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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Mostly flavor, I'd imagine. But in recently rereading the 2e Monstrous Compendiums for Dark Sun, there appear to be neither fiends of any sort nor fey on Athas. There are, however, a few things that might qualify as GOO-adjacent. Of all the current warlock archetypes, the only ones that seem really appropriate--without reskinning--would be GOO, Hexblade, and Undead/Undying, depending on which one is the better one. I can never remember.
I could live with fiend warlocks in Athas, probably pacting with some fiend that was bound or imprisoned during the long-ago preserver/defiler wars and has been festering for an eon inside a slowly weathering statue under the sand or something. They wouldn't be COMMON, but they could exist without breaking the integrity of setting for me.

GOO warlocks - hmm. Perhaps elder psurlons might work as a patron for this pact. Of course, you could always ask if Rajaat functionally counts as a Great Old One at this point?

Hexblade ... hmmm. That one is harder. The last thing Athas needs is the Raven Queen shoved in there, and it doesn't really have the heritage of legendary weapons that other worlds seem to. But you could always just invent one and say Blackrazor was crafted by Rajaat just before his imprisonment or something.

Celestial warlocks, no. Fathomless warlocks, no. Genie warlocks, no. There might be a few more pacts coming down the line between now and DS5e of course...
 

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pming

Legend
Hiya!

Simply put...just convert the mechanical stuff as best you can. Leave everything else...the art, the descriptions, the fluff, etc...exactly as they were in the FIRST BOX, not the "post Prism Pentad", 2nd Box. The 2nd post-Kaleck (?) was ok...but lost something the 1st box/setting had. Not sure what...but something. I prefer the original. :)

Why so many people think you have to destroy the old in order to "re-imagine" something that was popular and generally successful is something I'm never going to understand. You want new? Create something new.

^_^

Paul L. Ming
 


Faolyn

(she/her)
Hexblade ... hmmm. That one is harder. The last thing Athas needs is the Raven Queen shoved in there, and it doesn't really have the heritage of legendary weapons that other worlds seem to. But you could always just invent one and say Blackrazor was crafted by Rajaat just before his imprisonment or something.
I just ignore the RQ aspect of hexblades. I'm sure there's some intelligent weapons on Athas--with all those psionics, somebody has got to have had their mind stuck in one.

Celestial warlocks, no. Fathomless warlocks, no. Genie warlocks, no. There might be a few more pacts coming down the line between now and DS5e of course...
Actually, I was thinking... it might be possible to see dragons/avangions as the equivalent of celestials or fiends.

I'm actually surprised they never created any sort of mutated or undead genie for Dark Sun, considering they are so elemental-based. They wouldn't have to grant wishes, obviously.
 

Actually, I was thinking... it might be possible to see dragons/avangions as the equivalent of celestials or fiends.

I'm actually surprised they never created any sort of mutated or undead genie for Dark Sun, considering they are so elemental-based. They wouldn't have to grant wishes, obviously.
Actually avangions as celestial pact patron - that's a nice idea i didn't think of. It could work (if 5e decides to have a living avangion in Athas, which to be honest I'd be twitchy about). Though for some reason the dragon/fiend equivalency doesn't seem quite so apt to me. In my head, fiends were always about promoting evil, or tempting people to evil, or spreading evil. Creatures of capital-E Evil in the metaphysical sense. Athas's dragons were just incredibly powerful long-lived evil people.

I think Athas mostly left genies alone because the Al-Qadim line was running at the same time, and that was basically where ALL the genies ended up...
 

AdmundfortGeographer

Getting lost in fantasy maps
Wait, the surfing druids wasn't just a joke that @humble minion was making? Holy cow. Or possibly, holy kank.
Mind Lords of the Last Sea. Seems to be otherwise heavily influenced by the 1960s era The Prisoner TV series. A city state ruled by 3 unstable epic level psionicists, authoritarian surveillance, with even nod towards rover. And nonweapon proficiency for surfing, and druids who use it.
 

Zardnaar

Legend
I loved the life shaping stuff. I wished they didn’t wait until nearly the end of the line to introduce it though because I think there is an amazing fit with the setting if it was part of it from the start.

The surfing druids though… (face palm)

It's what happens when you let freelancers do whatever they want.
The author admitted he expected the material to be cut.
 

I really think Dark Sun needs it's own dedicated subclasses, and enough of them to replace the ones that don't fit flavour wise.

Sure you can reskin things, but as I found with 4e, it doesn't tend to be the same. If I was hacking together a completely different system to run the setting on my own I might be happy with that, but when I'm paying for a publised setting and a developed setting I want the rules to help the sense of immersion in the setting.

Reskinning can be a bit of a struggle flavour wise unless the player really groks the flavour of the setting.
 


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