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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squibbles

Adventurer
Reading through my revised revised Boxed Set based off the novels andPP and taking into account the differences in rules between 3.5 and 2E.

I used the original boxed set locations. Advanced the timeline by 1000 years.

Kind of restored the concept of a Dragon and 7 Sorcerer Monarchs.

Andropinis returned to Balic, Dregoth got Raam, Azetuk has become an SK in his own right.

Two new queens. Sadira as a side effect of her transformation via Rajaat can grant Templars spells. She's immortal and not a Dragon but is a Sorcerer Queen.

The other new queen is Razia. She is my own invention and comes from across the sea of Silt.

There's water flowing under the elven bridge in Tyr and the Cerulean Storm has lessened but increased rainfall. The river runs to the nearest estuary and created a mud flat.

There's around 18 pages detailing the new Athas with a focus on restoration vs the brutality of the original set.

I didn't want to retcon everything to much but wanted the changes to at least make some amount of sense.
That sounds like the right approach if the desire is to avoid retconning: Keep all the developments from the lore, but move the timeline forward far enough that they aren't important. I also like the particular configuration which you arrived at by adding the new sorcerer queen from across the sea of silt. You could use that to introduce new mysteries/ambiguities, i.e. where did she come from and why now?

[...] Closer to the heart of things, I think... Do you think you would prefer an Athas where not just the -setting- was reset, but the -mystery- was reset...? One in which the ultimate functions of society and metaplot are once again hidden and the DM is free to come up with their own explanations, but the setting itself is instead heavily fleshed out vis a vis peoples, places, and things to do..?

Like... Explicitly in the Page 1 Preface says "This is not the Athas you knew. While some of the places, names, and ideas are still here but the Rajaat Metaplot is no longer canon to the Setting. The best part of Athas was exploring the reasons the world is like it is, and we're resetting the clock, and the world, to do just that. Borys may still be the dragon, but what he hoards is anyone's guess."
So, I realize I'm answering a question you posed to @Yora , but yes, very much yes.

Everyone always wants mysteries explained, but the greatest engagement comes from not knowing.

[...] there's definitely -room- around the Sea of Silt for more societies and more Sorcerer-Kings, I just feel like having 4 or 5 different "Tyr Regions" each with their own thing going on is going to feel like different settings. The amount of focus put on the Tyr Region is similar to the whole of other settings and I've quite enjoyed that. [...]
As presented in the original set, the other shores of the sea of silt didn't really have different things going on. It was one medium sized region loosely connected by trade and generally known to its more informed inhabitants. The city-states were representative of the wider world, not separate from it. To me, developing new territory merely means adding custom cities and tin-pot despots to the periphery of the Tyr region--retconning that they've always been relevant to the Tyr region, and figuring out what the interconnections are. That prior publications and fan creations didn't integrate other regions very well doesn't mean it can't be done.

But fair point. Sticking to the stuff that's already written gives you richer material to work with.

So... Before now. My thought was to spread the Tyr Region across the Tablelands. To have Raam on the north side of the Silt Sea, west of Urik, East of Draj. To have Tyr still be on the Western Side, but the ruins of Giustenal to be on the far side of the Sea of Silt. Then, in the south, Gulg and Nibenay on either side of the Crescent Forest on the southern shores of the Sea of Silt with the Deadlands encroaching from the south. Throw Ur-Draxa on a central-ish island with Rajaat's prison out there, and make the Pristine Tower a Lighthouse in the West-Northwest area of the Silt Sea itself.

That way the Sorcerer-Kings were a specific set of important powerful enemies that a player could work for, fight against, or whatever, with great distances between that are largely unmapped and detailed maps of the environments near to the City-States themselves.
That's a good setup. Try getting a real-world topographical or generic fantasy map of a geographically similar area, i.e. lake surrounded by mountains, apply some desert-y color filters to it and plop those points of interest in it. Looking at maps always gives me a sense of how cool or uncool an imagined setting feels.

However--and I'm sure you can see this coming--I think you could also treat the Tyr region as atypically dense with sorcerer kings/city states (because of how important it is in the lore, I guess), and put new cities around the sea of silt at the locations you listed; one in the north, two in the south, and one city and a highly consequential ruins in the east.

Even now I might like to spread them out further, reduce some of their splendor, too... But I'm also moving into the "Let's reduce their overall importance by adding more Sorcerer Kings". Possibly with a hint of "Rewrite Rajaat and the Cleansing Wars"
I like the idea of the city states being monumental but kind-of beyond the power of the current inhabitants to build--like the citizens of Tyr are living next to the great pyramids of giza and the coliseum, which they know their ancestors built when the world sucked less, but that there has been a long period of what historians would call "radical material simplification" to the point that it's all crumbling and shabby.

