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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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And the meaning of the Tortoise and the Hare is how intensely focused Tortoises are.

Diversity is great.
Diversity is great, and holy.

So... Let's talk about feudal times. To have 1 person in a town that isn't an active farmer/laborer (a Librarian, for example, or a Knight) takes about 50 dedicated laborers. To educate "The Youth" you'd need around 1 teacher for every, what? 20? 30 students? So assuming 200 kids at different levels of education you'd need 5,000 farmers just to have enough excess to make up the difference on Teachers.
Kids can study more than one thing, whence Background proficiencies and special asset.

Also, I have in mind magically enhanced hydroponics and so on, partly to conserve water. The spell Plant Growth and similar are also part of the agriculture. Unusual magic can be in the form of rituals.

Not including Merchants, Politicians, Soldiers, Etc...

Of course basically every setting (And Dark Sun in Particular) handwaves that to some degree or another, but going for that kind of a scale you might have to consider something along those lines.
Politicians are more like "influencers". Albeit the people elect administrators to help manage various projects, including military leaders.

Soldiers − the majority wars by means of spellcasting, and organize to coordinate magical attacks. Their defenses are magically technologically advanced.

Cleric and Druid have competence in melee. Perhaps some of the Psions enter melee too (shapeshift/psychometabolic, telekinetic Shield, etcetera).

Every adult age 20 and up is expected to defend the city. Most citizens comply with spellcasting military duties and reserves.

It would imply that Elemental Clerics are either Plentiful (Which isn't accurate to the setting) or that they can create a lot of water (Which isn't accurate to the setting). In either case it requires some big changes to have Water Clerics providing water to a whole community.
Regarding water supply, it could be this city reveres and cultivates the water clerics. Also, supposing the city has been around some centuries, they also benefit from ancestral efforts. There might be a natural aquifer, which they manage sustainably. Water recycling would be a civic ethic.


It's meant to be playfully so, yes. Not cruelly. And I apologize if I came across that way.
Cool. Thanks for the clarification. You know how the internet is.

Tyr is modeled after Sumeria. Balic is modeled after Rome. Different communities have different levels, so there's no reason not to go for a full on representative democracy, is all I'm saying.
I figure a single city of say, 10,000 adults, might be able to handle direct voting, especially if heads of families tend to be the main influencers.
 
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Regarding the political system.

Using the US governmental system to compare.

Every citizen is a member of "Congress". But they still elect president, speaker of the house, special committees, and heads of committees, and so on. There is also a Supreme Court to protect minorities of various kinds. The supreme court can be overruled, but requires two-thirds of the population to do so. It takes say four-fifths of the population to overrule any constitutional foundations.

So there are leaders, but no one is voting in place of someone else.
 

Regarding water supply, it could be this city reveres and cultivates the water clerics.
In 2e, a water cleric could chew a root or something and have enough water for the day. They couldn't gate a lot of water; that spell had to be nerfed for the setting to make sense.

Defiling has been damaging the local spirits so clerics have been getting weaker over time.
 

Diversity is great, and holy.


Kids can study more than one thing, whence Background proficiencies and special asset.

Also, I have in mind magically enhanced hydroponics and so on, partly to conserve water. The spell Plant Growth and similar are also part of the agriculture. Unusual magic can be in the form of rituals.


Politicians are more like "influencers". Albeit the people elect administrators to help manage various projects, including military leaders.

Soldiers − the majority wars by means of spellcasting, and organize to coordinate magical attacks. Their defenses are magically technologically advanced.

Cleric and Druid have competence in melee. Perhaps some of the Psions enter melee too (shapeshift/psychometabolic, telekinetic Shield, etcetera).

Every adult age 20 and up is expected to defend the city. Most citizens comply with spellcasting military duties and reserves.


Regarding water supply, it could be this city reveres and cultivates the water clerics. Also, supposing the city has been around some centuries, they also benefit from ancestral efforts. There might be a natural aquifer, which they manage sustainably. Water recycling would be a civic ethic.



Cool. Thanks for the clarification. You know how the internet is.


I figure a single city of say, 10,000 adults, might be able to handle direct voting, especially if heads of families tend to be the main influencers.

In original Darksun any spell that created food water or metal either got banned or nerfed.

Water clerics couldn't create that much. Maybe for themselves and a few friend they couldn't feed the masses.

From memory they created something like 1/10th the amount.
 

Regarding cosmology, it appears the 5e translation means there is only the Material Plane plus a Shadowfell that functions more like generic "spirit world". This Shadowfell has little or no impact among the living, and is more of an afterthought to technically explain certain spells, like going ethereal, explaining undead, and so on.

