D&D 4E Eberron 4e

Samurai

Adventurer
I think I'd like to run my 1st 4e game in Eberron, but it's going to take some work to adapt Eberron to 4e, and vice versa. Anyone else working on this? Here's what I've got so far:

Eberron 4e Rules
Attributes – We’ll use a 25 point buy, slightly higher than the 4e main rules, to give a bit more heroic feel.


Races – Use all the PHB races as presented, with any modifications from Samurai's 4e Rules Change document (see other thread if interested). The races from the Monster Manual are weaker than the PHB races, getting only 2 abilities instead of 3, so I gave each such race 1 additional ability.


Dragonborn are from the continent of Argonnessen, where they once had a mighty empire under their dragon masters. However, something happened to drive many of the dragons mad. Savage wars broke out, destroying much of the land until it became nearly uninhabitable. Many Dragonborn fled to other continents, especially Khorvaire.


The lost city of the Tieflings, Bael Turath, is rumored to possibly be somewhere on Xen’drik. Others say it is on Sarlona. No one seems to know for sure, and Tieflings prefer not to talk about it.


Eladrin have their own communities on Valen’s Isle and Majarin, southeast of Aerenal. They also have some cities that have only recently (within the past hundred years) returned to their former locations on Xen’drik from their centuries-long exile to the Feywilds.


Changlings – Use the Doppleganger PC stats from the Monster Manual, with the following addition:
• Background Skills: Knowledge of a wide variety of skills and languages makes it easier to blend in. Changlings get +3 points to spend on languages and background skills. (NOTE: I give a number of Background Points based on Int Mod that can be used to buy either additional languages or background skills such as Professions, Crafts, Performance, more specific Knowledges including Area Knowledge, etc. +3 more points is the equivalent of 1 feat, such as Linguist)


Gnomes of Zilargo – Use the Gnome PC stats from the Monster Manual, with the following addition:
• Thirst for Knowledge: Gnomes may take Training in 1 Knowledge Skill for free.


Kalashtar – Racial Traits:
Average Height: 5’11” – 6’3” Average Weight: 140-210 lbs

Ability Scores: +2 Wis, +2 Cha
Size: Medium
Speed: 6
Vision: Normal

Languages: Common, Quor
Skill Bonuses: +2 Diplomacy, +2 Insight

Psychic Power: Kalashtar get a +2 on attack rolls when using powers with the Psychic keyword, and get +2 on saves against ongoing Psychic powers used against them.

Mindlink: Once per day, as a Minor Action, a Kalashtar can forge a Mindlink with any target within 20 squares (Cha vs Will if unwilling). Once created, it takes a Minor Action from the Kalashtar to sustain it each round (maximum 5 minutes). During this time, the Kalashtar and the target may communicate telepathically with each other, language is no longer a barrier. The target can move beyond 20 squares without breaking the link. The Kalashtar can use any power with the Psychic keyword through the Mindlink against the target, no matter the physical range.

Strong-willed: +1 racial bonus to Will Defense

Ghost-touch: Kalashtar can do full damage to Insubstantial targets, not half damage.


Shifters - Use the Shifter PC stats from the Monster Manual, with the following addition:
• All Shifters receive the Fists of Fury feat for free, representing their sharp teeth and claws. (Fists of Fury is a new feat I created. It allows the character to roll d6's for unarmed attacks instead of d4s, gives a +1 Proficiency attack bonus with unarmed attacks, and allows the fists to qualify as "Melee Weapons" for powers that require it.)


Warforged – Use the Warforged Dragon Magazine article.
 

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I was thinking along similar lines

I'd like to keep gaming in Eberron -- been there exclusively for 3 years and unless the new FR is amazing, I don't see dumping Eberron. I plan on combining some of the Points of Light ideas into Eberron, to make it a little more wild -- I figure that in the wake of the Last War, things outside the big cities could easily be described in more desolate, isolated, and in some places dire terms.

I don't know if I'd beef up the points to 25. Sure, Eberron is more heroic and cinematic, but I think 4e has moved normative DnD closer toward those through the powers and tactical possibilities. I was planning on just keeping the standard level, or 4d6, drop lowest, and let things go from there.