Also, and related to your response to Yora, I think leaving a lot of the background mysterious vis a vis the cleansing wars rather than fully working out alternate deep lore would, paradoxically, make the setting deeper.

That... oof...

That is a -strong- image. And much more topical to the present day. Rather than being the handful of "True Powers" in the world they represent a Powerful Interest which they are each petty tyrants of. DAMN. That is a powerful narrative. Holy crap...
Well shucks, I'm glad that image appealed to you. I partly nicked its framing from a post by @Charlaquin in another Dark Sun thread, which had a turn of phrase I really liked (bolded below):

You could replace arcane magic with any source of mass environmental destruction without affecting the tone of Dark Sun. You could not replace it without affecting the themes. Pretty much the opposite of psionics in that way.

The tone of a work is the feeling that results from its tropes, genre conventions, and iconography. Dark Sun’s tone is defined by its harsh, dying world, its high-powered characters and deadly threats, its artwork, and yes, its prominent use of psionics.

The theme of a work is the underlying messages its story conveys. Dark Sun’s themes are about class conflict, corruption, and environmentalism. Defiling magic is the thematic backbone of the setting, making magic an allegory for fossil fuels. Technically it wouldn’t have to be arcane magic. It could be any source of incredible power whose use directly harms the environment. But it is crucial to the game’s themes that the reason the world is in the devastated and dying state that it is, is because powerful people abused a resource that they knew was killing the world so they could become the kings of its desiccated husk. If you changed it so that the world was wrecked by a natural disaster, a conflict between the gods, or some other source beyond mortal control, the setting might not be much different tonally, but it would have drastically different themes. [...]
 


Yaarel

He Mage
Regarding the "first section", a focus on the Tyr region seems appropriate. These city-states set the tone for Dark Sun generally. In the "second section" for thematically appropriate expansions, I would like to see an official earth-sized global map. DMs can decide how to populate elsewhere. DMs can decide which options from the second section to use, if any. The Tyr region is probably the densest population on the planet. But populations elsewhere would still be expected to exist.

For the regional setting, there is apparently the Silt Sea to the east and an ocean to the west. Perhaps the Silt Sea was an ancient great lake of fresh water. By contrast, if there is residual water in the ocean basin, it is likely too salty to support life (compare the Dead Sea). It can be a source of valuable chemicals. It is likely communities around it use magic to desalinize the water. But because the Water Plane itself is broken, the water magic remains limited.
 

Zardnaar

Legend
That sounds like the right approach if the desire is to avoid retconning: Keep all the developments from the lore, but move the timeline forward far enough that they aren't important. I also like the particular configuration which you arrived at by adding the new sorcerer queen from across the sea of silt. You could use that to introduce new mysteries/ambiguities, i.e. where did she come from and why now?


So, I realize I'm answering a question you posed to @Yora , but yes, very much yes.

Everyone always wants mysteries explained, but the greatest engagement comes from not knowing.


As presented in the original set, the other shores of the sea of silt didn't really have different things going on. It was one medium sized region loosely connected by trade and generally known to its more informed inhabitants. The city-states were representative of the wider world, not separate from it. To me, developing new territory merely means adding custom cities and tin-pot despots to the periphery of the Tyr region--retconning that they've always been relevant to the Tyr region, and figuring out what the interconnections are. That prior publications and fan creations didn't integrate other regions very well doesn't mean it can't be done.

But fair point. Sticking to the stuff that's already written gives you richer material to work with.


That's a good setup. Try getting a real-world topographical or generic fantasy map of a geographically similar area, i.e. lake surrounded by mountains, apply some desert-y color filters to it and plop those points of interest in it. Looking at maps always gives me a sense of how cool or uncool an imagined setting feels.

However--and I'm sure you can see this coming--I think you could also treat the Tyr region as atypically dense with sorcerer kings/city states (because of how important it is in the lore, I guess), and put new cities around the sea of silt at the locations you listed; one in the north, two in the south, and one city and a highly consequential ruins in the east.


I like the idea of the city states being monumental but kind-of beyond the power of the current inhabitants to build--like the citizens of Tyr are living next to the great pyramids of giza and the coliseum, which they know their ancestors built when the world sucked less, but that there has been a long period of what historians would call "radical material simplification" to the point that it's all crumbling and shabby.

Also, and related to your response to Yora, I think leaving a lot of the background mysterious vis a vis the cleansing wars rather than fully working out alternate deep lore would, paradoxically, make the setting deeper.


Well shucks, I'm glad that image appealed to you. I partly nicked its framing from a post by @Charlaquin in another Dark Sun thread, which had a turn of phrase I really liked (bolded below):

Did I mention I hate retcons?

