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(+) What would you want for 5e Dark Sun?
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<blockquote data-quote="Shardstone" data-source="post: 8331318" data-attributes="member: 6807784"><p>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.</p><p></p><p>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</p><p></p><p>This works for 5E half-way, right, for classes like Druids, or for Clerics when you make some new domains.</p><p></p><p>But what about Bards? Wizards? Paladins?</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 8331318, member: 6807784"] 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. [/QUOTE]
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