This seems a really deeply felt response, and I find it surprising. Which Dragonmarks do you find more powerful than, say, Magic Initiate (Wizard)? Find Familiar, True Strike, and another wizard cantrip, cast with Int, Wis, or Cha, seems to me a high benchmark that (arguably) none of the Dragonmark feats match in terms of power.I'd never allow 2024 Dragonmarks in any other setting.
The 2014 version of them was reasonable enough to include as options in other settings, but the 2024 Dragonmark feats exist to make characters who choose them much more powerful than any other characters. I'd have no intentions of being unfair to players who don't pick balance-breaking options to let another player get significant expansions to their spell list, or feats that are stronger than everyone else's origin feats, or even get extra casts of much more powerful spells than anyone else can acquire via feats.
And there you have an example of what I was suggesting for Dragonmarks -- make them important and lore-connected in your setting.Though that doesn't mean the only way to introduce Warforged is like this.
I like the idea of them being a Dwarven creation. In one variant, Warforged are a way for couples that can't have children (maybe due to a disease that lowers fertility, homosexual pairings or multi-racial pairings ) to create something like a child. Two souls merge and create a new soul, just like in biological procreation, but the result isn't a dwarf, it's a construct. This would be very different than Eberron Warforged - these Warforged might have loving parents actually, and grew up in the Dwarven culture, maybe the culture still treates you different from normal children (and children treat you differently).
The point isn't just removing it from it's original lore. It's taking it from it's original lore solely for it's mechanical aspects without replacing the lore, like the Forgotten Realms and some other kitchen-sink settings have done with the Warforged.I see your point, but to me, it is still a mechanically interesting option to model some of the scenarios described in my initial post, even when you remove it from this original lore.
For my personal version of Eberron, I split the difference. The majority of Dragonmarks are passed on via familial/"genetic" lines, but there are enough spontaneous marks that a PC of a different-than-expected race won't be some massively weird outlier. Most Houses are between 90-95% made up of the "standard" race.If I were to use them in another setting, the first thing i would do is completely disentangle them from ancestry. I have even considered doing that in Eberron -- I think the Houses might be more interesting if they were built around the Marks first, and not race. But that would require a lot of lore revisions I am not especially interested in doing.
i think i might be the polar opposite here, if i find a thing i like it's usually cool to me independently regardless of the lore, and if i find something i like i'm more that willing to repurpose it and put it into another place or setting.I have strong feelings about this, and the warforged are a great example.
In Eberron, being a warforged means a great deal, it's immensely tied to the lore. You were created as a living weapon, not a sentient being, by House Cannith. Veterans (which is many, many people) may feel horror at seeing you, or perhaps you're like their favorite tank, or that you can't actually have real emotions because that would mean that what they did during the Last War would haunt them. You very likely sold to one of the five nations and used in the Last War. The Treaty of Thronehold which ended the Last War also closed down all the Creation Forges, a slow genocide against your people. You have no culture of your own, just the adopted soldier culture of the nation you were a piece of military materiel for.
Being a warforged in Eberron means something.
Being a warforged in kitchen sink settings: Oh look, I'm a living construct. Woo!
The Dragonmarks have vast lore tie ins. Building them into the lore of your setting, making them important, making having one a Big Deal -- then I'm fine for them in other settings. But washing away everything interesting about them except their mechanical effects just to import them I am dreadfully against.
I'm not sure if I agree with this or not, and it really boils down to if you're saying lore needs to be established for the Dragonmarks or for the mechanics of a Dragonmark as it is applied outside of its usual lore.The point isn't just removing it from it's original lore. It's taking it from it's original lore solely for it's mechanical aspects without replacing the lore, like the Forgotten Realms and some other kitchen-sink settings have done with the Warforged.
This is a roleplaying game. Yes, "game" is in the title and we can have purely mechanical bits, but "roleplaying" is as well. Make them interesting from that aspect as well.
The title of this is "Dragonmarks in other settings". What is superior for an RPG: a flavorless mechanical construct, or the same mechanical construct that also ties into the setting, has meaning, will cause reactions from people who see it, and otherwise interacts both mechanically and culturally?
Stripping half of the meaning of the Dragonmark away by only looking at the mechanical aspects weakens them in a roleplaying game. Give them lore. Give players meaningful choices beyond just the mechanical wargame aspects.