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?
 

log in or register to remove this ad

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
I know but cantrip should be at will, with several to choose from, same as the Warlock chassis.

Also some flavor issues. For example, I prefer no astral. The "astral construct" is better as a "force construct" relating to telekinesis.
The Flavor Issue can just be renamed in that case.

All these Powers -are- at will. Though I'll grant you the "Several to Choose From" issue.

Personally I'd let people select one discipline at level 1, plus their subclass choice. So you get 2 cantrips and the different ways to enhance them.
Yeah the old classic attack forms become cantrips dealing between d4-d8 with riders. Maybe a d10 Eldritch blast type one.

Psychic damage us better than most damage types comparable to force/radiant I suppose.
It's a thing. Though I prefer the more flexible ones...

Then again... Any Dark Sun character has the option of a Wild Talent in addition to their Psion class feature, so that also kinda pushes things toward "Fixed".

3 cantrips at level 1, 4 at level 3. Works just fine for me.
 

log in or register to remove this ad

Yaarel

He Mage
Yeah the old classic attack forms become cantrips dealing between d4-d8 with riders. Maybe a d10 Eldritch blast type one.

Psychic damage us better than most damage types comparable to force/radiant I suppose.
The telekinetic Psion, which call the "Kinete" (from Greek, compare athlete), can have the Eldritch Blast force damage.

The telekinetic Psion, "Telepath", definitely deals psychic damage.
 

Yaarel

He Mage
The Flavor Issue can just be renamed in that case.
The flavor relates to how spells organize. It does affect structure. For example, it would mean the Kinete can also manifest force constructs.

For me the most important aspects of a Psion are:
• Prescience (divination, teleportation)
• Telepathy (mind-affecting, enchantment, charm, fear, illusion, phantasm)
• Shapeshift (psychometabolism, shapeshifting, healing)
• Telekinesis (force, force construct, telekinesis, fly)
 

Eltab

Lord of the Hidden Layer
It strikes me that the standard Athasian magic-user ought to be a Sorcerer but with the Wizard spell list potentially available. Defiling gets you extra Sorcery Points to use on the spell. At some point - level 10+ - you get access to a "self-reinforcing" mechanic that lets you expand your defiling radius, and the power of the resulting upcast spell, vastly. (You also get hostile attention from The Powers That Be who see you as an upcoming rival.)
After all, the rulers of the city-states are Sorcerer-Kings not Wizard-Kings.
 

Yaarel

He Mage
Possibly the highest slot available for the known spells, must be for the specialization: Prescience, Telepathy, Shapeshift, Telekinesis.

But lower spells known can be from anywhere on the list.

This helps a sense of thematic focus without being too rigid.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
It strikes me that the standard Athasian magic-user ought to be a Sorcerer but with the Wizard spell list potentially available. Defiling gets you extra Sorcery Points to use on the spell. At some point - level 10+ - you get access to a "self-reinforcing" mechanic that lets you expand your defiling radius, and the power of the resulting upcast spell, vastly. (You also get hostile attention from The Powers That Be who see you as an upcoming rival.)
After all, the rulers of the city-states are Sorcerer-Kings not Wizard-Kings.
They're called Sorcerer-Kings to label them as unique Defilers. The Sorcerer class was something 3e invented so people could have "Ancestral Magic Blood" or some such. It doesn't work to apply it backwards just because the name is similar.

Besides. Defiling should be a temptation for all Arcane Users, not just one class. So that the temptation is always present and the harm is clear and numerically represented.

@Yaarel Why would you rename "Telekinetic" to "Kinete"? Is their something particularly Athletic about using mind-powers to punch someone from across the room..?

And, again, you can just rename "Astral" to "Force". It doesn't matter for organizational purposes because what the power already does fits within the telekinetic's arsenal.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter


Yaarel

He Mage
Honestly... just use the KibblesTasty Psion, give them one extra Power from the Talent list at the bottom of this document:

And then give them a Wild Talent, like everyone else, which also allows them to take one of the talents at the bottom of that document -or- use the Wild Talent feat (With the Psi Die) from this document:

Tadaaaaah...
There is too much in the KibblesTasty Psion that I want to tweak or fix.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
"Telekineticist" has too many symbols.

So did a linguistic check to create etymologically correct English form. Hence.

Kinete ['kɪ.nit]
Do you mean too many letters or too many syllables?

Telekinetic. 5 syllables. Also "Kinete" would not be "Kih Niht" it would be "Kih Neet"
There is too much in the KibblesTasty Psion that I want to tweak or fix.
I have a feeling it's going to be that way for you no matter -what- Psionic character classes become available because you have an incredibly specific idea of how Psionics work that is particularly unique. Unless you build it from scratch, I don't think you'll ever find someone else designs the same thing.
 

Remove ads

Top