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Eberron 5e - What do we want?
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<blockquote data-quote="collin" data-source="post: 6890537" data-attributes="member: 6757"><p>I agree, which is why I don't think a total Eberron CS re-do is needed but a SCAG or some form of website or document that takes what little has been done already and coalesces it into one location or document, but revised and expanded to allow for a true, full 5th edition Campaign setting. I disagree with some of the posts here that I am seeing that say "You don't need updated rules, just use the 5th edition rules and add in a few Eberron elements and you're done.". Okay, how do you handle dragonmarks? They were considered feats in the old system. And, yes, what about artificers and their infusions? Warforged? The Kalashtar (psionics)? You can transfer the locations and setting pretty easily, but the stuff that really under-girds and makes Eberron Eberron is the history and flavor (1920's/30's pulp overlayed with a fantasy setting). </p><p></p><p>Magic items for the most part are not a problem. Yes, there is a plethora of magic items in Eberron but it is primarily low-level magic, the kind that is more favored within the 5th edition rules so that works out fine.</p><p></p><p>I don't think advancing the timeline is necessary and may even be somewhat detrimental. Eberron is basically Europe after World War I. If you advance the timeline much, guess where everything is headed ... Maybe some folks would like a World War Eberron setting, but I think that should be more of an alternative supplement than the mainstream campaign setting. The fun is in the mistrust and shaky relations that each of the main power groups has after having been at war for many years.</p></blockquote><p></p>
[QUOTE="collin, post: 6890537, member: 6757"] I agree, which is why I don't think a total Eberron CS re-do is needed but a SCAG or some form of website or document that takes what little has been done already and coalesces it into one location or document, but revised and expanded to allow for a true, full 5th edition Campaign setting. I disagree with some of the posts here that I am seeing that say "You don't need updated rules, just use the 5th edition rules and add in a few Eberron elements and you're done.". Okay, how do you handle dragonmarks? They were considered feats in the old system. And, yes, what about artificers and their infusions? Warforged? The Kalashtar (psionics)? You can transfer the locations and setting pretty easily, but the stuff that really under-girds and makes Eberron Eberron is the history and flavor (1920's/30's pulp overlayed with a fantasy setting). Magic items for the most part are not a problem. Yes, there is a plethora of magic items in Eberron but it is primarily low-level magic, the kind that is more favored within the 5th edition rules so that works out fine. I don't think advancing the timeline is necessary and may even be somewhat detrimental. Eberron is basically Europe after World War I. If you advance the timeline much, guess where everything is headed ... Maybe some folks would like a World War Eberron setting, but I think that should be more of an alternative supplement than the mainstream campaign setting. The fun is in the mistrust and shaky relations that each of the main power groups has after having been at war for many years. [/QUOTE]
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Eberron 5e - What do we want?
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