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Eberron in 5th Ed - Ideas
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<blockquote data-quote="I'm A Banana" data-source="post: 6568529" data-attributes="member: 2067"><p>It's not a bad idea for a campaign, but for the actual "release," I wouldn't futz with the metaplot. One of Eberron's appeals is that it has no metaplot and needs no metaplot. It is always 2 years after the Last War. Turning Eberron into some post-apocalyptic, lower-magic world because 5e has lower magic is the opposite of making the rules match the story, and it wrecks some of what makes Eberron appealing to its fans. </p><p></p><p>Mechanically, I'd recommend not over-thinking it. 5e Eberron would be fine in a world awash with magical items without much tweaking. What Eberron has that normal 5e doesn't is <em>a lot of common magic items</em> -- it's not just <em>potions of healing</em> that appear on an Eberron equipment list, it's also <em>oil of magic weapon</em> and single-use <em>gems of detect magic</em> and cantrip wands and the like. This doesn't mean you need to invent new magic item rules, you just need to expand the list of magic items characters can buy into consumable versions of most cantrips and 1st-level spells. </p><p></p><p>That's not game-breaking, that's just a GP sink. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Most of 5e's existing magic items work fine without any tweaking as things that are built more by skilled crafters and are closely-held guild secrets. Like, a single-use <em>Lens of Comprehend Languages</em> that translates words as you read through it but crumbles to dust after use is something anyone could buy from House Sivis. But a <em>Helm of Comprehending Languages</em> would be something that only the master-crafters of the House could construct, and might be a reward for loyal service to the house. And that works with those helms being rare, but the spell itself being commonly accessible to most people.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6568529, member: 2067"] It's not a bad idea for a campaign, but for the actual "release," I wouldn't futz with the metaplot. One of Eberron's appeals is that it has no metaplot and needs no metaplot. It is always 2 years after the Last War. Turning Eberron into some post-apocalyptic, lower-magic world because 5e has lower magic is the opposite of making the rules match the story, and it wrecks some of what makes Eberron appealing to its fans. Mechanically, I'd recommend not over-thinking it. 5e Eberron would be fine in a world awash with magical items without much tweaking. What Eberron has that normal 5e doesn't is [I]a lot of common magic items[/I] -- it's not just [I]potions of healing[/I] that appear on an Eberron equipment list, it's also [I]oil of magic weapon[/I] and single-use [I]gems of detect magic[/I] and cantrip wands and the like. This doesn't mean you need to invent new magic item rules, you just need to expand the list of magic items characters can buy into consumable versions of most cantrips and 1st-level spells. That's not game-breaking, that's just a GP sink. ;) Most of 5e's existing magic items work fine without any tweaking as things that are built more by skilled crafters and are closely-held guild secrets. Like, a single-use [I]Lens of Comprehend Languages[/I] that translates words as you read through it but crumbles to dust after use is something anyone could buy from House Sivis. But a [I]Helm of Comprehending Languages[/I] would be something that only the master-crafters of the House could construct, and might be a reward for loyal service to the house. And that works with those helms being rare, but the spell itself being commonly accessible to most people. [/QUOTE]
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