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<blockquote data-quote="Primitive Screwhead" data-source="post: 1682623" data-attributes="member: 20805"><p><strong>Sober reading helps..</strong></p><p></p><p>Here is my read: Eberron is a good setting with lots of 'new' stuff. Most of the stuff makes sense, given an advanced culture based on magic.</p><p> The world itself lends more weight to the standard DnD fare as it makes more sense to have bands of 'adventurers' in the wake of a great war.</p><p> The Campaign book does a good job of the broad brush approach, after all they are trying to showcase an entire world with multiple cultures and civilizations.</p><p>On to your topics.. hidden as they are in the huge block of text:</p><p></p><p>If your campaign is in Eberron....</p><p></p><p>Warforged: The creation of Warforged is due to Artifact level magic items, I highly suggest sticking to that, as two major plots revolve around the, now illegal, Artifacts that are still in semi working condition. Honeslty, I have no idea why they do not get at least low-light vision, a great advantage for any combat soldier. I am sure an expansion will be out that goes more indepth into the options for these characters. The biggest set of options are magical enhancements and components. The components in the back of the book go a fair way to starting the concept.</p><p></p><p>Lightning Rail: its mainly in the back section on new magic items. The concept, and execution is decent. Mainly its a plot device to get players from point A to point B quickly and safely, altho I plan a 'Murder on the Orient Express' type game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Airships: These are very useful.. and its important to leave them controlled by the Guilds. Its the safest and fastest way to adventure outside the bounds of Khovair, and potentially to manuever into the Mournland. Altho the possibility of the elemental binding in the Mournland could prove disasterous.</p><p></p><p></p><p>If you want to translate to your homebrew world..</p><p> This will depend alot on your world. The emergence of 'rapid transit' and safe passage will revolutionize civilization. It brings regular mail service, increase in trade options, and all sorts of stuff. </p><p> Living contructs could cause major issues with the moral slavery issues.. are they due the rights to creatures that are 'born' instead of 'made'? Will there be an uprising?</p><p></p><p>Crunch in Eberron is slim, they added Action points and a couple races. The main draw is the depth of the worlds history and cultures involved. If I were to look for homebrew stuff to steal, it would be the cultures. For instance, the monstrorous country ran by the iron might of a coven of Hag's.</p><p></p><p> WarForged in another world could look alot different, based on why/how they are created. The idea of creating a PC race with PC available spells would, IMHO, be a bad thing. Their creation needs to be something out of reach of players. A druidic warforged 'living tree' could be an interesting encounter.</p><p></p><p>I could ramble on, but for one, I am at work, and two, I would have to know about the homebrew setting to make really worthwhile comments. As to using the Eberron setting itself, I have enjoyed what I know so far and look forward to adapting and gaming inside its twisted realms.</p><p></p><p>JMHO</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 1682623, member: 20805"] [b]Sober reading helps..[/b] Here is my read: Eberron is a good setting with lots of 'new' stuff. Most of the stuff makes sense, given an advanced culture based on magic. The world itself lends more weight to the standard DnD fare as it makes more sense to have bands of 'adventurers' in the wake of a great war. The Campaign book does a good job of the broad brush approach, after all they are trying to showcase an entire world with multiple cultures and civilizations. On to your topics.. hidden as they are in the huge block of text: If your campaign is in Eberron.... Warforged: The creation of Warforged is due to Artifact level magic items, I highly suggest sticking to that, as two major plots revolve around the, now illegal, Artifacts that are still in semi working condition. Honeslty, I have no idea why they do not get at least low-light vision, a great advantage for any combat soldier. I am sure an expansion will be out that goes more indepth into the options for these characters. The biggest set of options are magical enhancements and components. The components in the back of the book go a fair way to starting the concept. Lightning Rail: its mainly in the back section on new magic items. The concept, and execution is decent. Mainly its a plot device to get players from point A to point B quickly and safely, altho I plan a 'Murder on the Orient Express' type game :) Airships: These are very useful.. and its important to leave them controlled by the Guilds. Its the safest and fastest way to adventure outside the bounds of Khovair, and potentially to manuever into the Mournland. Altho the possibility of the elemental binding in the Mournland could prove disasterous. If you want to translate to your homebrew world.. This will depend alot on your world. The emergence of 'rapid transit' and safe passage will revolutionize civilization. It brings regular mail service, increase in trade options, and all sorts of stuff. Living contructs could cause major issues with the moral slavery issues.. are they due the rights to creatures that are 'born' instead of 'made'? Will there be an uprising? Crunch in Eberron is slim, they added Action points and a couple races. The main draw is the depth of the worlds history and cultures involved. If I were to look for homebrew stuff to steal, it would be the cultures. For instance, the monstrorous country ran by the iron might of a coven of Hag's. WarForged in another world could look alot different, based on why/how they are created. The idea of creating a PC race with PC available spells would, IMHO, be a bad thing. Their creation needs to be something out of reach of players. A druidic warforged 'living tree' could be an interesting encounter. I could ramble on, but for one, I am at work, and two, I would have to know about the homebrew setting to make really worthwhile comments. As to using the Eberron setting itself, I have enjoyed what I know so far and look forward to adapting and gaming inside its twisted realms. JMHO [/QUOTE]
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