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

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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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I have tried to avoid this thread, so as not to threadcrap. But, apologies, I couldn't help myself. (I also may have missed some things in the thread's 34 pages)





Two things are getting mixed up in the argument here; a gods-eye view of Dark Sun and the player-experienced part of Dark Sun.

It doesn't have to be common knowledge among the people of Athas that the sun will become a red giant and consume the planet, that every person is doomed to a gray purgatory after death, and that there is no escape from these conditions. It certainly doesn't have to be something that PCs or NPCs ever mention. All that super-bleak stuff is background fluff which shouldn't really inform the mood of Dark Sun.

Dark Sun's flavor isn't grimdark or gritty, so much as brutal. It's Barsoom (also a doomed planet, fyi), not Mork Borg or Game of Thrones.

That said, I think it's a mistake for restoring the planet to be on the table. Athas really is a dead world moving slowly towards lifelessness. The hope that's available should be to temporarily improve local circumstances--at the level of a city, village, or sub-region. It undermines the central theme of the setting--the irredeemable badness of defiling magic and selfishness of defilers--to allow the Athas to be fixed. It also shouldn't be a starting assumption that PCs are trying to make Athas a better place, there are lots of other things players might want to do if they are free to choose.


But you don't have to be a hero. The setting works great for survivors, anti-heroes, and picaresques too--hope for selfish things like revenge, making a big score, or living for another day are equally valid PC motivations. Keep in mind, Conan and Mad Max, whom you referenced above, are rarely heroes; they don't usually help other people until circumstances force them to.


So, having now senselessly argued that someone is wrong on the internet, here's a hopefully more useful contribution to the thread:

You're spot on that defiling should be the default for arcane magic and that preservers should be weaker than in standard 5e. But I think the third point is mistaken. You should want there to be a wizard in the party and want that player to struggle with deciding whether to defile (...but just this once).

The central conceit of the setting is that defiling is very attactive and powerful. So, while making preserving weaker than standard 5e rules, make defiling stronger too, with rules that are simple but consequential, and that mimic in microcosm the calculus of the sorcerer kings--a clear benefit in the short term with uncertain and escalating world consequences; for example:
  • When defiling, spells are upcast by one level and the caster has advantage on concentration checks.
  • When preserving, spells do one die fewer of damage/healing and the caster has disadvantage on concentration checks.
  • There is an escalating 1 in 20 chance (i.e. 1/20 -> 2/20 -> 3/20, etc.) each time a caster defiles that the caster develops a visible physical mark of defiling--glowing red eyes, a shimmering heat haze, blackened fingers, etc.--that imposes no penalty, but that cannot be easily removed, and which is instantly recognizable to others.

I think restoring the planet is beyond the power of any PC.

They could start that process though it's a generational thing. They seemed to be going down that path on the original material.

Rajaat could possibly do it but at what price?

So I would present the planet as a burned wreck like the first boxed set but wouldn't rule out hope either (or making it screwed either)

Leave that up to the individual DMs imho.

It's also why I'm big on Kalak not being dead. PCs can kill him early on if required and you can ignore the events of the Prism Pentad.

Basically replace the heroes of Tyr with the PCs.

Ultimately it's whoever writes something up gets the final say. Everyone's big on ideas and their vision, not so big on the effort required.
 
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I think in a new Dark Sun setting guide, I'd like there to be more focus on rebelling against the end of the world and the sorcerer-kings and the dragon and less about having to be a bad person in a bad place.
That's what all the adventures in Athas -are-. The adventure in the box set has you helping to save lives from Kalak as he's killed, and then the actual adventure path has you working with the Veiled Alliance, Rikus, Tithian, and others to bring him down.

There's nothing in Dark Sun that says you have to be a bad person. It's just how a lot of people play it.
You're spot on that defiling should be the default for arcane magic and that preservers should be weaker than in standard 5e. But I think the third point is mistaken. You should want there to be a wizard in the party and want that player to struggle with deciding whether to defile (...but just this once).

