Eberron True 20

Skywalker

Adventurer
Armied with True 20, I am now considering looking at Eberron. It seems like it would be a simple conversion. Does anyone have any thoughts on the matter?

True 20 is easy to plug into any D20/OGL setting that does not have setting specifics focussed on or contained in classes or magic, as True 20 replaces these for the most part. Prestige classes can be boiled down to feat progressions in True 20 but in general too much focus on prestige classes is unhelpful.

From what I can see Eberron has only one new class, which True 20's Adept can handle, and some prestige classes which are easily broken into feats. Though there is some new magic it still uses the existing magic rules in D&D.
 

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Skywalker said:
Armied with True 20, I am now considering looking at Eberron. It seems like it would be a simple conversion. Does anyone have any thoughts on the matter?

True 20 is easy to plug into any D20/OGL setting that does not have setting specifics focussed on or contained in classes or magic, as True 20 replaces these for the most part. Prestige classes can be boiled down to feat progressions in True 20 but in general too much focus on prestige classes is unhelpful.

From what I can see Eberron has only one new class, which True 20's Adept can handle, and some prestige classes which are easily broken into feats. Though there is some new magic it still uses the existing magic rules in D&D.

I have not looked at the True 20 rules yet, but my general inclination is that it would work very cleanly with Eberron. Even if you're not able to come up with a direct replacement for the Artificer, the races, the politics, and the whole notion that magic acts as a replacement for technology is really what gives Eberron its feel. If you replace the rule set used, I don't think it will hurt the setting.
 

Hawkshadow said:
I have not looked at the True 20 rules yet, but my general inclination is that it would work very cleanly with Eberron. Even if you're not able to come up with a direct replacement for the Artificer, the races, the politics, and the whole notion that magic acts as a replacement for technology is really what gives Eberron its feel. If you replace the rule set used, I don't think it will hurt the setting.

Magic items is a number one concern, but I think True 20 deals with it. My hope is to strip the Artificer's class abilities as new Adept only feats.

Personally, I find the D&D magic item system too complex. In True 20, all magic item creation is a Craft Skill check by someone with the Imbue Item Feat. This allows the Craftsman to add those Powers that he knows to any exisiting object. So creating a magic street lamp would simply be a Craft Skill check with someone who knows the Lightshaping Power.
 

What are your ideas regarding Dragonmarks?

If it was me, I'd change the Wild Talent feat so that it gave you least dragonmarks instead.

If you picked an "official" dragonmark then the lesser and greater dragonmark feats would then be available. If you picked an "aberrant" dragonmark then lesser and greater dragonmark feats are not available.

Are you planning on keeping the arcane / divine / psionic distinctions from standard "D&D" Eberron (with arcane spell failure chances, divine focus components etc.)?

Is this an intellectual exercise, or do you expect to run a campaign? I'd settle for being able to persuade my gaming group to try either True 20 OR Eberron. I've no chance of doing both at the same time!
 

amethal said:
Is this an intellectual exercise, or do you expect to run a campaign? I'd settle for being able to persuade my gaming group to try either True 20 OR Eberron. I've no chance of doing both at the same time!

I intend to do it, though I am in the process of getting a copy of Eberron at the moment, so I am going from memory. I have read through Eberron and know the basics but full d20 discouraged me from proceeding at the time.

Your comments on Dragon marks look cool. I will think on it.

As for the magic distinction, I think I will just go with True 20 Powers and let the PCs decide the flavour or split the powers into the three groups (arcane (Int), divine (Wis) and psionic (Cha)). Given BR, True 20 can easily be modified by putting magic into areas. When a PC takes his or her first Power, he or she must decide which of the three groups of Powers he or she is going to use and then is unable to use the others.
 

The only other thing which comes to mind is that shifters and warforged (and of course half-orcs) have unequal racial ability score adjustments (+2 to one stat, -2 to two stats).

You might want to give characters who choose those races only 5 points to spend on starting ability scores rather than 6.

As a general point, you might want to allow (say) Elves to spend up to 6 points on Dex but only up to 4 points on Con. However, if it was me I wouldn't bother as I don't think its worth the additional bookkeeping.
 

amethal said:
The only other thing which comes to mind is that shifters and warforged (and of course half-orcs) have unequal racial ability score adjustments (+2 to one stat, -2 to two stats).

You might want to give characters who choose those races only 5 points to spend on starting ability scores rather than 6.

As a general point, you might want to allow (say) Elves to spend up to 6 points on Dex but only up to 4 points on Con. However, if it was me I wouldn't bother as I don't think its worth the additional bookkeeping.

Unequal stat adjustments are OK if they get other benefits to counter this. Otherwise I agree. It would be simple enough to change these to suit True 20.
 

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