You could make the Tieflings descendants of a people/empire/whatever that existed in the Demon Wastes, and survived (or maybe once thrived?) through demonic pacts. They could also be the distant offspring of a servitor race of humans or some such who were enslaved by demons in that area, or maybe a LONG time ago, and have since thrown off the shackles of slavery....but not their heritage. That way they could be something like the shifters -- outliers wherever they go, which is consistent with their place in regular 4e -- and yet they've been around long enough on Khorvaire to not be really odd.

What will you do for Dragonmarks & shard magic? I hadn't gotten to those yet.
 

lyle.spade said:
I'd like to keep gaming in Eberron -- been there exclusively for 3 years and unless the new FR is amazing, I don't see dumping Eberron. I plan on combining some of the Points of Light ideas into Eberron, to make it a little more wild -- I figure that in the wake of the Last War, things outside the big cities could easily be described in more desolate, isolated, and in some places dire terms.

I don't know if I'd beef up the points to 25. Sure, Eberron is more heroic and cinematic, but I think 4e has moved normative DnD closer toward those through the powers and tactical possibilities. I was planning on just keeping the standard level, or 4d6, drop lowest, and let things go from there.

You could make the Tieflings descendants of a people/empire/whatever that existed in the Demon Wastes, and survived (or maybe once thrived?) through demonic pacts. They could also be the distant offspring of a servitor race of humans or some such who were enslaved by demons in that area, or maybe a LONG time ago, and have since thrown off the shackles of slavery....but not their heritage. That way they could be something like the shifters -- outliers wherever they go, which is consistent with their place in regular 4e -- and yet they've been around long enough on Khorvaire to not be really odd.

What will you do for Dragonmarks & shard magic? I hadn't gotten to those yet.
Good idea on the Tieflings, and I was thinking along the same lines about "Points of Light in Eberron". The war was far more devastating than the 3e Eberron book let on. Many people were killed, and each country fielded "Weapons of mass destruction", from Warforged to undead legions to devastating magics that devastated the countryside, and still linger after the war is over.

And here's a thought... the Mournland is a huge swath of land that is dimensionally unstable. Bits of the Shadowfell creep in and take over, merging fitfully with the terrain and allowing... things... to cross over into our world. And what's worse is, the boundary of the Mournland still seems to be growing...

For Dragonmarks, I had 2 possible ideas: 1) a series of feats that give increasing powers with each feat, or 2) treat Dragonmarked as a Multiclass, allowing the player to trade class powers for Dragonmark powers. I'm not sure yet which way I'll go. (Note: I changed multiclassing to allow the 3 power swaps from a single feat, "Advanced Training", and would do the same for the Dragonmarks)
 

Okay , i didnt really read anything other than the first sentence so far, but i just had to say this..


Seriously, MORE points to give a MORE herioc feel? Why not just start them off at level 10 , or 20? I think 1st level characters are MORE than herioc eneough.
 

Interesting idea on the Mournland. I don't know if I'd tell the PCs about the 'creep' aspect of it -- keep them guessing, especially if the players are already Eberron veterans. Let them assume that things are as per 3.5 canon, and keep that idea in your back pocket to drop on them if ever they get too self-assured.

As for Dragonmarks, I think you're on to something with the first of your ideas. 4e is already full of powers that evolve and become more potent as PCs level, so writing up a series of least/lesser/greater descriptions would be easy, and wouldn't be an oddity to squeeze into 4e. One of the things that I am really happy with in these rules is the lack of any overarching rules systems -- massive series of instructions, processes, and standards, into which the millions of skill/feat/spell/etc combinations have to be fit in order for the game to work. 4e seems to really have those 3 simple rules, which exist to establish a consistent means of adjudicating everything, and the rest of the game is a series of character ability-specific exceptions. Keeping dragonmarks within that paradigm would make sense, and wouldn't risk poking a hole in the fundamental mechanics of the game.

I don't really dig the multi-class ruies at this point, but I admit I haven't spent much time thinking about them.

