Man, I loved 4e Dark Sun for exactly this reason. It felt of a piece with D&D, just in a "darkest apocalyptic timeline" sense; like an example of what happens if the heroes mess up and don't save the world from the cosmic threat.The 4e book gave racial options for dragonborn (dray), dwarf, eladrin, elf, goliath (half-giant), half-elf, halfling, human, and tiefling, as well as full write-ups for mul and thri-kreen. It also provides a "minor race" status (check with DM) to genasi, kalashtar, and minotaur. It also says the following races are extinct unless the DM says otherwise: deva, gnome, kobold, ogre, orc, and troll. All others are unmentioned.
Likewise, for classes it provides no limit on classes beyond "no divine power source". Arcane magic is reviled but bards, warlocks and sorcerers can exist, and primal magic fills a sorta-gap and powers barbarians, wardens, shaman, and druids. Of course, psionics (including monks in this version) are prevalent, as are martial classes. It even gives some new subclasses for the above, such as Templar-pact warlocks or Arena fighter.
The bulk of the more interesting ideas come in the form of "character themes" that feel like 5e backgrounds in a way. Some of the classic DS themes (like gladiator, Templar, or Asthasian minstrel) are here.
Finally, they give ways armor equivalents to PCs, including versions of "chain", "scale" and "plate" armors. Likewise, many weapons are reflavored but mechanically the same, with optional rules for "superior" metal weapons and weapon breakage.
All in all, I thought it was a good update to DS and that's coming from someone who didn't like DS OR 4e. It feels like a skin rather than a new system, and I imagine a 5e version would crib extensively from this.
Exactly. 2e Dark Sun felt like a separate game that was forced to use AD&D mechanics, while 4e felt like a D&D world with a very specific theme.Man, I loved 4e Dark Sun for exactly this reason. It felt of a piece with D&D, just in a "darkest apocalyptic timeline" sense; like an example of what happens if the heroes mess up and don't save the world from the cosmic threat.
2E Dark Sun often seemed like it was designed as a stand-alone game but they had to shoehorn in some D&D tropes to make it compatible. I guess that's why the emotional reactions to them are so disparate; 4e Dark Sun had accepted that it was part of the D&D family, 2E D&D kept trying to assert that it was its own thing and nobody told it what to do. To be fair, 2E Dark Sun was an edgy '90s kid.![]()
Personally, I want it thematically coherent with 5e, but mechanically innovative. But those innovations should still be of a piece with the whole of 5e.Exactly. 2e Dark Sun felt like a separate game that was forced to use AD&D mechanics, while 4e felt like a D&D world with a very specific theme.
But it comes down, in the end, to what you want Dark Sun to be. Is it merely another setting for D&D, or a radical reinvention of the game? Does it try to incorporate the base game elements or ignore and alter them? Is it comparable to other worlds or is it D&D powergamer hardmode? Does it reskin what is already there or demand new mechanics to emulate the genre tropes?
Whereas I'd be content, if not happy, with limited new mechanics (defiling/preserving as an option for all arcane casters, psionics) and the rest done with a combination of subclasses (elemental domain, Templar pact), backgrounds (minstrel, gladiator), refluffing (equipment) and a few "very rare, check with your DM" guidelines (paladins). In addition to a few new races (muls, thri-kreen) and variant/subraces for the others (akin to the dragonmarked races).Personally, I want it thematically coherent with 5e, but mechanically innovative. But those innovations should still be of a piece with the whole of 5e.
I want a unique preserver/defiler class (or even 2 classes!). I want an elemental priest class. New races and unique equipment. Psionics. New feats.
I'm not the greatest expert on Dark Sun lore, but I played a couple campaigns in it. Off the top of my head:What will Dark Sun bring to 5e.
I agree your approach is much more likely, based on WotC's general design over the past few supplements. But that's all the more reason I want to advocate against it.Again, 4e took this approach and did it well. I believe 5e would look to this approach based on what they have done, esp with the MTG settings and they have avoided redoing magic to fit the color wheel.