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D&D 5E (+) What would you want for 5e Dark Sun?

Steampunkette

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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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@Stormonu I disagree with the idea of erasing the Good/Evil nature of Dragons and Avangions. Dragons and Defilers -are- evil. They're destroying the world and all the things in it for their own increased power.

I could see arguing for a change in Lalali-Puy's story where she's trying to become better instead of trying to become the Oba for real with everyone thinking she's a better person that she is. But defilers cannot become Avangions. You have to preserve the whole way up the path to becoming an Avangion... Which would make the story -heartbreakingly- good.

Lalali-Puy, the person who hunted Aarakocra almost to extinction, learns the error of her ways and seeks redemption. But that redemption, while attainable, has limits. She will never become an Avangion, even as she strives to be a better person than she was. Because some lines, once crossed, are just -crossed-. You can't try to commit genocide and then be truly rewarded by the forces of Good for turning away from what you did... Very poetic and cool.

Redemption without Reward.

I meant the concept of those subclasses not name I found the name fine but would like a formal title.
apotheosis is a funny thing the borderline immortal unkillable dragon with a name beginning with b is more or less a living god so what she would want is a different form and the ability to act on a larger scale, plus merging herself into the system she would control.

why not the way of the flesh?
Oh, I was just throwing them out as formal in-canon names, yeah. Something the people in the world can use instead of "Psychoportation" that doesn't try to invent a new word. As for the class? Just stick with Psion or Psionicist and then have the subclasses be Ways, I guess?

As to "Way of the Flesh"... it sounds a bit on the graphic side. >.>
 

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does it include making yourself cable of no longer needing food or perfection of one's form?
For example. The concept of the (psionic) magic of the Alfar relates their superlative beauty and health.

Similarly, the "cliff giants" (risar) are usually human size, but can attain unlimited sizes. Their growth relates to their intention. One saga has two brothers, where one is human size and the other is the size of cliff. These beings personify shamanic magic, and are considered the most beautiful beings (and strong of course). The wording is different, but some interpret the giants to be even more beautiful than the Alfar.

Odin never ate food, and only drank wine.

Surviving a snow storm and starving for days or weeks, also takes mental fortitude.

Traveling outofbody is important, literally thru this world, not some other "spiritual world".

The themes are ubiquitous.



then why would they revere Odin, he is not particularly moral nor is he too strong to defeat thus he is closer to competition than a master?
Odin is important in Denmark. Odin is surprisingly irrelevant in Norway. Norway is more about Thor. Sweden is more about Frey.

In Norway, the popular sky nature spirits are Thor, Frey, Njord, and Ull.

In any case, the idea is, Odin is the mind that organizes the cycles of the seasons and of the sun and moon and stars. This cycle itself is beneficial to humans, even if it is dangerous for a human to interact with him personally.



I am getting a more compare and contrast theme with primal and psionic like two half of the same coin but with a difference that makes them separate like divine casters and arcane casters.
I dont know if the psion-primal coin is symmetric with the arcane-divine coin.

I view the psion-primal division as mainly humanoid-versus-nonhumanoid. Here nonhumanoid includes the elements and the plants. (Still, a psionic Psion can become a Beast, and a primal Druid can make a Humanoid ferocious and brave.)

The protosciences of the medieval period ended up splitting between something like "chemistry versus psychology".

In that sense, I view "divine" as more about "archetypes, ideals, symbols, and meaning of life".

Oppositely, "arcane" is more about chemistry, quantum states, mathematical astronomy, and so on. Still the very ancient concept of Hellenistic "magic", that certain objects (different kinds of plants, stones, spoken formulas) are also part of "arcane", as spell components.

Still arcane and divine feels like two sides of the same coin, and psionic and primal feels like two sides of the same coin.
 

I see a lot of Jedi/Sith parallels to preserving/defiling, and the old adage "one you start down the path of the dark side, forever will it dominate your destiny!" being a outlook paralleling preserving/defiling.

But there are rules back in the original edition for purging one's self of the taint of defiling. And a redemption story arc can be good, if done sparingly. Lastly, there is always the case of Lalali-Puy may want to take up the path of preserving (as you mentioned), but becoming one might end up with a cost she isn't (yet) prepared to undertake - with her taking up shortcuts or drifting back into her old ways (that could corrupt her in ways yet unforeseen).

Mostly, opening up the possibilty gets away from the samey-ness of "everyone wants to become a dragon king (or queen)!"
 

I see a lot of Jedi/Sith parallels to preserving/defiling, and the old adage "one you start down the path of the dark side, forever will it dominate your destiny!" being a outlook paralleling preserving/defiling.

