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
sounds like a mix of cleric, diviner and that is the problem not to say that is a bad idea.
All fullcasters share spells in common. That is how D&D classes work. Druid and Bard share beast and plant spells in common. Druid and Wizard share elemental spells in common. And so on. All spellcasting classes overlap with each other.

Mindbender was a joke suggestion named for this fellow.
Heh, maybe the psionic discipline is called "Mindplay" and the disciple is called "Player".

Maybe "Mindgame".
 

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Yaarel

He Mage
but psionic shape-shifting sounds generic even meatwizards sounds more like a formal group.
"Psychometabolism" is too technobabble.

Instead, "shapeshifter", "form traveler", and "skin walker", are similar terms for the same or similar concept.

Note, a shapeshifter isnt an elementalist. So, the spell Stoneskin relates to the earth element, and the spell Gaseous Form relates to the air element, etcetera.

Shapeshifting is mostly about the forms of humanoids and beasts.
 

Maxperson

Morkus from Orkus
Warlocks I disagree on - Patrons should just solely be Sorcerer Kings. For my money, you actually make Templars into Warlocks, then have multiple Sorcerer-King patrons (and/or make existing Patrons syncretic with certain Sorcerer-Kings - i.e. X Sorcerer-King is the "Undead" patron and so on). Their powers feel pretty right for it.

Paladins I think either need to go or become Templars as well. I think just go though personally. Bards probably should just go despite obviously being my favourite class.
I wouldn't mind seeing them make Pact of the Nature Spirit for those who want to Warlock without being beholden to the Sorcerer-Kings.
 

Mind of tempest

(he/him)advocate for 5e psionics
All fullcasters share spells in common. That is how D&D classes work. Druid and Bard share beast and plant spells in common. Druid and Wizard share elemental spells in common. And so on. All spellcasting classes overlap with each other.


Heh, maybe the psionic discipline is called "Mindplay" and the disciple is called "Player".

Maybe "Mindgame".
I meant in the thematic sense I am not certain what I would want but I will think about it.
"Psychometabolism" is too technobabble.

Instead, "shapeshifter", "form traveler", and "skin walker", are similar terms for the same or similar concept.

Note, a shapeshifter isnt an elementalist. So, the spell Stoneskin relates to the earth element, and the spell Gaseous Form relates to the air element, etcetera.

Shapeshifting is mostly about the forms of humanoids and beasts.
I am not legally allowed to suggest Ozi̮rmok, Klavigar or Karcist as those are taken, maybe look in to further away languages as it needs some more iconic than shapeshifter.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
So... on the note of "Technobabble"?

It's -meant- to play into Paranormal Ideation. Into ESP and Telekinetics. Into Metaphysical Manifestations and Astral Selves traversing Inner Space.

Arcane magic has Necromancy and Evocation and Psionics has Psychometabolism and Clairsentience. Because these terms have cultural weight to them. To the idea of psychic power and paranormal activity. Magic can make a corpse talk, but Psionics invites the spirit into the body to speak through a medium.

I understand the desire to come up with new terms... but it's just gonna come off as really hokey. Like every MMORPG that has playable Elves but gives them some new setting-specific name that it insists you use. Like Aion and it's Elyos and Asmodians like they can't handle the fact you're playing either an angel or a demon in their setting so they try to hide Elysium and Asmodeus behind new terms for their "Particular Brand" of the exact same stuff.

And I fully say this knowing that I got -deep- into working on a campaign setting where Elves and Dwarves were the Alfar and Dwergi 'cause I was playing with language-roots for formal names while humans just called 'em Elves and Dwarves (Like y'do).
 

Mind of tempest

(he/him)advocate for 5e psionics
So... on the note of "Technobabble"?

It's -meant- to play into Paranormal Ideation. Into ESP and Telekinetics. Into Metaphysical Manifestations and Astral Selves traversing Inner Space.

