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
Regarding Dray. I dont want to see them in the first section for purest Dark Sun. But they might make sense in the second section for thematically appropriate options, with the understanding that this Dragonborn ethnicity is an accidental byproduct of arcane experiments that were trying to figure out how to become the first draconic Sorcerer Kings.

Dray makes sense to me as a dragonborn subrace... they're not very different in build to the draconblood dragonborn.
 

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Stormonu

Legend
A lot of design time has gone by since the original release, and I would like to see any new version take into account how things have changed, been added and dropped from design since the original set came out. That’s a Van Richten level rewrite of Dark Sun, but if I wanted a “pure” Dark Sun, I’d stick to the books I already have.

However, I would prefer Dray, Half-giant and Thri-Kreen to be in the “optional” races allowed, as they are relatively rare in the tablelands and present some interesting RP challenges to play.
 

Yaarel

He Mage
A lot of design time has gone by since the original release, and I would like to see any new version take into account how things have changed, been added and dropped from design since the original set came out. That’s a Van Richten level rewrite of Dark Sun, but if I wanted a “pure” Dark Sun, I’d stick to the books I already have.

However, I would prefer Dray, Half-giant and Thri-Kreen to be in the “optional” races allowed, as they are relatively rare in the tablelands and present some interesting RP challenges to play.
Are you saying something like, move Dray, Half-Giant, and Thri-Kreen into the background "second section"? Or make all three part of the foreground "first section"?
 

Stormonu

Legend
Are you saying something like, move Dray, Half-Giant, and Thri-Kreen into the background "second section"? Or make all three part of the foreground "first section"?
I’d prefer to do it similar how to it is done in the PHB. Present the “core” races first, then present these races (with an explanatory sidebar) before moving on to doing the same thing with classes. A quasi second section, but within the same area so you aren’t hunting back and forth throughout the book to find things.
 

Yaarel

He Mage
@Stormonu

So the core lineages of Dark Sun, in the foreground first section are:
• Human
• Elf (and Half Elf)
• Dwarf (and Half Dwarf)
• Halfling
• Giant (namely Half Giant)
• Thri-Kreen

Any other lineages go into the second section (fit thematically) or the third section (dont fit thematically).
 
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Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
@Stormonu

So the core lineages of Dark Sun, in the foreground first section are:
• Human
• Elf (and Half Elf)
• Dwarf (and Half Dwarf)
• Halfling
• Giant (namely Half Giant)
• Thri-Kreen

Any other lineages go into the second section (fit thematically) or the third section (dont fit thematically).
Mul are not half-dwarves. They're Mul.

I know they're, racially, half-dwarves. But that's in story only. Their actual racial traits have nothing to do with 5e Dwarves.

So you'd probably do:

Aaracokra
Dwarf
Elf
Gith
Half-Elf
Half-Giant
Halfling
Human
Mul
Thri-Kreen

With practically no subrace options. Elves in Athas don't come in "Wood" and "Dark" flavors, after all.

And then a "Wasteland Mutant" entry. This entry would give DMs advice to introduce other playable races that players desperately want to play into the setting in a way that is both cogent and fits the setting narrative. You wanna play a Tabaxi, this is how you do it. Same for Tiefling or Half-Orc. With an inset reminder that Wasteland Mutants are, not -exactly- but essentially, unique. If you play a Tiefling in Dark Sun as a Wasteland Mutant don't feel bound by the Tiefling race description in your character's appearance, but also don't expect to ever see another person like you and you'll most likely face a stigma because of it.

'Cause while you have the Tiefling Stat block you're actually a mutant human/elf/dwarf/half-giant/halfling/whatever.

And then you can do the Subraces as a Wasteland Mutant option for the different races. Dark Elves are just Desert-Elves who got too friendly with magical fallout while they were kids.

But also have that Wasteland Mutant Entry flatly say "This should not be a general practice for Dark Sun games, but only an option for players who feel they need a specific set of racial bonuses to fulfill their character idea/class features. You should try to limit yourself, as a player, to the standard races for the setting to maximize the Athasian feel."
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
Also: I feel like the simplest solution to Defiling is to axe Sorcerer as a class, then give every arcane caster access to the Metamagic class feature (complete with generating spell slots) from level 1 with a catch.

You don't have Sorcery Points. You never gain them. The land has a certain number of Sorcery Points in an area and once they're used up they are gone.

So that everyone tempted to Defile gets to see exactly how much harm they're doing to the area in a neat little score that drops (Plus DM Description, of course). And if you're in a fight with a Defiler, you get to see precisely how much damage -they're- doing to the environment... and must face the temptation of Defiling, -yourself-, in order to end the fight more quickly and reduce the damage that Defiler is already doing...

With all the nifty consequences thereof.
 

Faolyn

(she/her)
@Stormonu

So the core lineages of Dark Sun, in the foreground first section are:
• Human
• Elf (and Half Elf)
• Dwarf (and Half Dwarf)
• Halfling
• Giant (namely Half Giant)
• Thri-Kreen

Any other lineages go into the second section (fit thematically) or the third section (dont fit thematically).
From what I recall, aarakocra and lizard-folk (different from dray) are also races. Whether they count as core races or not, I dunno.

That being said, it might be awfully annoying to have to flip to different section of the book to find non-core lineages. Either make a common/uncommon section for races, or put a note saying "requires DM approval."
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
From what I recall, aarakocra and lizard-folk (different from dray) are also races. Whether they count as core races or not, I dunno.

That being said, it might be awfully annoying to have to flip to different section of the book to find non-core lineages. Either make a common/uncommon section for races, or put a note saying "requires DM approval."
You mean Pterrans? They're not exactly a base race...

Still. Better to put them in than not. And spread the races into the common, uncommon, rare categories.
 

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