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(+) What would you want for 5e Dark Sun?
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<blockquote data-quote="humble minion" data-source="post: 8312738" data-attributes="member: 5948"><p>My (very incomplete) list.</p><p></p><p>- Restrictions. DS isn't about access to everything, it's about limited choices. Limited water, limited metal, limited magic, and lesser-of-two-evils moral choices all too common. Genocided races should be explicitly noted as 'canonically extinct in Athas' and magic that is obviously non-elemental, non-druidic, no-psionic, or non-templar should be rare and widely despised (yes, that includes Arcane Tricksters etc). Oh, and elemental clerics should actually have restrictions on spells from the opposite element. You want to cast Create Food and Water? Don't play a damn fire cleric then.</p><p></p><p> - psionics has to happen, obviously. I've got no preferred implementation as yet, but what I DO want is a) no spell components of any sort, b) all psionicists not being tied to a single ability score, and c) psionicists working from a flavourful spell/effect/discipline list of their own and not just having free choice from the sorcerer list or whatever. And wild talents should be an actual psionic ability your PC can use, not just a nebulous 'psychic dice' you can add to rolls once a short rest or anything similarly boring.</p><p></p><p>- Place it just after Kalak's death for preference, or just before as a second choice. Keep the Rajaat/Borys/etc metaplot but let the PCs sort it out rather than a bunch of cardboard novel characters.</p><p></p><p>- Non-magical bards. Support for trader PCs. Frankly I'd disallow the standard bard and instead have a new base class here, a Cha-based non-magical class with Athasian bard, dune trader, marshal/commander, and maybe noble/diplomat subclasses.</p><p></p><p>- redo the map to make more sense. Kill a few sacred cows if you have to, god knows the Ravenloft writers weren't shy about that. Extend the borders of the map in all directions, pay attention to the WORLD of athas a bit, rather than just a fragment of it. Make the cities bigger to allow for more urban adventuring, add some hardscrabble farmland around them to explain how they feed themselves, expand the world beyond the Tyr valley (adding new sorcerer-kings and -queens as you go), come up with legit reasons why the sorcerer-kings didn't just colonise the fertile Ringing Mountains and Kreen grasslands long ago.</p><p></p><p>- Survival is hard. Nerf rangers and Create Food And Water and the like to make sure it stays that way. </p><p></p><p>- No 'defiler' or 'preserver' subclasses. Defiling should always be a temptation when any wizard is hard-pressed and needs a little extra boost. Playing a preserver SHOULD be mechanically less optimal. Being good is hard.</p><p></p><p>- I'd personally prefer that slavery (chattel or prisoner-of-war based slavery along the ancient Roman model rather than race-based slavery) should stay as an evil but institutional fact of life in most Sorcerer-King-ruled city-states. But I'm an Australian white guy who has no personal skin in that game, so that choice probably shouldn't be made by people like me.</p><p></p><p>- Similar with Templars, I'd prefer them PC-playable (personally I prefer them implemented as Sorcerer-King domain clerics rather than Sorcerer-King pact warlocks for mechanical and setting reasons, but I could live with either) though I'd understand if 5e decided to make them NPC-only.</p><p></p><p>- you don't need massive changes to most default D&D assumptions to be honest. The 5e attunment mechanics work ok to limit magic items. Hardest one is going to be heavy-armour-wearers in a setting where metal hardly exists (oh, and neither should rapiers, so rogues will need to rethink too), but a few bits of interesting new equipment should cover that. Just some notes would do. Suggested modified paladin oaths, suggested warlock patrons etc to fit thematically into the setting. Tieflings can be re-skinned as New Race mutants tainted by the Pristine Tower, etc etc. Sorcerers and bards will be the hardest sell. </p><p></p><p>- Don't shoehorn the default D&D planar cosmology in. The Feywild has no damn business being in Athas.</p><p></p><p>- a 600-page hardcover sandbox megacampaign that brings the PCs all the way to level 20 to face off against Borys and Rajaat. Personally vetted by me beforehand so that it's just what i like. Because hey, we're wishlisting here, right...?</p></blockquote><p></p>
