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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Stormonu

Legend
I would want the setting to go back to just the Tyr region (and mention of Borys’s city and a “garbled” map). Forget the Prism Pentad, but have it that the City-State of Tyr has recently overthrown their Sorcerer-King and encourage it as the starting base for campaigns.

Wild Dray, Grassland Thri-Kreen, Desert Elf, Mul, Human, Half-giant, Forest Halfling as the playable races. Personally, I don’t want to bother if Muls aren’t included, though I’m open to changing their origins somewhat.

For classes (and subclasses - many new one specific to Dark Sun’s savage wastelands), Barbarian (Berserker, Nomad), Bard (Gossipmonger, Straightrazor), Cleric (Elemental, Mystic), Druid (Circle of the Sand, Circle of the Moon), Fighter (Battlemaster, Champion), Monk (Way of the Open Hand, Way of the Four Winds), Ranger (Stalker, Dervish), Psion (Mentalist, Shaper), Rogue (Assassin, Streetrat), Sorcerer (Githbound, Dragonsoul), Wizard (Defiler, Preserver), Warlock (Templar, Sun Herald).

Full-on psionic classes as well as Wild Talents (the latter could be done as a feat, and give all races a 1st level bonus feat).

Simple, but narrative rules to cover thirst, hunger, heat exhaustion, tool scarcity and the like.

Keep the slavery aspect in the setting, but leave it as something the bad guys do.
 

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SkidAce

Legend
Supporter
I want this "oasis city" as a starting point at level 1. A homebase to explore a hostile world.
I feel that would lesson the mystery of the city, and take away from how harsh generic Dark Su life is.

You only get a few low levels to set that initial tone before the PCs find ways around things as they grow in power.
 

R_J_K75

Legend
I feel that would lesson the mystery of the city, and take away from how harsh generic Dark Su life is.

You only get a few low levels to set that initial tone before the PCs find ways around things as they grow in power.
And remember PCs started at 3rd level and players were encouraged to roll up 3-4 characters as PC death from a common sandstorm was rather frequent.
 

ART!

Deluxe Unhuman
What I know about Dark Sun amounts to appreciating Brom's art, bits I just read from the Wikipedia article on Dark Sun, and what I've read thus far in this thread.

That said, my first impression is that Dark Sun would be WOTC big chance to do an official sword & sorcery setting for 5E. I know DS deviates from some of the usual assumptions about the S&S genre, but that's all tweak-able, and if the Elric stories are S&S, then I think DS's magic and psionics probably fits the genre.

As a fan of S&S and of 5E, I would be pretty excited about this. I guess I would like a way to easily dial the psionics (and the crazy magic) up and down for the feel I want at my table.
 

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.

I am going to have to partially disagree with the second point here. I don't think we should be changing traits of existing characters. The setting definitely has room for more sorcerer-queens (indeed, the older books mentioned that Athas is large and there could be more sorcerer-kings).
  • 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.
Each of the cities were supposed to be based on a real life ethnic group (which is thorny) and covered wide areas of the real Earth. Unfortunately (in terms of artwork) this hasn't always carried through. Gulg, for instance, is based on areas of Africa, and the 4th Edition Lalali-puy is black. (Unfortunately, my recollection of NPCs portrayed in adventures set in Gulg in 2e frequently depicted them as white.) IIRC Hamanu has always been portrayed as fairly dark-skinned.

Urik was based on, um, Ur, Gulg various parts of Africa, Raam on Egypt, Draj on Mesoamerica (so yes, King Tek should not have pale skin!), Nibenay on China, and Balic on Ancient Grome (not a typo, it's a combination of Greece and Rome). I'm not sure where Ur-Draxa and Tyr are based on but Tyr is very cosmopolitan. Comparing any of the city-states on real life cultures can result in negative comparisons (every sorcerer-king is evil, for instance!) but you should be seeing people covering various skin tones and facial features.

Pale skin should be rare in the setting, yes, even in Balic.

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.
I agree with pretty much all of this, although I've never seen KibblesTasty's psionics class.
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.
D&D 5e has no magic item budget so magic items aren't really part of "balance". I don't think we need to "replace" magic items. Just part of the theme of the setting is magic items are rare. "Clerics" have weak magic, templars are jealous, and most wizards are defilers (and all have to rely on the plant life) so churning out magic items simply isn't happening.
    • 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.
Wild talents were common in 2e (IIRC the typical thri-kreen had a 50% chance of having one, and similar high rates for most other races in the Monstrous Compendiums) but PCs always had a wild talent. This is much like a 4e-style theme. You get a wild talent at character start, now pick one. Since everyone has one, it shouldn't interfere with intercharacter balance.
  • 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?
IME players hate penalties. Weapon breaking is cool, but I don't want to take penalties because I'm using a wooden weapon (even though that is logical). I would rather see a bonus for using a metal weapon instead. Getting your hands on a metal weapon is a bit like getting your hands on a magic (wood or bone) weapon. Of course, Athas is metal-poor, so nobody is churning out all those metal weapons either :)

In terms of "weaker wizards", they face a social disadvantage ("burn the defiler!"), they have to hide their literacy (really the typical Dark Sun PC should be illiterate by default as the sorcerer-kings banned literacy for most people) and PC wizards need to occasionally visit the Elven Market Fraud Zone for magical supplies. Every wizard needs the Insight skill ;)
 


Laurefindel

Legend
I'd want the setting to address modern sensitivities without erasing or ignoring them. Dark Sun is a violent world, and violence reflects in many facets of life. There is a difference between portraying, lets say, slavery, and trivialize it. There is an ugly side to Dark Sun, one that the characters can fight and heal, if only a little, but I wouldn't be interested in a sanitized version of Dark Sun.

Dark sun was the first big "it's D&D, but with a twist!". Like its AD&D version, it should bring new content and re-fluff existing one. My ideal would be on the same scale as Eberron; one new class, a few new character races, lots of new fluff, mechanical adjustments, but without re-inventing D&D or banning half the content we have so far. Especially about character classes; find a place for them, turn their fluff upside down if necessary, but keep it all in.

Dark Sun is a world ruled by the strongest. In D&D, this can be anyone. Of any gender. Of any sexual orientation. Of any ethnicity. Of any origin. Similarly, populations can be dominated regardless of their gender, orientation, ethnicity, and origin. I want Dark Sun to represent that.

Environment as an enemy should also be stressed. This may mean new rules and/or the removal/modification of background features/class abilities/spells that trivialize environmental hazards and exploration.
 

I want this "oasis city" as a starting point at level 1. A homebase to explore a hostile world.
Every city is an oasis of sorts. There's just too many people.

PCs need motivations to leave the city and go questing or adventuring, in a horrible environment where at any time you're being stalked by something stealthy, vicious, psionic... and hungry.
I would want the setting to go back to just the Tyr region (and mention of Borys’s city and a “garbled” map). Forget the Prism Pentad, but have it that the City-State of Tyr has recently overthrown their Sorcerer-King and encourage it as the starting base for campaigns.
They did this in 4e. It looks like they included books 1-3, not sure about 4, and did not include the setting-wrecking book 5.
 


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