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<blockquote data-quote="collin" data-source="post: 7659594" data-attributes="member: 6757"><p>Well, after viewing the UA document and reading all of the posts in this thread, I decided I would finally throw in my 5 cents.</p><p></p><p>1) I am fairly disappointed with what WotC released in the UA for Eberron. I have seen better home-brewed posted information in EN World than what WotC put together. Why did they even bother?</p><p></p><p>2) The races are still not where they probably need to be, but I think they are close. Noticeable absence of the Kalashtar. I'll get to that in a second.</p><p></p><p>3) The Artificer was a quick and cheap easy way out. It does not really help with capturing the original flavor of Eberron.</p><p></p><p>4) Dragonmarks. Like the races, not horrible, but could easily be made better.</p><p></p><p>5) Action Points/Hero Points. Whatever.</p><p></p><p>What I am seeing in these proposed 'helping rules' for folks who want to run Eberron is a little disturbing to me in that WotC seems to either a) have trouble thinking out of the box, or b) they have locked down the rules (as another poster suggested) for 5th edition and are terribly reluctant to make any variant changes with regards to the various play settings. I wonder what they would want to do with Dark Sun? Example: how can you not simply come up with some rules that would allow Psionics and the Kalashtar? Doesn't really fit in the current 5th edition rules, I know, but why should that stop the brain-trust at WotC from developing some rules on the fly for now?</p><p></p><p>Eberron (like Dark Sun and Dragonlance) is a different world. It was created with a specific theme and purpose: high adventure, pulp action, low-level but plentiful magic. These concepts, especially the last one, do not fit into the current rules. So, change them for Eberron. Allow a feat for all players at first level to allow for Dragonmarked characters. Allow Artificers to be creators of magic items, just not quite as easily as they did in 3.5-4.0. Make some new rules for 5th edition that only apply to Eberron races. </p><p></p><p>Why say "Changlings can only change into humanoids that they have previously seen." Really?? What a can of worms THAT is. I can see it now: players are going to be arguing with their DMs about what races they have seen or could have seen in their lifetime. How could they leave that so open-ended and limiting at the same time?</p><p></p><p>I don't know at this point if I should hope that WotC comes out with new/revised Eberron setting book that fixes and expands on some of this stuff, or tell them to just drop it if this what we can expect from them for this or any other play setting. So far, they have missed the mark on Eberron. If their thought is to try and incorporate these rules into a general world for all settings, I think THAT is also a mistake. Who cares if Shifters and Artificers could be used in Greyhawk? They were never meant to be used in other settings - they were created specifically for Eberron. For me, I will probably ignore ~80% of this stuff and just continue home-brewing everything.</p></blockquote><p></p>
[QUOTE="collin, post: 7659594, member: 6757"] Well, after viewing the UA document and reading all of the posts in this thread, I decided I would finally throw in my 5 cents. 1) I am fairly disappointed with what WotC released in the UA for Eberron. I have seen better home-brewed posted information in EN World than what WotC put together. Why did they even bother? 2) The races are still not where they probably need to be, but I think they are close. Noticeable absence of the Kalashtar. I'll get to that in a second. 3) The Artificer was a quick and cheap easy way out. It does not really help with capturing the original flavor of Eberron. 4) Dragonmarks. Like the races, not horrible, but could easily be made better. 5) Action Points/Hero Points. Whatever. What I am seeing in these proposed 'helping rules' for folks who want to run Eberron is a little disturbing to me in that WotC seems to either a) have trouble thinking out of the box, or b) they have locked down the rules (as another poster suggested) for 5th edition and are terribly reluctant to make any variant changes with regards to the various play settings. I wonder what they would want to do with Dark Sun? Example: how can you not simply come up with some rules that would allow Psionics and the Kalashtar? Doesn't really fit in the current 5th edition rules, I know, but why should that stop the brain-trust at WotC from developing some rules on the fly for now? Eberron (like Dark Sun and Dragonlance) is a different world. It was created with a specific theme and purpose: high adventure, pulp action, low-level but plentiful magic. These concepts, especially the last one, do not fit into the current rules. So, change them for Eberron. Allow a feat for all players at first level to allow for Dragonmarked characters. Allow Artificers to be creators of magic items, just not quite as easily as they did in 3.5-4.0. Make some new rules for 5th edition that only apply to Eberron races. Why say "Changlings can only change into humanoids that they have previously seen." Really?? What a can of worms THAT is. I can see it now: players are going to be arguing with their DMs about what races they have seen or could have seen in their lifetime. How could they leave that so open-ended and limiting at the same time? I don't know at this point if I should hope that WotC comes out with new/revised Eberron setting book that fixes and expands on some of this stuff, or tell them to just drop it if this what we can expect from them for this or any other play setting. So far, they have missed the mark on Eberron. If their thought is to try and incorporate these rules into a general world for all settings, I think THAT is also a mistake. Who cares if Shifters and Artificers could be used in Greyhawk? They were never meant to be used in other settings - they were created specifically for Eberron. For me, I will probably ignore ~80% of this stuff and just continue home-brewing everything. [/QUOTE]
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