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Dungeons & Dragons Online is slowly changing my mind about Eberron
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<blockquote data-quote="eamon" data-source="post: 5550754" data-attributes="member: 51942"><p>Put me in the camp of Eberron supporters! It's fantastically flexible, and it's not quite as predictable or hashed out as forgotten realms. I like Forgotten Realms, but it's rather something I'd read about than DM; it's too restrictive. Dark Sun has a lovely flavor; we'll be using it in an upcoming game (different DM), but I expect it's not a setting to be reused in tons of campaigns. It's distinctiveness both a huge strength, but also means that not every campaign will fit equally well.</p><p></p><p>For me that leaves Eberron as a kind of pimped Greyhawk: a flexible default setting with lots of internal consistency. I mean, if the PC's can use trivial magic every day (easily possible both in 4e and 3e/pathfinder), up to and including hiring NPC's and finding tons of magical trickets, it's stands to reason that they're not the only ones. Indeed, <em>tons</em> of monsters are inherently magical, and encountered all the time in a typical D&D campaign.</p><p></p><p>Then you've got classes and how they fit into the world. It's one thing to say that wizards can be extremely scholarly types; yet most PC's level and gain their power by themselves through adventure. And (certainly in 4e), they're not inherently more powerful than the fighters and other non-magical types; nor are they much more fragile or special at low levels. If so, where are all the beginners? The mundane magicians? Eberron makes that click - they're there, they're useful, they're just rather niche and not particularly powerful.</p></blockquote><p></p>
[QUOTE="eamon, post: 5550754, member: 51942"] Put me in the camp of Eberron supporters! It's fantastically flexible, and it's not quite as predictable or hashed out as forgotten realms. I like Forgotten Realms, but it's rather something I'd read about than DM; it's too restrictive. Dark Sun has a lovely flavor; we'll be using it in an upcoming game (different DM), but I expect it's not a setting to be reused in tons of campaigns. It's distinctiveness both a huge strength, but also means that not every campaign will fit equally well. For me that leaves Eberron as a kind of pimped Greyhawk: a flexible default setting with lots of internal consistency. I mean, if the PC's can use trivial magic every day (easily possible both in 4e and 3e/pathfinder), up to and including hiring NPC's and finding tons of magical trickets, it's stands to reason that they're not the only ones. Indeed, [I]tons[/I] of monsters are inherently magical, and encountered all the time in a typical D&D campaign. Then you've got classes and how they fit into the world. It's one thing to say that wizards can be extremely scholarly types; yet most PC's level and gain their power by themselves through adventure. And (certainly in 4e), they're not inherently more powerful than the fighters and other non-magical types; nor are they much more fragile or special at low levels. If so, where are all the beginners? The mundane magicians? Eberron makes that click - they're there, they're useful, they're just rather niche and not particularly powerful. [/QUOTE]
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