In the core book of Dark Sun, there is only the Material Plane and nothing else. But a Dark Sun splatbook offered a cosmology that added the Black and the Gray.

• The Black was the Plane of Shadow, which in 2e was a source for illusion magic, but no longer exists.
• The Gray is a Plane for the spirits of the dead.

Via 4e, both of these concepts have merged together into the Plane of Shadowfell.

For 5e, there is only the Shadowfell, tho perhaps the Gray refers to areas of that ghosts inhabit, while the Black refers to areas of Shadowfell that are outer wilderness.

I prefer the Astral Plane simply doesnt exist. There is no Astral Plane. Any spells or magic that mention astral or ethereal, instead involve the Shadowfell.

According to the Dark Sun splatbook, Clerics could engage the Elemental Planes via the Shadowfell/Gray, but it was extremely difficult to do so. This contradicts the corebook, where Clerics normally interact with elementals.

For this and other considerations. I prefer the Elemental Planes simply lack existence too.

So. Elemental creatures are spirits in the Material Plane, such as Fire Elementals animating volcanic lava or even a fireplace, Air Elementals animating upper atmosphere, Water Elementals in precious water reservoirs, and Earth Elementals almost anywhere that is less defiled, but usually in difficult to access wilderness.

In sum, the default is only the Material Plane, plus an all-purpose spirit world, in case any spells seem to require one.

The default is. There is no such thing as the Forgotten Realms multiverse. But there can be an option for FR enthusiasts to opt in to plug Dark Sun into the Forgotten Realms setting.
 
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In original Darksun any spell that created food water or metal either got banned or nerfed.

Water clerics couldn't create that much. Maybe for themselves and a few friend they couldn't feed the masses.

From memory they created something like 1/10th the amount.
The water scarcity is significant. It is one of the reasons why a city of 10,000 mages cant take over the planet. There isnt enough water to expand.

Still, perhaps the amount of water that the Clerics can supply depends more on how defiled their local environment is. So the vestiges of pristine areas yield a more generous supply.

Also, recycling water is important, magically collecting and purifying sweat and so on.
 

The water scarcity is significant. It is one of the reasons why a city of 10,000 mages cant take over the planet. There isnt enough water to expand.

Still, perhaps the amount of water that the Clerics can supply depends more on how defiled their local environment is. So the vestiges of pristine areas yield a more generous supply.

Also, recycling water is important, magically collecting and purifying sweat and so on.

The thing about the clerics and druids? They're the only ones who can create water full stop.

Populace at large hates mages. The 2E stiff had short stories in the material fleshing out Athas.

It's not a high magic setting where magic can solve your problems. It causes the problems.
 

Something along these lines.

I am especially looking for a parable of a technological city, dealing with contemporary themes of accelerating technology. The psionic and arcane are stand-ins for reallife techonolgy.

But also striving to be sustainable and fair, striving toward an ethical society.

It might be Saragar, even if the unfairness there is an ethical challenge. Or a fourth city somewhere.
I am the opposite. Although I think when you propose could be very fun. I imagine dark sun (maybe mistakenly) as technologically and aesthetic like earth from 1500bc to 3000bc. Maybe a little later, but definitely pre-Alexander. I adore the architecture out of the Middle East at that time period and would love for that be played up even more and building these with the tech that was available in those time periods. But I am open to finding areas from their ancient world long before athas was destroyed with tech from a long forgotten era. Maybe a hidden enclave deep in the desert.
 

The thing about the clerics and druids? They're the only ones who can create water full stop.

Populace at large hates mages. The 2E stiff had short stories in the material fleshing out Athas.

It's not a high magic setting where magic can solve your problems. It causes the problems.
Some magic is good.

Many cultures like psionic magic. Some like arcane preserving magic. Divine magic and primal magic are fine too.

Psionic is odd. The mind itself is nonmagical. But the "Weave" sotospeak, is psychosensitive. Thus the mind can manifest magical effects. So there are psionic innate spells, and so on, including fullcaster psionic mages.
 

Different power sources perceive the Weave differently. The Weave perfuses anything and everything.

• Arcane engages the Weave via the magical properties of spell components, a kind of protoscience.
• Divine engages the Weave via symbols, words, and meaningfulness, including central and deep structures feeling sacred.
• Psionic perceives the Weave as the interconnected of all minds.
• Primal too perceives the Weave as minds, but more attentive to the minds of the features of nature.
 

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