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3e, DMs, and Inferred Player Power
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<blockquote data-quote="Majoru Oakheart" data-source="post: 2570234" data-attributes="member: 5143"><p>The basic D20 rules can be easily modified to fit other settings, yes.</p><p></p><p>However, the CORE assumptions stay the same in all the D&D campaigns in 3rd Ed. Eberron is Greyhawk-like in that both settings have wizards who create magic items according to the rules in the PHB, both settings have all of the races from the PHB, they both have all the spells in the PHB, they have a variety of cultures with difference fighting styles, magic styles. This leaves room for PCs to be anything for any of the books released. They both have ancient empires who had powerful magic and left ruins all over the place. They both have magic items for sale for the prices in the DMG. Both settings also follow the standard assumption that players will play semi-heroic characters who seek out treasure and power. The players will gain this treasure and power and be significantly more powerful than normal people.</p><p></p><p>You'll find that with these as the core assumptions, it leaves a lot of room to maneuver and make a lot of different worlds. Cutural changes, geographical changes, and a lot of other things can fit in without changing the rules. You need to change the rules only if you change the default level of gold or magic at each level or try to run a campaign where character's don't grow to be much more powerful than a normal person.</p><p></p><p>I insert these core assumptions into every game I play unless told otherwise. Greyhawk, previously, used to be more middle magic rather than a high magic world, but it changed with the 3rd Ed rules coming out to better fit D&D.</p><p></p><p>Eberron was written specifically to make a world where all of the rules were assumed, so that it fit the rules better than any other setting.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2570234, member: 5143"] The basic D20 rules can be easily modified to fit other settings, yes. However, the CORE assumptions stay the same in all the D&D campaigns in 3rd Ed. Eberron is Greyhawk-like in that both settings have wizards who create magic items according to the rules in the PHB, both settings have all of the races from the PHB, they both have all the spells in the PHB, they have a variety of cultures with difference fighting styles, magic styles. This leaves room for PCs to be anything for any of the books released. They both have ancient empires who had powerful magic and left ruins all over the place. They both have magic items for sale for the prices in the DMG. Both settings also follow the standard assumption that players will play semi-heroic characters who seek out treasure and power. The players will gain this treasure and power and be significantly more powerful than normal people. You'll find that with these as the core assumptions, it leaves a lot of room to maneuver and make a lot of different worlds. Cutural changes, geographical changes, and a lot of other things can fit in without changing the rules. You need to change the rules only if you change the default level of gold or magic at each level or try to run a campaign where character's don't grow to be much more powerful than a normal person. I insert these core assumptions into every game I play unless told otherwise. Greyhawk, previously, used to be more middle magic rather than a high magic world, but it changed with the 3rd Ed rules coming out to better fit D&D. Eberron was written specifically to make a world where all of the rules were assumed, so that it fit the rules better than any other setting. [/QUOTE]
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