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D&D 5E Magic in Eberron vs. D&D 5

evil homer

First Post
Eberron assumes a level of magic far in excess of the normal D&D world, now a great portion of the magic is used to present the world as an analogue of 19th century technology. D&D 5e seems to present a baseline which is much lower in both magic quantity and magic quality. The magic in Eberron that presents itself as technology isn't really a problem, its logical extension...how many magic items should a character in Eberron possess?
 

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For 'magic' in the steam-punk trapping sense, as much as he can afford. Such magic items should to straight into weapon and armor and adventuring gear tables at whatever you consider reasonable costs.

Other magic items, that do things the everyday 'magic'/technology can't, can be as rare, expensive or un-buy/make-able as in 5e. Items that impact 5e's 'Bounded Accuracy,' like +X anythings, should be rare (needn't exist at all, really), of course.
 

Oh! there's a thing in the DMG that explains how much money and magic a character starting at a higher level should have depending on the common-ness of magic items in the setting!
 

I've done some musing about Eberron of late...

Magic in Eberron should be broken into two categories: High and Low. High magic is Spells (as in the PHB) and Magic Items (as in the DMG). That stuff can remain rare and powerful. Low magic is simple stuff like elemental vehicles, dragonmarks, and common magic items (everburning torches, self-heating tea kettles) which is stuff that doesn't add bonuses or new powers, but makes like more convenient. Ideally, I'd like to see the class of low magic expanded without changing the High magic already in the book. In reality, I'm not sure how that can happen; but its a thought.
 

Keith Baker had the following to say last year...

http://keith-baker.com/hacking-5e-eberron/

So basically, [MENTION=7635]Remathilis[/MENTION] has the right approach to it - magewrights and wizards are making cantrip level stuff just fine, but the magic weapons and armor and the like can still be suitably rare. Eberron already has the conceit that many of the greatest inventions like airships and lightning tails are rarities due to the destruction of the Last War.
 

Eberron assumes a level of magic far in excess of the normal D&D world, now a great portion of the magic is used to present the world as an analogue of 19th century technology. D&D 5e seems to present a baseline which is much lower in both magic quantity and magic quality. The magic in Eberron that presents itself as technology isn't really a problem, its logical extension...how many magic items should a character in Eberron possess?
Eberron assumed a higher frequency of minor magic items. This can still work in 5e, even without giving out an unbalancing number of magical items.
Characters can possess far more Common and Uncommon items, especially ones that provide a small non-numerical bonus. Magical sending stones for communication, enchanted light sources, simple wands, time pieces, enchanting quills of scribing, compasses, etc. Simple everyday objects that are analogous to technology and are useful, but are unlikely to break a combat or exploration encounter.
 

Basically what is said already.

Eberron is basically

High Magic Frequency
Low Magic Power
Moderate Magic Affordability
High Magic Population

PCs would have the baseline amount of "bonus granting "magic items at most levels but have maybe double the amount of magic trinkets.
 

Eberron is basically

High Magic Frequency
Low Magic Power
Moderate Magic Affordability
High Magic Population
This, plus Eberron is also has a lower frequency of high level characters.

Folks of great renown and skill are often only in the 8-12 level range. There are no Elminsters, Khelbans, Mordenkainens, Tensers, etc. Those power levels can happen, they're just vanishingly rare. It's part of the "PCs are important" theme.
 

Eberron assumes a level of magic far in excess of the normal D&D world, now a great portion of the magic is used to present the world as an analogue of 19th century technology.
It doesn't, they just utilize it better. There is no more technological energy today than 200 years ago, we're just better with it. No one in the default 5E world has figured sticking an elemental in a metal chamber and forcing it to work itself to death is an awesome idea, but they more than have the ability to do it.
 

It doesn't, they just utilize it better. There is no more technological energy today than 200 years ago, we're just better with it. No one in the default 5E world has figured sticking an elemental in a metal chamber and forcing it to work itself to death is an awesome idea, but they more than have the ability to do it.
Bro that's just pure philosophy applied to a work of fiction. If I decide Eberron has more magic in my home game, it does, because Eberron is fictional and exists however we say it does and in as many different independent instances as needed.
 

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