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Have you been disillusioned by Eberron?
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<blockquote data-quote="I'm A Banana" data-source="post: 2418706" data-attributes="member: 2067"><p>I guess my main point is: what about Eberron makes it easier to create deep and interesting characters than it is in someone's homebrew? </p><p></p><p>How is what Eberron does different from what normal D&D does, in other words? It definately has that potential, but it doesn't seem to be used very much. It seems very busy saying "If you don't like dinosaur-riding halflings, you don't have to include them and you can ignore them!" and not busy enough saying "We have dinosaur-riding halflings. They are awesome. Deal" (just as one example). With the possible exception of warforged (which I DARE an Eberron DM to ignore), Eberron's message has been "We can be the setting for your adventures!" Which is good, but not something I need Eberron for.</p><p></p><p>What makes Eberron special? I'm not talking specifics, I'm talking generalities. The flavor of an adventure, some new races or classes -- these can all be taken out of Eberron and used without much problem. What CANNOT be removed from Eberron? What does Eberron have that I am not really able to do in my normal D&D game without resorting to it? </p><p></p><p>It has some things like that, but they don't seem to be the focus, because they do tend to be the things that people either love or hate.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2418706, member: 2067"] I guess my main point is: what about Eberron makes it easier to create deep and interesting characters than it is in someone's homebrew? How is what Eberron does different from what normal D&D does, in other words? It definately has that potential, but it doesn't seem to be used very much. It seems very busy saying "If you don't like dinosaur-riding halflings, you don't have to include them and you can ignore them!" and not busy enough saying "We have dinosaur-riding halflings. They are awesome. Deal" (just as one example). With the possible exception of warforged (which I DARE an Eberron DM to ignore), Eberron's message has been "We can be the setting for your adventures!" Which is good, but not something I need Eberron for. What makes Eberron special? I'm not talking specifics, I'm talking generalities. The flavor of an adventure, some new races or classes -- these can all be taken out of Eberron and used without much problem. What CANNOT be removed from Eberron? What does Eberron have that I am not really able to do in my normal D&D game without resorting to it? It has some things like that, but they don't seem to be the focus, because they do tend to be the things that people either love or hate. [/QUOTE]
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Have you been disillusioned by Eberron?
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