Random, half-formed thought: each level of dragonmark has a few different abilities associated with it...why not create a sequence by which PCs gain access to those sub-powers as they level. Do that for each level of dragonmark. Would you want to somehow tie the least/lesser/greater levels to the three tiers?

I need to get out my ECS and look at those decsriptions. I'll do that and will get back wto you in a day or two. Let's keep this chat going -- maybe we can save each other some work in converting the necessary stuff & systems so we don't have to wait until '09 for the new canon.
 

same thought

Evenglare said:
Okay , i didnt really read anything other than the first sentence so far, but i just had to say this..


Seriously, MORE points to give a MORE herioc feel? Why not just start them off at level 10 , or 20? I think 1st level characters are MORE than herioc eneough.


I thought the same thing, then I read on. Calm, grasshopper, calm. I think 4e already provides that flavor and those possibilities. What can you add to the conversation? What do you think about when to start the campaign? 998 as in the ECS? During the War? Before the war? Give us your thoughts.
 

Evenglare said:
Okay , i didnt really read anything other than the first sentence so far, but i just had to say this..


Seriously, MORE points to give a MORE herioc feel? Why not just start them off at level 10 , or 20? I think 1st level characters are MORE than herioc eneough.

I don't have a whole lot of 4e experience yet, but 22 points in the new attribute buy seems a bit stingy for really heroic characters. Lots of 11's and 12's, maybe 1 at a 16, 2 at a 14. A single 18 pretty much ensures your other stats will be only average. 3 more points isn't a lot. It's enough to boost 3 minor stats by 1 point each (say from 10's to 11's), or it's enough to increase a 16 to a 17. That really isn't very much of a boost, IMO, but I thought it'd help. I'll reconsider whether it is a good idea or not, though.

But really, look at the rest of it. What do you think of the Kalashtar stats and the extra abilities for the weaker Monster Manual races?
 

lyle.spade said:
Interesting idea on the Mournland. I don't know if I'd tell the PCs about the 'creep' aspect of it -- keep them guessing, especially if the players are already Eberron veterans. Let them assume that things are as per 3.5 canon, and keep that idea in your back pocket to drop on them if ever they get too self-assured.

As for Dragonmarks, I think you're on to something with the first of your ideas. 4e is already full of powers that evolve and become more potent as PCs level, so writing up a series of least/lesser/greater descriptions would be easy, and wouldn't be an oddity to squeeze into 4e. One of the things that I am really happy with in these rules is the lack of any overarching rules systems -- massive series of instructions, processes, and standards, into which the millions of skill/feat/spell/etc combinations have to be fit in order for the game to work. 4e seems to really have those 3 simple rules, which exist to establish a consistent means of adjudicating everything, and the rest of the game is a series of character ability-specific exceptions. Keeping dragonmarks within that paradigm would make sense, and wouldn't risk poking a hole in the fundamental mechanics of the game.

I don't really dig the multi-class ruies at this point, but I admit I haven't spent much time thinking about them.

Random, half-formed thought: each level of dragonmark has a few different abilities associated with it...why not create a sequence by which PCs gain access to those sub-powers as they level. Do that for each level of dragonmark. Would you want to somehow tie the least/lesser/greater levels to the three tiers?

I need to get out my ECS and look at those decsriptions. I'll do that and will get back wto you in a day or two. Let's keep this chat going -- maybe we can save each other some work in converting the necessary stuff & systems so we don't have to wait until '09 for the new canon.
I've been looking over the Marks, and many of them provide non-combat spells. Several of them are now Rituals, and many aren't even in 4e yet. Maybe we could make acquiring the Mark a feat, and create the powers as Rituals (of various levels). But these rituals would require the Dragonmark feat in order to be performed (or if not required, the Mark takes the place of the ritual components once per day each...)
 

Eberron is my setting of choice for my upcoming 4e game, and I saw very little I felt like I needed to change or adapt. So far only one player wants to play a dragonmarked, and everyone else is planning to play something right out of the 4e PHB. Pretty much everything else I can think of using any time soon is fluff or easily adjusted for use in 4e.

I won't make more conversionwork for myself until I know I need it.

Have fun!
 

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