JohnSnow
Hero
Hellcow said:Oh, and John Snow, *I* don't like commonplace resurrection, which I think should have a major impact on society. My views on this matter can be found on page 20 of Sharn: City of Towers, where I say that even those who can use it rarely will (if you want the full line of reasoning, check the reference!). It's essentially going to come down to the style of game you run. I prefer mystery and noir, where the threat of death is a very serious thing, and where when your partner gets killed, he's gone. But if you run a combat-heavy game where PC death happens every adventure, you may want to take a less restrictive approach. So the Sharn reference is MY opinion on the matter... but your mileage may vary.
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Firstly Keith, let me add my birthday congrats to all the rest.
You and I have had this discussion before on the WotC boards. We mostly agree on tone and stories.
And strangely enough, I really like Eberron in spite of my personal preference for lower-magic settings, and my dislike of some of the D&Disms that you carried to logical consequences. To my mind, you've addressed most of them in the best way possible by some of the things you've done with the setting (and rules...more on that below). Some of the "D&Disms" I dislike...
1. Commonplace (good word, thanks Keith!) resurrection.
2. Activist deities who leave no room for corrupt religious figures or "faith-based" religion.
3. Overabundance of adventurers in general, and high-level ones in particular.
4. Peasants with the money to buy all the magical trinkets they want.
5. Reliable, predictable low-level magic that ought to be widely utilized, but just isn't.
6. Creature alignment so predictable you could set your watch by it.
In Eberron, you've addressed ALL of those. That's just cool and I would give you props for that alone. I like that at the same time you've introduced a lot of things to keep the setting from losing its sense of wonder.
I normally fix those inconsistencies by altering point 5 and making magic unreliable or unpredictable. Which addresses most of the lower points.
I like that adventurer-types are rare in the setting. I like that high-level adventurers are even rarer than adventurers. I like that resurrection is rare and therefore death is a serious consequence. And I love things like manifest zones, dragonmarks, warforged, and even airships and artificers.
Personally, in my own campaign, I'd have resurrections require the party to complete some form of quest. The deceased PCs player gets to play an interim role relevant to the quest - a priest of some deity or another, for example. One quest idea: go to Dolurrh via a manifest zone/conjunction and bring the deceased back. Very Hercules in hell...
The mechanic issue I like is the addition of action points so that PCs can "push" themselves. One question I had for other Eberron DMs...if I was in favor of "slower advancement," would you say I could give the PCs more action points per level? Say up the AP allotment based on how much slower the advancement rate is so that the PCs still have the same number of APs per encounter?
Most of my tweaks are in the form of importing some of the cool mechanics from Iron Heroes into bog standard D&D.
And while I'm not always fond of high-magic, I couldn't help but chortle over the following conversation in some Eberron short story I saw...
Newbie airship sailor: "That's strange. It smells like something's burning."
Veteran airship sailor: "How long have you been on this ship kid? We're powered by a bloody FIRE ELEMENTAL. It always smells like something's burning!"
Newbie: "No. I mean...I know that, but this is something else..."
It went on from there...but the veteran sailor's response made me laugh out loud. Lines like that make me WANT fire-elemental powered airships in my campaign!
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