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Eberron ... with Grim Tales?
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<blockquote data-quote="ragboy" data-source="post: 2443557" data-attributes="member: 4151"><p>I've played only a few games of Eberron, but, like Wulf, I dug pretty deep into the main rulebook for the the Big Fiction Con...uh...contest. I think Heap has a point that GT and Eberron are born of the same mother. So, there are definite ways to do things between the two systems that could give that Grim Tales feel, and give better explanation on the prevalence of low-level magic conveniences, but not the crazy high-powered Forgotten Realms style mages. I slant toward Wulf's suggestion of making these conveniences even more plausible by making them mechanical, or some magic/mechanical hybrid. And giving the Artificer the once over with some mechanical skills and powers. </p><p> </p><p>And spell burn could explain the lack of high-level magicks (though I think the Last War and the various wars before that do a fine job of explaining it). </p><p> </p><p>Overall, though, I think I agree with Joshua that within the system (if you disregard 30 years of D&D backwash) everything just sort of fits like it should. I can't explain why that is, but I haven't been bothered by anything (even the magic trains and metal men and magic tattoos and psionics integrated but not overpowering, etc, etc.) I may ID some weirdness once I've played and DM'ed Eberron more, but so far, I'm happy enough to have bought all the Eberron texts (which is a big step for me).</p></blockquote><p></p>
[QUOTE="ragboy, post: 2443557, member: 4151"] I've played only a few games of Eberron, but, like Wulf, I dug pretty deep into the main rulebook for the the Big Fiction Con...uh...contest. I think Heap has a point that GT and Eberron are born of the same mother. So, there are definite ways to do things between the two systems that could give that Grim Tales feel, and give better explanation on the prevalence of low-level magic conveniences, but not the crazy high-powered Forgotten Realms style mages. I slant toward Wulf's suggestion of making these conveniences even more plausible by making them mechanical, or some magic/mechanical hybrid. And giving the Artificer the once over with some mechanical skills and powers. And spell burn could explain the lack of high-level magicks (though I think the Last War and the various wars before that do a fine job of explaining it). Overall, though, I think I agree with Joshua that within the system (if you disregard 30 years of D&D backwash) everything just sort of fits like it should. I can't explain why that is, but I haven't been bothered by anything (even the magic trains and metal men and magic tattoos and psionics integrated but not overpowering, etc, etc.) I may ID some weirdness once I've played and DM'ed Eberron more, but so far, I'm happy enough to have bought all the Eberron texts (which is a big step for me). [/QUOTE]
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Eberron ... with Grim Tales?
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