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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Yaarel

He Mage
The best part about allowing each lineage to have a variety of traits to choose from is, it creates the flavor that the lineage has all of these traits − without becoming overpowered because any particular individual of the lineage only has one or so of these traits.
 

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Ath-kethin

Elder Thing
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?
I wouldn't whine too much if this list was followed, though I do disagree on a few points.

But for myself I would like 3 things from a 5e Dark Sun:

1) Defiler and Preserver pretty much cannot be subclasses - these terms describe methods of casting spells, not intrinsic and immutable classifications for the casters. The 'portable subclass' idea WotC has floated recently has some potential here, but it would be much simpler to just add a differentiating mechanic. The longer casting time and slower spell progression of 2e could be reintegrated here.

This could be a major change from 5e's basic design, but one I think has been a long time coming.

2) I would like people to recognize that Dark Sun has always been a high-magic setting; much higher magic than most. They called the magic 'psionics' but they gave it to almost everyone. That's more magic than even Eberron packs.

3) I would like the art to depict thr-kreen as insectoid (see the 2e art by Baxa and Brom and DiTerlizzi) rather than depicting them as basically humans with bulky skin and extra arms.

And then I will be happy til the end of my days.

thrikre2.gif
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
I wouldn't whine too much if this list was followed, though I do disagree on a few points.

But for myself I would like 3 things from a 5e Dark Sun:

1) Defiler and Preserver pretty much cannot be subclasses - these terms describe methods of casting spells, not intrinsic and immutable classifications for the casters. The 'portable subclass' idea WotC has floated recently has some potential here, but it would be much simpler to just add a differentiating mechanic. The longer casting time and slower spell progression of 2e could be reintegrated here.

This could be a major change from 5e's basic design, but one I think has been a long time coming.

2) I would like people to recognize that Dark Sun has always been a high-magic setting; much higher magic than most. They called the magic 'psionics' but they gave it to almost everyone. That's more magic than even Eberron packs.

3) I would like the art to depict thr-kreen as insectoid (see the 2e art by Baxa and Brom and DiTerlizzi) rather than depicting them as basically humans with bulky skin and extra arms.

And then I will be happy til the end of my days.

View attachment 138946
On Defiling: My current direction is to axe Sorcerers from the game and use their Metamagic and Flexible Casting class features for all Arcane Spellcasters as an intrinsic part of the world. The only problem is that you won't get a pool of Sorcery Points. Instead, the area you're in will have a specific amount of sorcery points you can tap into in order to apply metamagic to your spells or generate spell slots.

That is, of course, Defiling. And once those points are spent they are completely gone, the land barren and ashen by your selfish desires for more power. With all the negative connotations thereof.

On High Magic: Disagree. I feel like it's more Sword and Sorcery. Yes, everyone has a Wild Talent (Or at least the option of one, in my suggestion), but that doesn't mean they'll -ever- see play. If I've got a 1d6 Psychic Damage mind-punch that works at 60ft range or a javelin that deals 1d8+strength and doesn't require a saving throw I'm gonna throw the javelin, you know? Especially when fighting Athasian monsters that often have some measure of psionic resistance.

It's the question in writing of Show don't Tell. By giving everyone wild talents you're telling them there's a ton of supernatural power in the story. But when they go unused you're not showing it. And by and large they don't get shown. Especially among the populace of NPCs that do not have Wild Talents. Players get them, but not NPCs.

Though also of note: It's always been at the DM's Discretion, rather than an automatic thing. Yeah, the boxed set says that all player characters get a Wild Talent, but refers you to the Complete Psionics Handbook to find out what Wild Talents are and how you get them. Lots of DMs said "Nah." because they didn't wanna buy a book and a box in the same month (Both came out in October) or decided to let people be Psionicists from the book (If they had it) but not have Wild Talents.

Thri-Kreen as more Buggy: I mean... yes. 100% Yes. There's no reason to just make them "Dudes with four arms". They're meant to be incapable of speaking human languages so you get some full on Star Wars vibes. It is very important that they be inhuman.
 

Yora

Legend
With sorcerers being quite explody happy, I think having Defiler as a sorcerer bloodline might be a good way to include them.
And templars should be a warlord pact, not a cleric domain.
 

Faolyn

(she/her)
The intention was to double layer crit opportunities since the weapon will break on a hit. Either you roll the 20 on a 5% chance -or- you get the 6, 7, 8 for a 37.5% chance of landing a crit on the d8. 16-20 would be a 20% chance to crit.

If you're on Chrome it might be your Zoom level. Depending on screen/device and your individual settings the zoom can really mess things up.

Adding it as a PDF here, just in case.
Thanks for the PDF. I do keep it zoomed in a bit, so I'll check if it's that.

My thought was just that, it breaks anyway, so just get rid of the second die roll to include the odds in the first. But either is OK.
 

Mind of tempest

(he/him)advocate for 5e psionics
The Psion Shapeshifter can cover most or all of these shapeshifting tropes. So Shapeshift applies.


The Psion Prescient can also Bless (manipulate time/fate) and Teleport (manipulate space, remote presence), so accesses active spells, as well as passive spells.


I can live with Mindbender, and it connotes both enchantment and illusion.

Currently I am leaning toward "Seid" (seiδr), and maybe Seidfolk or Seidworker. It is kinda exactly what this is.

So either Mindbender for plain English or Seidfolk for exotic English are fine with me.
but psionic shape-shifting sounds generic even meatwizards sounds more like a formal group.

sounds like a mix of cleric, diviner and that is the problem not to say that is a bad idea.

Mindbender was a joke suggestion named for this fellow.
1624808030188.png

I wouldn't whine too much if this list was followed, though I do disagree on a few points.

But for myself I would like 3 things from a 5e Dark Sun:

1) Defiler and Preserver pretty much cannot be subclasses - these terms describe methods of casting spells, not intrinsic and immutable classifications for the casters. The 'portable subclass' idea WotC has floated recently has some potential here, but it would be much simpler to just add a differentiating mechanic. The longer casting time and slower spell progression of 2e could be reintegrated here.

This could be a major change from 5e's basic design, but one I think has been a long time coming.

2) I would like people to recognize that Dark Sun has always been a high-magic setting; much higher magic than most. They called the magic 'psionics' but they gave it to almost everyone. That's more magic than even Eberron packs.

3) I would like the art to depict thr-kreen as insectoid (see the 2e art by Baxa and Brom and DiTerlizzi) rather than depicting them as basically humans with bulky skin and extra arms.

And then I will be happy til the end of my days.

View attachment 138946
the more alien older designs were nice to give a nod different they feel, if they find mantis to limiting for features both termites and roaches are also related.
With sorcerers being quite explody happy, I think having Defiler as a sorcerer bloodline might be a good way to include them.
And templars should be a warlord pact, not a cleric domain.
I would make defiling something you can choose to do at any point and it always makes your spells better so that players will almost slip in to it out of the desire to win, or power or just to roll more dice.
 





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