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Eberron Setting?
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<blockquote data-quote="Mystearia" data-source="post: 3530027" data-attributes="member: 49479"><p>I have read this post, twice now and have seen some good points such as level capping and size capping, also the fact that Eberron alignments are far more flexable than other realms alignments means that you might see a paladin riding the lightning rail with a drow or other evil creature and not feel the overpowering need to vanquish them, also i have noticed that many characters that die (a rare occurance on the chat in general) are back either the same day or the next day, how this is possible i don't know but i was also thinking of haveing a death cap so that if your character actually does die, they can only be brought back so many times, as described in the DMG or players handbook for those without them</p><p>that said i think Eberron would be a great setting to have, and the stats are a good idea only because some people have different recources than others, i also think that if one is going to play a monster that they should remember that a monster that adventures is not a common sight and is prolly more advanced than it's brethren or kin and therefore might act oddly for it's race, such as a goblin paladin or a blackguard celestial, also Eberron doesnt have many dragon type humanoids because the dragons have their own continent and rarely venture from it so most people wont even know what a dragon looks like, and the fact that there are living constructs in eberron also gives people the chance to play things that wouldnt be playable like golems, and Epic characters would be a No-No cause most people dont live that long in Eberron, </p><p></p><p>as a side note i would like to ask the magi if a character useing a class and abilities and powers from the Magic of Incarum handbook would be allowed since the abilities and meldshapeing powers wouldnt fall under the superspell restrictions or Spellfire restrictions in the CoC</p></blockquote><p></p>
[QUOTE="Mystearia, post: 3530027, member: 49479"] I have read this post, twice now and have seen some good points such as level capping and size capping, also the fact that Eberron alignments are far more flexable than other realms alignments means that you might see a paladin riding the lightning rail with a drow or other evil creature and not feel the overpowering need to vanquish them, also i have noticed that many characters that die (a rare occurance on the chat in general) are back either the same day or the next day, how this is possible i don't know but i was also thinking of haveing a death cap so that if your character actually does die, they can only be brought back so many times, as described in the DMG or players handbook for those without them that said i think Eberron would be a great setting to have, and the stats are a good idea only because some people have different recources than others, i also think that if one is going to play a monster that they should remember that a monster that adventures is not a common sight and is prolly more advanced than it's brethren or kin and therefore might act oddly for it's race, such as a goblin paladin or a blackguard celestial, also Eberron doesnt have many dragon type humanoids because the dragons have their own continent and rarely venture from it so most people wont even know what a dragon looks like, and the fact that there are living constructs in eberron also gives people the chance to play things that wouldnt be playable like golems, and Epic characters would be a No-No cause most people dont live that long in Eberron, as a side note i would like to ask the magi if a character useing a class and abilities and powers from the Magic of Incarum handbook would be allowed since the abilities and meldshapeing powers wouldnt fall under the superspell restrictions or Spellfire restrictions in the CoC [/QUOTE]
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