Eberron - things to watch out for?

Deadguy said:
Hope that helps.
Thanks for the info Deadguy and MerricB. :) Well, it looks like 6 books for an approximate total of 200$. Well, maybe someday I could consider it (given my idea of altering it into a pulp d20 Modern thing :D ), especially since I am currently part of a group playing an Eberron campaign...
 

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Nikosandros said:
Is the short story still included with the adventure? I thought I read somewhere that it was only for the first print run or something like that...
The Forgotten Forge is the mini-adventure in the back of the ECS. The short story booklet was something else entirely.
 

Keep in mind that all you actually need is the ECS. Or, if you're just a player, pick up the Eberron Player's Handbook that's coming out next year.
 

Fun world, not-so-fun adventures

My gaming group is about two-thirds through the published adventures. The game world itself has been fun, but the earlier comment about rail-roading is very true. I suggest just making your own adventures if you're running the campaign.
 

Joshua Dyal said:
Oddly enough, in our group we were all in agreement that the Warforged were a bit underpowered as a race, actually.

...

At LA +1, it would have been ridiculously underpowered to the point of unplayable, IMBO.


Oh, I'm sure they wouldn't be that much fun at +1 LA. But look at what you're getting in exchange for a Feat and 1 Skill Point Per Level.

  • Immunity to all poisons
  • Immunity to Sleep (which is only useful early on, but still)
  • Immune to all Diseases
  • Immune to Paralysis (pretty haut)
  • Immune to Nausea (meaning immune to several spells, several monsters, and a few interesting feats)
  • Immune to Fatigue (means immune to some of the few spells that make Necromancy cool)
  • Immune to Exhaustion (pretty big, IMHO, as these sorts of things come up alot in my games)
  • Immune to Energy Drain (huge, I think. Some magical item effects, and most scary undead)
  • Immune to drowning (no need to breathe, which means they function in underwater areas where other characters have to use alot of resources to prepare to enter, very big)
  • Light Fortification (a +1-equivalent armor ability)

The rest of it, as I said, is self-balancing. They get half-healing from divine spells, but they get a whole new arcane healing tree to more than make up for it. They don't heal naturally, but 9/10 of all healing in D&D is magical anyway, and it'll be a special situation after the first 1-2 levels where the GM makes everybody heal over time.

--fje
 

HeapThaumaturgist said:
Their immunities alone would pretty much warrant a +1 LA, and they get Light Fortification on top of that. There are some role-playing restrictions, some functional restrictions (all of them have armor, even if you wanted to play a wizard), and a net -2 Stat adjustment (like Half-Orcs).

Joshua Dyal said:
In play, I'd think we all came to believe that maybe he didn't really need it after all, but we still never, ever considered the warforged an overpowered race. At LA +1, it would have been ridiculously underpowered to the point of unplayable, IMBO.

Put a +4 Strength bonus on them and they slide into +1 LA just about perfectly, in my opinion. It also makes more story sense, in my opinion, as that puts them on par with Orcs, who they would be expected to encounter (at least occasionally) during the Last War. Wouldn't do to have your magical supersoldiers simply overpowered on the field.

Your mileage may vary, though-- I tend to undercut Level Adjustments because of my usage of Gestalt rules. (And my adjustments to the Planetouched.)
 

I'm of the opinion that the warforged is worth LA +1. I've played a warforged fighter, and agreed (in my group, I was one of the majority voters who agreed with +1 LA).

Even worse, however, was the warforged artificer. I won't go into detail about the artificer class, as I haven't taken a good look at it. Artificers can wear armor no problem, but are not proficient with armor. One person (taking the -1 penalty) played a warforged artificer with Admantium Body, gaining 6 points of AC and 2 points of DR/adamantium for just one feat. I can't blame him - it's a nice feat, and (IME anyway) isn't broken if the warforged is already proficient with the armor.
 

AuraSeer said:
Well, there are some answers. Five Nations doesn't explain the origin of the Lord of Blades, but it does include his statblock.

More correctly it includes A statblock for the lord of blades. Earlier comments by Kieth Baker indicate that the design team intend to put out a few conflicting statblocks for DM's to pick and choose from to maintain the Lord of Blades as a mystery of the setting that players woudn't be able to know enough about to metagame or complain about a non-cannonical treatment.
 

Master all the special combat actions. They happen a LOT more often in Eberron. Bull rushes in particular and not just in Sharn. I've bull rushed people off bridges, moving carriages, flying airships, and even seaside quays. The pulp action nature of Eberron makes taking these actions much more likely and at times necessary.

Jack
 


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