So could literally any pet of the mechanics in a campaign frame be. That doesn’t mean it would be remotely satisfying.
I would simply tailor the frame itself to what's there for how much effort I want to put in. You dont actually have to port the entirety of Eberron to get it in. You can simply say "no PC changelings" and move on (what I would do).
Great. Sounds terrible. “Let’s Play Eberron but no options uniquely Eberron just play elves and such.” Nope.
Like, you really don't have to port an entire 3 D&D edition setting + billions of blog posts worth of concepts over into hard mechanics to get "eberron."
Straw Man. No one claimed ya did.
Edit: in fact coming at it from the perspective of a focused Frame is ideal. Eberron is too freaking big, with too much Stuff going on to use easily in play. DH tells us: use the fiction that matters for your specific campaign only, so the players can onboard it.
Which doesn’t actually address any of what I said lol
I run focused campaigns in Eberron as it is. I basically run games how Daggerheart advises, actually. The campaign pitch, specific tone and priorities and the like, rules specific to the campaign to make it feel like the story being explored, the whole works, even down to the players adding to the campaign brief though in Eberron this is more limited than in a homebrew world where whole nations and major factions and nearly anything else they want are designed with heavy player input or entirely by the players.
But the player that wants to run an airship wants mechanics to make running an airship
matter, and have
consequences.
Mechanics
matter. This isn’t less true in DH than in D&D. There’s a reason that some frames have corruption mechanics, faction mechanics, etc, because those elements are meant to be important and matter to the players in every scene where they come up.
If I run
Sharn By Night, I am probably going to want to add a little more crunch to high flying parkour challenges, investigation as a major recurring challenge, maybe borrow some mystery building rules from other games, and add a simple but meaningful mechanic for becoming a vampire and dealing with the consequences.
If I run
Skyward To Freedom, where the pitch is basically that your dear friend and longtime patron has invented sky ships that operate without bound elementals and don’t need Lyrander heirs, and his older designs have gotten out and been replicated by Bloodsails pirates and then others, and now the continent is itching for a war in the sky (mirroring the rise of aircraft in WWII) and the Houses are hunting you and your friends covertly…(which I am going to soon)
Then I am absolutely going to
need solid vehicle rules, including satisfying ways to run the ship in conflict scenes without anyone feeling useless or bored.
For anyone curious I’m working on porting the very basics of the vehicle combat rules from SW5e. Stuff like the deployments (converted to simpler DH mechanics with one or two special moves per deployment), power dice, shield dice, etc. No need for the detailed movement rules, since DH has solid rules for chases, and movement is otherwise about ranges, no need for all the super detailed ventures and gambits and the like, but the skeleton provides what players want from being a ship’s Bosun without getting bored.
Anyway, the point is, converting Eberron as a general project would be about making a half dozen or so campaign frames in the World of Eberron, with some shared mechanics that make multiple campaigns in the same world feel connected. That’s the point of a large setting.
If you don’t have interest in that, cool. Don’t try to tel people who do that there’s no point to it, though. That’s just rude and useless.