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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Urriak Uruk

Gaming is fun, and fun is for everyone
5e Eberron should have stayed separate, so that the default is the Forgotten Realms multiverse has no existence. Now the damage is done. It destroyed the Eberron setting. Once upon a time, Eberron was a setting where the existence of gods was genuinely unknowable. The subjectivity of the divine power source was an important part of the feel of the setting. But now in 5e, the Forgotten Realms gods objectively exist and everyone in Eberron are simply ignorant idiots who dont know the Truth. The damage to the feel of Eberron is catastrophic.

Baker has in discussions tried to walk it back by suggesting the Forgotten Realms gods themselves are not necessarily gods. But the damage is done.

@Steampunkette

Yeah, linking unrelated settings together, mutually changes their respective stories.

The Eberron book doesn't mention Forgotten Realms, not once. Them sharing the same multiverse does not destroy Eberron.

Even if I agreed with you (and I don't), you're essentially arguing "This bad thing happened to Eberron, let's make it happen to ALL settings!"

Nothing wrong with mentioning how Dark Sun is part of the Great Wheel, but is cut-off from the Outer Planes (much like how Eberron is). You don't need to refer to other published settings at all.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
5e Eberron should have stayed separate, so that the default is the Forgotten Realms multiverse has no existence. Now the damage is done. It destroyed the Eberron setting. Once upon a time, Eberron was a setting where the existence of gods was genuinely unknowable. The subjectivity of the divine power source was an important part of the feel of the setting. But now in 5e, the Forgotten Realms gods objectively exist and everyone in Eberron are simply ignorant idiots who dont know the Truth. The damage to the feel of Eberron is catastrophic.

Baker has in discussions tried to walk it back by suggesting the Forgotten Realms gods themselves are not necessarily gods. But the damage is done.
... I legitimately don't know what you're talking about, here.

In Eberron: Rising from the Last War, the 5e Campaign setting, the Faiths of Khorvaire pretty much reads -exactly- like it did back in the OG Campaign setting back in the 3era. No one has widespread -proof- that any God exists 'cause while clerics get power there's no way to prove it comes from the Silver Flame or the Sovereign Host. Meanwhile the Elves worship their Ancestors and get magic, too, so are we -all- gods who can grant power? 'Cause last I checked "Old Dead Elf" doesn't by default mean "Deity".

So there are people who are Atheists, or who worshipped one group or another and lost their faith. It's even got an "So you lost your faith?" table with different entries you can roll against to randomize your crisis of faith.

Eberron is it's own world in the D&D Multiverse. Faerun having all the gods and demigods and quasi-god entities in the world has 0 effect on whether or not Eberron's deities are actually real or not.
 

Larnievc

Hero
The damage to the feel of Eberron is catastrophic.
See, I don't understand why this is important. 4th ed Dark Sun said that the Gods died in the Dawn War which is in direct contradiction to the law in the 2nd ed/3.5E lore. In 2nd ed Athas was a planet and in 4th ed it was a point of stability in the elemental chaos or something along those lines. When we played both realities were true: you could with some great difficulty spelljam to Athas and at the same time walk out from the Tablelands and into the elemental chaos and out through a volcano into Krynn.

But it doesn't matter. I happily DM'd games in the that Athas but I hope 5E will go back to 2nd ed/3.5E lore. We used the same PCs they rolled up in the late 90s in 2nd ed, then 3.5E the 4th ed. The changes in the past existence of the Gods over the versions didn't matter.
 


Larnievc

Hero
I definitely think there shouldn't be a Weave on Athas, but depending on how much they change the default lore in the PH, it may or may not be there.
No reason why it shouldn't. The concept of the Weave is a perfectly fine explanation for magic. For me having a more brutal, unforgiving source of magic fits my idea of Dark Sun but horses for course and all that.

It like when I run a game in the Realms psionics (when anyone uses it) comes from interactions with the Far Realm but in Dark Sun psionics is just an inherent thing with no Far Realm baggage. Exactly the same mechanics but the in universe explanation for them is different.
 

Larnievc

Hero
... I legitimately don't know what you're talking about, here.
I think I might get it: S/he thinks with the changes to the existence of the Gods and the attachment of Eberron to the core D&D cosmology mean that Eberron is no longer it's own thing equal in cosmological scope to Forgotten Realms but now just a sub setting within the over arching Forgotten Realmsverse.

Of course I'm very likely wrong but that's what it comes across as.
 

Micah Sweet

Level Up & OSR Enthusiast
No reason why it shouldn't. The concept of the Weave is a perfectly fine explanation for magic. For me having a more brutal, unforgiving source of magic fits my idea of Dark Sun but horses for course and all that.

It like when I run a game in the Realms psionics (when anyone uses it) comes from interactions with the Far Realm but in Dark Sun psionics is just an inherent thing with no Far Realm baggage. Exactly the same mechanics but the in universe explanation for them is different.
Of course they can include the Weave, I just don't personally like a FR-centric explanation oc magic being the default for all of D&D. Ic I had my way, it either wouldn't be in the PH at all, or it would one of several possible explanations. Either would be fine.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
The Dark Sun book, Earth Air Fire Water, specifies that the element of water gets destroyed. But I dont have it at hand to give a quote.
@Larnievc

Here's the quote:
Their evil spells turned everything to ash, and all ambient moisture was lost. And this was new. Water had evaporated, frozen, boiled, and passed through the systems of a billion beings, but it had never before been destroyed.
AMBIENT moisture.

A bucket of water would be unaffected, but the water in the air or in soil is destroyed. Part of how they destroy all the life in an area for Millenia to come.
I think I might get it: S/he thinks with the changes to the existence of the Gods and the attachment of Eberron to the core D&D cosmology mean that Eberron is no longer it's own thing equal in cosmological scope to Forgotten Realms but now just a sub setting within the over arching Forgotten Realmsverse.

Of course I'm very likely wrong but that's what it comes across as.
Ahhhhh... Yeah. That makes more sense!

For Yaarel: Dragonlance, Dark Sun, Forgotten Realms, Ravenloft, Mystara, Greyhawk, Birthright, and others all existed in the same Universe back in 2e. Planescape and Spelljammer both had ways to travel from one world to another. That didn't mean that the people of Athas were "Fools" for not worshipping the deities of Greyhawk. Nor did it mean the Dragonlance people were fools for not calling out to the Forgotten Realms deities when their own Krynnian Deities went silent.

It just meant that other worlds had confirmable gods.

Same thing in 3e, basically. 4e, too. And now 5e.

Each world has it's own gods (Or not!). And from Planescape's perspective -all- of us are morons for believing in any gods at all 'cause Planescape characters can walk through a portal and say "Hi!" to the gods of any given world. Or carve up the corpses of long-dead ones.
Of course they can include the Weave, I just don't personally like a FR-centric explanation oc magic being the default for all of D&D. Ic I had my way, it either wouldn't be in the PH at all, or it would one of several possible explanations. Either would be fine.
Yeah... If they put the Weave into Athas it's just going to be a -massive- headache for everyone. They should just discard that silly notion before they start in on the book.
 

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