Zardnaar
Legend
I am glad. I dont play the card game but I enjoy these Magic The Gathering settings for D&D.
I did but not anymore.
I liked Ravnica and Theros. Quality products.
I am glad. I dont play the card game but I enjoy these Magic The Gathering settings for D&D.
Looking at the FR Campaign Setting for 3e, it seems to be higher than that. Under Mage Fairs it says,I seem to remember 3E had some rules on demographics that included estimates on classes and levels that might exist in a settlement depending on its size. It included numbers for player and NPC classes.*
I don't know if such a thing existed in earlier editions, it didn't exist in 4E.
*) There is even a calculator on the d20 SRD site: d20 Demographics Calculator
Yes, that's true - but it's not because of the rarity of knowledge, but by the rarity of the power needed by the individual to accomplish the task.that...still achieves the result of characters capable of making magic items being extremely limited.
That's a pretty common mistake you are making there. That automatic loss of con pertains to the spells made permanent in the spell description, not all castings of permanency. The spell does not talk about magic item creation.ah, yes, like permanency, which...is an 8th level spell. that reduces your constitution by 1 per use.
yeah. very conducive to an industrialized magic society there. right.
As I said, I really don't know what the rules were. However, the existence of Glantri means that NPCs can and do make lots of magic items and cast lots of spells.becmi's item crafting rules read as so dm and adventure dependent that im starting to think glantri doesn't follow from its rules as much as you seem to think it does.
They are relevant, because it shows that D&D continues to feature magic item creation in numbers sufficient to generate a setting such as Eberron.4e and 5e aren't really relevant to the question since neither existed when eberron was being made. but moreover, out of all the editions from becmi to 3e, 3e's seems the most reliable and repeatable to me.
3e only assumes the same rules to an extent. Magic Item creation in 3e cost XP. NPCs have it in infinite supply since the DM isn't running millions of NPCs through adventures to gain that XP. PCs will make fewer items as a result, and magic items will have been being made for thousands of years, generating a TON of magic items out there.first off, doesn't at least 3e assume npcs and pcs use the same rules? second, i mean, okay, but then a setting based on npcs making tons of magic items and spells in a manner totally divorced from the rules isn't exactly...being built around the rules, now is it?
"Hey, it's fine, guys, there's only a CHANCE I develop permanent weakness from making this magic item, instead of it being guaranteed!" that's...not a lot better? unless it's like astronomical odds, in which case...why bother mentioning it at all?That's a pretty common mistake you are making there. That automatic loss of con pertains to the spells made permanent in the spell description, not all castings of permanency. The spell does not talk about magic item creation.
"The magic-user casts the desired spell and then follows with the permanency spell. Each permanency spell lowers the magic-user's constitution by 1 point. The magic-user cannot cast these spells upon other creatures. In addition to personal use, the permanency spell can be used to make the following object/creature or area effect spells lasting:"
Making magic items does not involve making spells cast on yourself or others permanent. Under Enchant an Item it says that there is a risk of con loss if Permanency is used. Con loss isn't guaranteed the way it is with spells cast under the Permanency spell itself. And of course, you can always use Wish to get the con points back if you're high enough to be enchanting items.
From Enchant an Item
"No magic placed on or into an item is permanent unless a permanency spell is used as a finishing touch, and this always runs a risk of draining a point of constitution from the magic-user casting the spell."
Interestingly, I can't recall ever seeing the odds of losing or not losing that con point printed anywhere.
yeah, but that's pretty much entirely divorced from the actual rules at that point.As I said, I really don't know what the rules were. However, the existence of Glantri means that NPCs can and do make lots of magic items and cast lots of spells.
they're irrelevant because they had no hand in defining what eberron was because they didn't exist yet. that you can run eberron in them doesn't change whether or not eberron followed 3e's rules to their logical conclusion.They are relevant, because it shows that D&D continues to feature magic item creation in numbers sufficient to generate a setting such as Eberron.
at least there's a basis in the rules, then, even if the question of how they get more xp is ignored (and in eberron it actually isn't - eberron's answer is that they're artificers, they get an xp pool specifically for crafting that iirc they can refill by recycling other magic items).3e only assumes the same rules to an extent. Magic Item creation in 3e cost XP. NPCs have it in infinite supply since the DM isn't running millions of NPCs through adventures to gain that XP. PCs will make fewer items as a result, and magic items will have been being made for thousands of years, generating a TON of magic items out there.
As I said, they can just Wish any losses back."Hey, it's fine, guys, there's only a CHANCE I develop permanent weakness from making this magic item, instead of it being guaranteed!" that's...not a lot better? unless it's like astronomical odds, in which case...why bother mentioning it at all?
There's a basis in the rules prior to 3e as well, making 3e's rules not really relevant. It doesn't really matter if the designers were inspired by the 3e rules, those rules are not a part of Eberron's theme. Quite literally every other edition of the game also meets that theme.Yeah, but that's pretty much entirely divorced from the actual rules at that point.
they're irrelevant because they had no hand in defining what eberron was because they didn't exist yet. that you can run eberron in them doesn't change whether or not eberron followed 3e's rules to their logical conclusion.
at least there's a basis in the rules, then, even if the question of how they get more xp is ignored (and in eberron it actually isn't - eberron's answer is that they're artificers, they get an xp pool specifically for crafting that iirc they can refill by recycling other magic items).
Again, one out of a hundred NPC's isn't just uncommon. Good grief, there are more named Lizardfolk in Ghosts of Saltmarsh than there are dragonborn.No, but they are explicitly uncommon: but they are present.
Really? Why are you surprised by this. The fandom has spoken very loudly and very clearly that they do not want anything new. They are perfectly happy with WotC retreading the tried and true. Good grief, the fandom is all abuzz about the return of Dark Sun? A setting that had it's glory days thirty years ago? A setting that virtually none of the fandom has even played or seen? And that's what's got everyone excited?I am a little surprised at how new-setting averse folks here are. No wonder WotC won't ever do anything new.
yeah, JUST use the apex of mortal magic to undo it. that's a widespread enough commodity to support a setting with.As I said, they can just Wish any losses back.
not if you actually look at those rules, it seems.There's a basis in the rules prior to 3e as well
so if we're trying to determine whether or not a setting is built with a system in mind, whether or not the designers built the setting with the system in mind isn't relevant...but systems that literally didn't exist at the time are?It doesn't really matter if the designers were inspired by the 3e rules, those rules are not a part of Eberron's theme. Quite literally every other edition of the game also meets that theme.
