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(+) What would you want for 5e Dark Sun?
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<blockquote data-quote="Steampunkette" data-source="post: 8317555" data-attributes="member: 6796468"><p>Mul are not half-dwarves. They're Mul.</p><p></p><p>I know they're, racially, half-dwarves. But that's in story only. Their actual racial traits have nothing to do with 5e Dwarves.</p><p></p><p>So you'd probably do:</p><p></p><p>Aaracokra</p><p>Dwarf</p><p>Elf</p><p>Gith</p><p>Half-Elf</p><p>Half-Giant</p><p>Halfling</p><p>Human</p><p>Mul</p><p>Thri-Kreen</p><p></p><p>With practically no subrace options. Elves in Athas don't come in "Wood" and "Dark" flavors, after all.</p><p></p><p>And then a "Wasteland Mutant" entry. This entry would give DMs advice to introduce other playable races that players desperately want to play into the setting in a way that is both cogent and fits the setting narrative. You wanna play a Tabaxi, this is how you do it. Same for Tiefling or Half-Orc. With an inset reminder that Wasteland Mutants are, not -exactly- but essentially, unique. If you play a Tiefling in Dark Sun as a Wasteland Mutant don't feel bound by the Tiefling race description in your character's appearance, but also don't expect to ever see another person like you and you'll most likely face a stigma because of it.</p><p></p><p>'Cause while you have the Tiefling Stat block you're actually a mutant human/elf/dwarf/half-giant/halfling/whatever.</p><p></p><p>And then you can do the Subraces as a Wasteland Mutant option for the different races. Dark Elves are just Desert-Elves who got too friendly with magical fallout while they were kids.</p><p></p><p>But also have that Wasteland Mutant Entry flatly say "This should not be a general practice for Dark Sun games, but only an option for players who feel they need a specific set of racial bonuses to fulfill their character idea/class features. You should try to limit yourself, as a player, to the standard races for the setting to maximize the Athasian feel."</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8317555, member: 6796468"] Mul are not half-dwarves. They're Mul. I know they're, racially, half-dwarves. But that's in story only. Their actual racial traits have nothing to do with 5e Dwarves. So you'd probably do: Aaracokra Dwarf Elf Gith Half-Elf Half-Giant Halfling Human Mul Thri-Kreen With practically no subrace options. Elves in Athas don't come in "Wood" and "Dark" flavors, after all. And then a "Wasteland Mutant" entry. This entry would give DMs advice to introduce other playable races that players desperately want to play into the setting in a way that is both cogent and fits the setting narrative. You wanna play a Tabaxi, this is how you do it. Same for Tiefling or Half-Orc. With an inset reminder that Wasteland Mutants are, not -exactly- but essentially, unique. If you play a Tiefling in Dark Sun as a Wasteland Mutant don't feel bound by the Tiefling race description in your character's appearance, but also don't expect to ever see another person like you and you'll most likely face a stigma because of it. 'Cause while you have the Tiefling Stat block you're actually a mutant human/elf/dwarf/half-giant/halfling/whatever. And then you can do the Subraces as a Wasteland Mutant option for the different races. Dark Elves are just Desert-Elves who got too friendly with magical fallout while they were kids. But also have that Wasteland Mutant Entry flatly say "This should not be a general practice for Dark Sun games, but only an option for players who feel they need a specific set of racial bonuses to fulfill their character idea/class features. You should try to limit yourself, as a player, to the standard races for the setting to maximize the Athasian feel." [/QUOTE]
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