[QUOTE="humble minion, post: 8312738, member: 5948"] My (very incomplete) list. - Restrictions. DS isn't about access to everything, it's about limited choices. Limited water, limited metal, limited magic, and lesser-of-two-evils moral choices all too common. Genocided races should be explicitly noted as 'canonically extinct in Athas' and magic that is obviously non-elemental, non-druidic, no-psionic, or non-templar should be rare and widely despised (yes, that includes Arcane Tricksters etc). Oh, and elemental clerics should actually have restrictions on spells from the opposite element. You want to cast Create Food and Water? Don't play a damn fire cleric then. - psionics has to happen, obviously. I've got no preferred implementation as yet, but what I DO want is a) no spell components of any sort, b) all psionicists not being tied to a single ability score, and c) psionicists working from a flavourful spell/effect/discipline list of their own and not just having free choice from the sorcerer list or whatever. And wild talents should be an actual psionic ability your PC can use, not just a nebulous 'psychic dice' you can add to rolls once a short rest or anything similarly boring. - Place it just after Kalak's death for preference, or just before as a second choice. Keep the Rajaat/Borys/etc metaplot but let the PCs sort it out rather than a bunch of cardboard novel characters. - Non-magical bards. Support for trader PCs. Frankly I'd disallow the standard bard and instead have a new base class here, a Cha-based non-magical class with Athasian bard, dune trader, marshal/commander, and maybe noble/diplomat subclasses. - redo the map to make more sense. Kill a few sacred cows if you have to, god knows the Ravenloft writers weren't shy about that. Extend the borders of the map in all directions, pay attention to the WORLD of athas a bit, rather than just a fragment of it. Make the cities bigger to allow for more urban adventuring, add some hardscrabble farmland around them to explain how they feed themselves, expand the world beyond the Tyr valley (adding new sorcerer-kings and -queens as you go), come up with legit reasons why the sorcerer-kings didn't just colonise the fertile Ringing Mountains and Kreen grasslands long ago. - Survival is hard. Nerf rangers and Create Food And Water and the like to make sure it stays that way. - No 'defiler' or 'preserver' subclasses. Defiling should always be a temptation when any wizard is hard-pressed and needs a little extra boost. Playing a preserver SHOULD be mechanically less optimal. Being good is hard. - I'd personally prefer that slavery (chattel or prisoner-of-war based slavery along the ancient Roman model rather than race-based slavery) should stay as an evil but institutional fact of life in most Sorcerer-King-ruled city-states. But I'm an Australian white guy who has no personal skin in that game, so that choice probably shouldn't be made by people like me. - Similar with Templars, I'd prefer them PC-playable (personally I prefer them implemented as Sorcerer-King domain clerics rather than Sorcerer-King pact warlocks for mechanical and setting reasons, but I could live with either) though I'd understand if 5e decided to make them NPC-only. - you don't need massive changes to most default D&D assumptions to be honest. The 5e attunment mechanics work ok to limit magic items. Hardest one is going to be heavy-armour-wearers in a setting where metal hardly exists (oh, and neither should rapiers, so rogues will need to rethink too), but a few bits of interesting new equipment should cover that. Just some notes would do. Suggested modified paladin oaths, suggested warlock patrons etc to fit thematically into the setting. Tieflings can be re-skinned as New Race mutants tainted by the Pristine Tower, etc etc. Sorcerers and bards will be the hardest sell. - Don't shoehorn the default D&D planar cosmology in. The Feywild has no damn business being in Athas. - a 600-page hardcover sandbox megacampaign that brings the PCs all the way to level 20 to face off against Borys and Rajaat. Personally vetted by me beforehand so that it's just what i like. Because hey, we're wishlisting here, right...? [/QUOTE]
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