Innocents. You'd need to create a specific new subclass (or subclasses) that are the only available oaths.

Clerics are Elementalists in Dark Sun. There's no Life Domain. No War Cleric. Just the elements. Because the setting is equally defined by what limitations it puts into place as it is by what options it expands. MAYBE you could work up a way to allow for greater domain variety, but that's kind of doing it halfway. And expanding Clerics to be Templars just completely craps on their narrative role in the setting as an elementalist alternative to the Sorcerer Kings.

And Druid Templars is just right out... Druids are trying to protect the world. Not serve the people who destroyed it and continue to destroy it through their Draconic Ascension. They get their power from Spirits in the world and protect their patch of sand or oasis or rock formation in an attempt to improve and protect it.
 

Stormonu

Legend
Yeah, I think Paladin, Cleric and Warlock should all make viable Templars, with different focuses - Clerics as the will of the Sorcerer-King (preaching “the will” of their god-king and handling ceremonies involving the sorcerer-king, Paladins as enforcers and military leaders, Warlocks as a sort of secret police.

I’d still have non-sorcerer versions of each class, though non-sorcerer paladins might be a stretch - perhaps psionic preserver paladins who have taken an oath to protect the land against the deprivations of the Sorcerer-kings, or perhaps protect all or specific races from the Cleansing wars the Sorcerer-kings engaged in?
 

TwoSix

Dirty, realism-hating munchkin powergamer
I still think templars are better as clerics or paladins than warlocks. The cleric spell list with cures etc is better suited, giving the templarate access to those spells allows them to claim a real monopoly on spellcasting in the city-states, because now the templars can provide all the real necessities (if the y choose to…) If templars can’t heal or cure disease or whatever then that weakens the sorcerer-kings’ hold on their cities because it creates a niche for druids or elemental clerics playing the healers role. Besides, templars were always portrayed as brutal thugs rather than zappy magic-users in the fiction, clerics and paladins can fit that role much better.
Tangential, but in my WWN conversion of Dark Sun, I have Blood Priests (the game's closest analogue to cleric) as Templars. They're ordained and created by the Sorcerer-Kings, but they're tapping into an older, deeper power that even the Sorcerer-Kings don't quite understand, and that empowers them to fight back against the ghuls that threaten all the city-states.
 

elZombie

Villager
Oh, no... Noooo. I'm not saying we should ban the Iconic Fiend Warlock from the Whole Game because of that reason.

I was saying we should ban them from Dark Sun because there's no Fiends. No Archfey. No Great Old Ones. There is only the Sorcerer Kings as a potential Warlock power source and it wouldn't make sense to have the player warlock working for the BBEG of a given -campaign-.

Like you don't go into Out of the Abyss with the Warlock who Fiend-Pacted with Demogorgon 'cause Demogorgon will either strip the Warlock's powers or demand the Warlock kill his own pals. And that's just not the environment you generally want to create at the gaming table.
Got it.

I still think there is a general misunderstanding about how the warlock-patron pact works. AFAIK, there is no written way for a patron to strip the warlock of his powers (again, only the Paladin has an oathbreaking mechanic). The warlock learns how to unlock those eldritch secrets and they're theirs, tied to their persona/ego/will (hence, Charisma).

You certainly can tell a story where Demogorgon just shows up in OotA and strips the fiend (Demogorgon) warlock from their power, but it is a purely narrative choice.
Part of the warlock lore seems to be going to desperate means to gain knowledge and power, but once you do that, there is no stopping you from using them against your own patron, at least not in the rules, anyway. So, fighting Demogorgon or a Sorcerer-King using the powers you unlocked by dealing with them in the first place is a valid choice (and cool story).

Then again, not even the designers have a straight answer to that. They put a bunch of warlock-to-patron flavor text and never really told us if the patron can simply deny the power (e.g. Eldritch Master, ultimate ability of the class). That'd just make the class stupid, IMO, but YMMV.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
Got it.

I still think there is a general misunderstanding about how the warlock-patron pact works. AFAIK, there is no written way for a patron to strip the warlock of his powers (again, only the Paladin has an oathbreaking mechanic). The warlock learns how to unlock those eldritch secrets and they're theirs, tied to their persona/ego/will (hence, Charisma).

You certainly can tell a story where Demogorgon just shows up in OotA and strips the fiend (Demogorgon) warlock from their power, but it is a purely narrative choice.
Part of the warlock lore seems to be going to desperate means to gain knowledge and power, but once you do that, there is no stopping you from using them against your own patron, at least not in the rules, anyway. So, fighting Demogorgon or a Sorcerer-King using the powers you unlocked by dealing with them in the first place is a valid choice (and cool story).

Then again, not even the designers have a straight answer to that. They put a bunch of warlock-to-patron flavor text and never really told us if the patron can simply deny the power (e.g. Eldritch Master, ultimate ability of the class). That'd just make the class stupid, IMO, but YMMV.
It's definitely something that is more a narrative choice of the DM than anything else.

But.

Canonically, the Sorcerer-Kings -can- strip away the powers of a Templar. In the 2e books it was specifically referenced as their Spellcasting abilities (Including any additional spellcasting power gained from a high Wisdom score). Back then, you'd still retain the rest of your class abilities (+2 to saves, Aura of Protection, Lay Hands, Etc) but you'd lose your spells.

Which, honestly... would be a -really- cool twist for 5e. Have Warlocks and Paladins lose their spellcasting, but retain all other class features.

And then have Oathbreakers regain their spellcasting in their -defiance- of the Sorcerer-Kings, which results in them losing their Noble Status and probably becoming a Hunted Criminal. That would be a heck of a way to go. While maybe Warlocks could try to find another source of power, like the Obsidian Oracle or a different Sorcerer-King.

I also kind of love the idea of a Swords and Sorcery campaign where a Warlock Templar turns against their King, loses their spellcasting ability, but retains things like their Pact Tome, which lets them do -ritual- casting. Could even have NPC Spelless Templar Cultists as a big narrative thing in a campaign where one or more of the players are Templars going after the "Heretics" and wind up learning -why- they all turned against the King... maybe joining forces, maybe even losing their -own- spellcasting once the King finds out about their betrayal...

... damn. Now I kinda wanna write that adventure/campaign...
 

Larnievc

Hero
The default is. There is no such thing as the Forgotten Realms multiverse. But there can be an option for FR enthusiasts to opt in to plug Dark Sun into the Forgotten Realms setting.
That’s not correct. The other worlds exist but the Grey impedes most ways to get out of Athas. You could Spelljam to Krynn in theory but the Athasian Crystal Sphere is huge and chock full of Wildspace monstrosities that could easily devour a Spelljammer.

Dregoth routinely used the Planar Gate to travel the planes and Githyanki from the Astral Plane did a short lived invasion of Athas.
 

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