But there are rules back in the original edition for purging one's self of the taint of defiling. And a redemption story arc can be good, if done sparingly. Lastly, there is always the case of Lalali-Puy may want to take up the path of preserving (as you mentioned), but becoming one might end up with a cost she isn't (yet) prepared to undertake - with her taking up shortcuts or drifting back into her old ways (that could corrupt her in ways yet unforeseen).

Mostly, opening up the possibilty gets away from the samey-ness of "everyone wants to become a dragon king (or queen)!"
Yeah... you're right. After all, that's how Oronis is becoming an Avangion even though he, too, was a defiler.

I'd just like to keep the Avangion content pretty minimal, overall. Have Oronis most of the way down the path (With all the problems that has caused for Kurn), have Lalali-Puy just starting to take the most tentative of steps onto that path...

That would be pretty cool for the setting, yeah.
 

can you describe in what way for both those positions so a practical solution can be made so this fun thread does not stop being fun?

For me, the solution is to divide 5e Dark Sun into sections.

The first section is for the purists and minimalistically represents the original AD&D 2e Dark Sun box. So for me, only the original lineages and class concepts in the box should be in the first section, albeit translated into modern D&D 5e game sensibilities.

The box has a minimal cosmology. The only planes that matter in Dark Sun are the Elemental Planes plus the Material Plane. The word "ethereal" seems to not even exist. Presumably the Material Plane adjoins the Elemental Planes directly. (An other way to say this, is these Elemental Planes are part of the Material Plane, overlapping it.) The Material Plane itself has two aspects. The Positive Material Plane (where positive energy ≈ preserving) and the Negative Material Plane (where negative energy ≈ defiling). Meanwhile the entire "Cosmos" is these five planes, Elemental and Material together. The entire Cosmos together is a kind of fifth element. There is a stray comment that fiends can exist in Dark Sun, but are rare and if magically summoned. These lineages, class concepts, and Cosmos, are the only tropes that belong in the first section.

The second section is for options. Where the first section is nihilistically dystopian, the second section can feature some of the "good cities", including a utopian mage city, but also the free cities without slavery, and other interesting places around the planet. The second section is also for players who want to play Dark Sun versions of Barbarian, Bard, or Warlock. I like 5e Paladin as Templar in the first section, but perhaps there are kinds of oaths. Perhaps the running Elves have monks? Explaining how to become a dragon or an avangion at epic level can go in this section. Anyway, the second section is for ideas to expand beyond the first section. DM will pick and choose which options they are into.

The third section is for crazy stuff like Spelljammer, if that is what some players want to do.
 
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Yes.

I want modern Dark Sun. I want options.

I already have Dark Sun from decades ago.
That's not "Modern Dark Sun".

Modern Dark Sun would be an update like Ravenloft did where the narrative elements are preserved and the setting is brought into the modern day when it comes to social and cultural sensibilities. Where new stories are told against the old backdrop and characters still burn in the blast-furnace heat of a postapocalyptic desert-land.

Where different aspects are codified and structured against a modern understanding of the elements that make them interesting. Barovia's story didn't significantly change just because they acknowledged the specific genre of horror that it is, y'know?

Where individual characters and stories can be changed to be more compelling or interesting, while still retaining all the flavor of the original.

What you want is multiple campaign settings which have some elements in common, but aren't the same setting. That's why I asked if you wanted 2-3 different versions of the setting. And at least one of those settings to not be Postapocalyptica.

Which is like asking WotC to reprint Barovia without the Gothic Horror. "It can still be a horror setting. I just don't want it to be Gothic horror."
 

In my opinion though, those terms don't fit into the Dark Sun setting's culture though.

They (chirurgeon aside) are very reflective of a near-scientific, analytical, academic attitude to psionic powers. And I'd speculate that's where the real-life terms originated from, people trying to use the new(ish...) tools of science and rationality to examine claims of extraordinary abilities. An analogy would be how the term 'lion' is used for the animal in common discourse, but among scientific circles, since Cuvier and Linnean classification, the same creature would be 'Panthera leo' (or possibly even 'the mammalian placental carnivoran felid Panthera leo')
IIRC, halflings had this whole golden age thing with lots of psionics, right? So they studied psionics extensively. The words could be a holdover from that time.

If you really wanted to, you could just abbreviate the words in a way to suggest they've been altered a bit through the ages. Telekinesis could be Telkinsis or Teek, and people use that in everyday language, and only the scholars really care about those extra "proper" syllables.
 


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