The central conceit of the setting is that defiling is very attactive and powerful. So, while making preserving weaker than standard 5e rules, make defiling stronger too, with rules that are simple but consequential, and that mimic in microcosm the calculus of the sorcerer kings--a clear benefit in the short term with uncertain and escalating world consequences; for example:
  • When defiling, spells are upcast by one level and the caster has advantage on concentration checks.
  • When preserving, spells do one die fewer of damage/healing and the caster has disadvantage on concentration checks.
  • There is an escalating 1 in 20 chance (i.e. 1/20 -> 2/20 -> 3/20, etc.) each time a caster defiles that the caster develops a visible physical mark of defiling--glowing red eyes, a shimmering heat haze, blackened fingers, etc.--that imposes no penalty, but that cannot be easily removed, and which is instantly recognizable to others.
What I wound up going with is:

1) No Wizards at all. Sorcerers are the default spellcasters. I gave them the Wizard Schools as an option with the 18th level School Ability (Sorcerers get an 18th level subclass ability) as Spell Mastery. They get spellbooks and so forth.

2) Sorcerer Font of Magic and Metamagic are yoinked away.

3) Sorcerers gain "Preserving" at level 2, which allows them to expend Hit Dice for an equal number of Sorcery Points.

4) Defiling is Sorcery Points, Flexible Casting, and Metamagic. Every Arcanist (Including Eldritch Knights and Arcane Tricksters) can Defile.

5) Rather than having a set number of sorcery points available based on class, the area you're in has a number of points based on DM Fiat that -all- defiling draws from.
 

I think that's a matter for each individual gaming table to decide, to be honest.

True. Way I would do it is over several campaigns building on what the previous campaigns have done (advancing the timeline).

Highevel PCs could kill SKs but I did like the greater evil behind them.

Killing and destroying is easy. Restoration is a lot harder.
 
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What I wound up going with is:

1) No Wizards at all. Sorcerers are the default spellcasters. I gave them the Wizard Schools as an option with the 18th level School Ability (Sorcerers get an 18th level subclass ability) as Spell Mastery. They get spellbooks and so forth.

2) Sorcerer Font of Magic and Metamagic are yoinked away.

3) Sorcerers gain "Preserving" at level 2, which allows them to expend Hit Dice for an equal number of Sorcery Points.

4) Defiling is Sorcery Points, Flexible Casting, and Metamagic. Every Arcanist (Including Eldritch Knights and Arcane Tricksters) can Defile.

5) Rather than having a set number of sorcery points available based on class, the area you're in has a number of points based on DM Fiat that -all- defiling draws from.
I suspect at this point you're not looking for suggestions or commentary, but here they are anyway.

That's a good balance of free power for defiling vs resource loss from preserving. But even with all that free power, defilers seem, perhaps, a little weak (as compared to base 5e, I'm not aware how much you've changed other classes).

Also, if they use the sorcerer spell list instead of the wizard spell list, that eliminates A LOT of versatility and convenience spells... which is perfect if you are aiming for a more sword and sorcery game, but, again, yields substantially weaker defilers.

Do you allow defiling to use multiple metamagic options on the same spell? (but not preserving)

The DM fiat sorc points by area is clever, and the mechanical incentive for defilers to leave an area after they've burned up its free sorc points is interesting. I wonder how that would go for a PC defiler.
 

I suspect at this point you're not looking for suggestions or commentary, but here they are anyway.

That's a good balance of free power for defiling vs resource loss from preserving. But even with all that free power, defilers seem, perhaps, a little weak (as compared to base 5e, I'm not aware how much you've changed other classes).

Also, if they use the sorcerer spell list instead of the wizard spell list, that eliminates A LOT of versatility and convenience spells... which is perfect if you are aiming for a more sword and sorcery game, but, again, yields substantially weaker defilers.

Do you allow defiling to use multiple metamagic options on the same spell? (but not preserving)

The DM fiat sorc points by area is clever, and the mechanical incentive for defilers to leave an area after they've burned up its free sorc points is interesting. I wonder how that would go for a PC defiler.
Suggestions and commentary are always good.

But: I may not have made things entirely clear. Preserving for anyone who isn't a Sorcerer is just casting spells normally. The sorcerer just -also- gets a separate "Preserving" class feature to make them particularly skilled at Preserving, allowing them to use Metamagic and stuff at a cost but without actually Defiling.

The spell list thing I hadn't actually considered and is a very good point. Especially since a lot of Swords and Sorcery plays on noncombat functions, too. Ritual Casting in particular (Which I also gave to Sorcerers) but also things like stable illusions, dream-control, and telekinesis in out-of-combat applications. Need to give that serious thought.

I hadn't thought to change the one-metamagic rule for a given spellcast. It's an interesting thought.
 

