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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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With the role of elemental clerics, I think genasi would be a great addition as well.
Definitely. Though I'd still want them to be kinda rare-ish? Like not -ridiculously- rare or anything, but not having their own Genasi-Ville out in the Great Alluvial Sand Wastes. They should probably stand out.

And Water-Genasi should probably be viewed like Aasimar might be in another setting.
 


So... the way that Druids work is they choose a specific feature of Athas (A mountain, an oasis, a stretch of desert) and they call up a Primal Spirit.

These spirits are incredibly powerful elementals of their type that inhabit that piece of land as essentially that feature's "Soul". They make a Bargain with the Primal Spirit and gain power in exchange for protecting that specific region of Athas. If the feature is ever destroyed (Essentially impossible for a mountain, much more likely for an oasis) the spirit dies and the druid loses all power 'til they can make a connection with a new Primal Spirit.

Clerics, on the other hand, offer reverence to all the elementals of their chosen element and channel the power of their Elemental Plane into the world, not the power of any one specific elemental. Nor are they tied to a single feature of Athas.

The similarity in the two is because 2e's Druids were a Priest class, rather than their own thing. Even when they were their own entire thing in 3e they still used Divine magic. It wasn't until 4e that Primal magic was a seriously expressed separate concept (One of the best things to come out of 4e, honestly). It took the 3e divide of Cleric and Druid no longer being Priests and went even further in creating distinction!

And then they made the Dark Sun Setting and crapped all over that distinction.

Essentially making them interchangeable in that aspect for the purposes of the setting. You walk into Kled and ask to see the Sun Priest and he could've been a Cleric or Druid... or literally anyone else who picked that specific theme. You could have a Warlord pick the Elemental Priest theme and it would be equally valid to have him be that, rather than an actual, y'know... Priest.


And the Theme itself? Is labeled PRIMAL even though the Elemental Priests of Dark Sun were Divine Casters.

And that's not even getting -into- the way Tieflings were introduced into the setting as another "Our ancestors bargained with Devils" schtick right out of the FR design complete with unified appearance, Kalashtar of Eberron were humans that got -so trained- in Psionics they reached out to the Far Realm... Just so much. -so- much.

4e's kitchen sink approach was very wrong for the setting...
so cut the kitchen skin but why keep clerics if the druid can do much the same job? we have a glut of cleric subclasses.
 

so cut the kitchen skin but why keep clerics if the druid can do much the same job? we have a glut of cleric subclasses.
Honestly... You're not wrong.

The big difference is in their relationship with the elements, where the Druids are coequal with the Primal Spirit they're working with, while the Clerics are doing the big prayer-temple-culture thing.


(Using the song and the attached over the top presentation as an example of the imagery I'm referring to. Big dramatic presentations of in-game religion and ceremony.)


I think that, combined with the difference in spell availability (Druids having way more plants, clerics having way more healing/radiant focus) creates enough distinction. But I'm willing to accept that it's not enough and that one or the other might wind up cut.
 

I think it would be possible to have Elemental Paladins, possibly a psychic Paladin (among halflings, most likely) as well as Templar Paladins. Oaths would need to be tweaked, probably to uphold the goals of the elemental forces (Devotion) or avenge the abuse of the land (Vengenance).

Personally, I’d like to keep Sorcerers around, perhaps with ancient ties to otherworldly invaders/parentage such as gith or psurlons. I mean, a Wild Mage (with a more cruel Wild Surge table) and Dragon Ancestry Sorcerer sounds like it would fit in Dark Sun, at the least. Perhaps with no hope of being Preservers, their magic is always tapping into defiling?
 

I think it would be possible to have Elemental Paladins, possibly a psychic Paladin (among halflings, most likely) as well as Templar Paladins. Oaths would need to be tweaked, probably to uphold the goals of the elemental forces (Devotion) or avenge the abuse of the land (Vengenance).

Personally, I’d like to keep Sorcerers around, perhaps with ancient ties to otherworldly invaders/parentage such as gith or psurlons. I mean, a Wild Mage (with a more cruel Wild Surge table) and Dragon Ancestry Sorcerer sounds like it would fit in Dark Sun, at the least. Perhaps with no hope of being Preservers, their magic is always tapping into defiling?
Personally, just me, I feel like spreading Paladins out across the setting undermines a structured narrative that could make them be a -thing- in the setting. Like tied to the world with a significant narrative role.

Having them work as both Priest and Templar could be interesting? But spreading it out to also Psychic just feels like it's going to wind up threadbare for identity.

Then again... With Warlocks as Templars do we even need Paladin Templars, really?

As to Sorcerers... Eh. I just don't feel like they have a lot to offer the setting itself. They're "Wizards But". Meanwhile their Metamagic and Flexible Casting would be a -super- tempting Defiling mechanic...

What would you do for Defiling if Sorcerers -always- defile?
 

I thought your idea that areas having a certain number of life points (sorcery points) that could be used to power defiling spells was a good idea, and I’d use that for defiling - short term power at the cost of destroying the landscape.

A lush jungle area might have something like 5 life points, city areas 3 or 4, scrublands 2 or 3 and so on.

Wizards/Sorcerers use “preserve” magic by using their slots; long rests restore those stores, or they can tap into the life points to use defiling magic. The sorcerer’s innate sorcery points is also considered defiling, but drawing from sort of ethereal pool or extended range only they can access due to their strange nature. Basically, sorcerers get more out of defiling, but risk more as well.

Then make accumilating/spending defilement points trigger unpleasant mutations in the user - like post-apocalyptic radioactivity. Insert table of minor, to annoying to nasty mutations. Trigger points at X expenditure of accumilated defiling - say 5 for minor, 10 for annoying, 15 for nasty (tweak as needed). Short or Long rests could drop the accumulation - say 1 for a short rest, 5 for a long rest. If you don’t bleed off all the accumulated defiling in a certain time span (nightly? weekly?), the mutation(s) become permanent.
 

Would genasi be a good fit for Dark Sun? As a specific type of elemental touched-human mutant?
I think they would, and I think including them would make excluding tieflings (and aasimar) more palatable. Even if you don't have genies-- I don't remember-- the idea that a powerful Cleric's descendants might become genasi drives home that magic is transformative.
 


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