If need be use a razor blade or scalpel vs dynamite. Preferred options.

1. Update original boxed set.
2. Advance timeline.
3. Original boxed set but Kalaks dead.

Mechanics can be tweaked wgwe don't need an exact copy of 2E defiling or inferior materials rules.

Some spells need to be nerfed or go bye bye eg create food and water or anything that creates metal.

2E did indicate what monsters are suitable for Athas and what type of spells ruin the feel. That's a good starting point imho.
 

Zardnaar

Legend
Found my old notes from 3.5. From memory I took the original boxed set and advanced the timeline 1000 years after the events of the Prism Pentad. These days I would likely ignore the PP but keep the backstory about Halflings, Rajaat, and the Blue/Green age as I quite like it I just didn't like them nuking the world. Document is open office IIRC.
 

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Zardnaar

Legend
Tyr write up sample.


Tyr


The so called Free City of Tyr is free in name only. Centuries ago they overthrew their tyrannical King Kalak and for a few centuries a council of freemen ruled the city. Around 700 years ago Sadira assumed the throne of Tyr as its new Sorcerer Queen. Despite ruling the city in an erratic and impulsive manner Sadira is a popular ruler. Centuries ago Sadira learned how to tame the Cerulean Storm and has siphoned off most of its destructive power and has increased rainfall in the Ringing Mountains.


For the first time in centuries running water flows under the Elven Bridge. The new river was named the River Agis for an ancient hero of Tyr. Tyr is a superpower among the city states and can easily defeat any two of them combined should they attack Tyr. Tyr was a founding member of the Free State Alliance between itself, Altaruk and Kled. The alliance can field the largest army in the Tyr region and is one of the best equipped with elite units having iron tipped spears and officers with iron swords. Tyrian legions march side by side with heavy Dwarven infantry from Kled and battle mages from Altaruk support them magically.


Government: The Sorcerer Queen Sadira rules Tyr. By normal Sorcerer King standards she is a weak ruler although she is popular with Tyrians. She is one of the most powerful wizards on Athas and draws her power from the sun. A side effect of her transformation in the Pristine Tower enabled her to grant spells to Templars although it was several centuries before this ability became apparent. Her role is largely ceremonial although once per year she ascends Kalak’s repaired pyramid and casts powerful spells to moderate the power of the Cerulean Storm.


Trade and Commerce: Tyr trades with every city in the Tyr region. It has a virtual monopoly on iron and due to Sadira's weather magic is also among the most fertile cities on Athas. The river Agis has reinvigorated the Tyr valley and lush fields extend down the rivers banks before it empties into fertile swampland in the Sea of Silt near Altaruk. Over the last thousand odd years due to the improved rainfall and food exports from Tyr the population of the Tyr region has roughly doubled. The population stands at around 30 000 beings with the surrounding fertile valley supporting perhaps ten times that number. Numerous client villages dot the landscape toward Alturak farming the fertile banks of the Agis river.
 

Yaarel

He Mage
For the stone age weapons, I want rules that I can use in any setting, including Forgotten Realms.

Weapons made out of stone (flint, obsidian, quartz) are as effective as metal weapons, but require continual repair.

Things like armor made out of fur or bone, is moreorless equivalent to Hide Armor in the Players Handbook.

Hide Armor is actually as good as Mage Armor. But Mage Armor synergizes better with high Dexterity.

(Studded Leather isnt a thing in reallife, and I would love to delete from the Players Handbook. But there could be a Leather Suit including arms and legs, distinct from Leather Breastplate for torso only.)
 

Zardnaar

Legend
For the stone age weapons, I want rules that I can use in any setting, including Forgotten Realms.

Weapons made out of stone (flint, obsidian, quartz) are as effective as metal weapons, but require continual repair.

Things like armor made out of fur or bone, is moreorless equivalent to Hide Armor in the Players Handbook.

Hide Armor is actually as good as Mage Armor. But Mage Armor synergizes better with high Dexterity.

(Studded Leather isnt a thing in reallife, and I would love to delete from the Players Handbook. But there could be a Leather Suit including arms and legs, distinct from Leather Breastplate for torso only.)

One I'm going with is.

Weapons -1 to hit and damage.

Armor -1AC+1 dex modifier.

There's no rules really for maintaining weapons so that's not an actual inferior material.

Breaking in a 1 is also something I suppose.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
Studded leather IS a thing in real life.

It's called Brigandine.

2021-03-01-swordman-image-03.jpg
Looks like this. Love me some Shadiversity for realism.

It's actually small metal plates on the inside behind the rivets so it remains flexible and keeps the studs away from the body. But if you're not wearing padding under it, that stuff can pinch like a mother...
 

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