The more I read of these novels, the more it strikes me how poorly 5E's casting system captures what magic was like in Dark Sun.

In Dark Sun, sources of magic just matter so freaking much. What Druids do is unique squarely to Druids, no one else can do what they can do, and its a big deal that they do it

This works for 5E half-way, right, for classes like Druids, or for Clerics when you make some new domains.

But what about Bards? Wizards? Paladins?

I think in a new Dark Sun campaign guide, there just has to be a rework of some foundational things to make the setting work for the modern game. Paladins have to be able to use spellcraft off of sheer will power and charisma, and that has to be a thing that people know about as being possible in Athas. Likewise, bards have to have a new reputation for traveling spellcasters, and for that reason they are both hated and vaunted because they represent that arcane threat but also carry news between city-states and are such clever spies. Rangers have to be added into the mix too. Rangers have to be making the same pacts that Druids are in the lore, and since Artificer is in Tashas, we have to have some kind of sorcerous-invention. Perhaps make it so there's a class of spelluser native to the Wastelands alone that uses the body parts of dead beasts to create rudimentary and primal tools that are also magical. Yeah, none of this was in the original Dark Sun, but in a 5E world, I think these things have to be added.

At the end of the day too, 5E is not 2E. 2E assigned class levels to a lot of NPCs; that's not a 5E thing. To that end, I think a 5E Dark Sun campaign setting can afford to make very unique and rare character options, like aforementioned bard or paladin, and have them be rare. There's a lot of ways to skin a goat though.
 

The more I read of these novels, the more it strikes me how poorly 5E's casting system captures what magic was like in Dark Sun.

In Dark Sun, sources of magic just matter so freaking much. What Druids do is unique squarely to Druids, no one else can do what they can do, and its a big deal that they do it

This works for 5E half-way, right, for classes like Druids, or for Clerics when you make some new domains.

But what about Bards? Wizards? Paladins?

I think in a new Dark Sun campaign guide, there just has to be a rework of some foundational things to make the setting work for the modern game. Paladins have to be able to use spellcraft off of sheer will power and charisma, and that has to be a thing that people know about as being possible in Athas. Likewise, bards have to have a new reputation for traveling spellcasters, and for that reason they are both hated and vaunted because they represent that arcane threat but also carry news between city-states and are such clever spies. Rangers have to be added into the mix too. Rangers have to be making the same pacts that Druids are in the lore, and since Artificer is in Tashas, we have to have some kind of sorcerous-invention. Perhaps make it so there's a class of spelluser native to the Wastelands alone that uses the body parts of dead beasts to create rudimentary and primal tools that are also magical. Yeah, none of this was in the original Dark Sun, but in a 5E world, I think these things have to be added.

At the end of the day too, 5E is not 2E. 2E assigned class levels to a lot of NPCs; that's not a 5E thing. To that end, I think a 5E Dark Sun campaign setting can afford to make very unique and rare character options, like aforementioned bard or paladin, and have them be rare. There's a lot of ways to skin a goat though.

That's why we say exclude certain stuff until one gets around to rewrites.

Get the foundation down and build on it. If you try and cram in everything from 5E and everything from 2E (eg paraelemental clerics, Avangions, dragons etc) you won't get anywhere.
 

At the end of the day too, 5E is not 2E. 2E assigned class levels to a lot of NPCs; that's not a 5E thing. To that end, I think a 5E Dark Sun campaign setting can afford to make very unique and rare character options, like aforementioned bard or paladin, and have them be rare. There's a lot of ways to skin a goat though.
My goat got skinned via reskinning. Rangers become Psychic Warriors, Bards become Wilders, Wizards go the way of the dodo... But also live on in Sorcerers.

Though as Squibbles pointed out I'm going to have to run through the different Spell Lists to change how the classes feel in -that- regard.
 

My goat got skinned via reskinning. Rangers become Psychic Warriors, Bards become Wilders, Wizards go the way of the dodo... But also live on in Sorcerers.

Though as Squibbles pointed out I'm going to have to run through the different Spell Lists to change how the classes feel in -that- regard.

Sorcere was just a title in 2E. If anything I would cut the sorcerer and use wizards renaming them if you need.

Defiler/Preserver don't need archetypes or anything. Are you familiar with the Star Wars d20 stuff? Darlside points/defiler points;).

Defilers get disadvantage on charisma checks.

In the fiction defilers kind of gave off bad vibes.
 

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