Arcane magic has Necromancy and Evocation and Psionics has Psychometabolism and Clairsentience. Because these terms have cultural weight to them. To the idea of psychic power and paranormal activity. Magic can make a corpse talk, but Psionics invites the spirit into the body to speak through a medium.

I understand the desire to come up with new terms... but it's just gonna come off as really hokey. Like every MMORPG that has playable Elves but gives them some new setting-specific name that it insists you use. Like Aion and it's Elyos and Asmodians like they can't handle the fact you're playing either an angel or a demon in their setting so they try to hide Elysium and Asmodeus behind new terms for their "Particular Brand" of the exact same stuff.

And I fully say this knowing that I got -deep- into working on a campaign setting where Elves and Dwarves were the Alfar and Dwergi 'cause I was playing with language-roots for formal names while humans just called 'em Elves and Dwarves (Like y'do).
it is more the names of the casters I hate, egoist, sound bad to everyone plus psionics is less codified thus changing them to sound less unpleasant to speak or hear is not a bad idea, dwarves and elves are that way after one mad made it that way.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
it is more the names of the casters I hate, egoist, sound bad to everyone plus psionics is less codified thus changing them to sound less unpleasant to speak or hear is not a bad idea, dwarves and elves are that way after one mad made it that way.
Oh absolutely, the names that were chosen for the different caster types, like egoist, were absolutely terrible and have minimal if any weight in cultural consciousness.

Meanwhile things like pyrokinesis have a heavy weight in cultural consciousness thanks to things like the movies Carrie or Hellboy. Same thing with words like clairvoyant or telekinesis. Even telepathy.

Psionicist, Psion, Mystic, Psychic Warrior, Soulknife, and even Wilder all have at least a few decades of weight to them.

If you introduce a D&D player and nerd to a Zeitmeister they're going to ask what he can do. And when you say well he can use the power of his mind to accomplish various tasks by applying force at a distance without using magic... They're going to ask why you didn't call him a psionic or a psychic or a telekinetic.

Or they'll just say "Oh, like a psychic, right?" Or some nerdier variation of that question. I sincerely feel like it's better just to rip off the Band-Aid and call them psionic from the start.
 

Mind of tempest

(he/him)advocate for 5e psionics
Oh absolutely, the names that were chosen for the different caster types, like egoist, were absolutely terrible and have minimal if any weight in cultural consciousness.

Meanwhile things like pyrokinesis have a heavy weight in cultural consciousness thanks to things like the movies Carrie or Hellboy. Same thing with words like clairvoyant or telekinesis. Even telepathy.

Psionicist, Psion, Mystic, Psychic Warrior, Soulknife, and even Wilder all have at least a few decades of weight to them.

If you introduce a D&D player and nerd to a Zeitmeister they're going to ask what he can do. And when you say well he can use the power of his mind to accomplish various tasks by applying force at a distance without using magic... They're going to ask why you didn't call him a psionic or a psychic or a telekinetic.

Or they'll just say "Oh, like a psychic, right?" Or some nerdier variation of that question. I sincerely feel like it's better just to rip off the Band-Aid and call them psionic from the start.
pyrokinesis can't be a full subclass in dnd as it would be like making a pyromancer wizard class mostly redundant, if we have it I would rather dump it in a subclass built on using such elemental attacs, the mystic had one so it is not with out precedence also avoids cluttering up the kinetic with lots of damaging elemental spells.
call the class psionic works, would give it options for what to call it if you find it to sci-fi for fantasy.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
pyrokinesis can't be a full subclass in dnd as it would be like making a pyromancer wizard class mostly redundant, if we have it I would rather dump it in a subclass built on using such elemental attacs, the mystic had one so it is not with out precedence also avoids cluttering up the kinetic with lots of damaging elemental spells.
call the class psionic works, would give it options for what to call it if you find it to sci-fi for fantasy.
I didn't intend for it to be a class or subclass I was just pointing out the cultural weight of the word.

Using it as an example.
 


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