Pulp heroes tend to be extremely good at what they do --- oftentimes the best in the world.
The overall rarity of high-level NPCs in Eberron helps make even a relatively low-level character "the best there is"...but a case could be made for starting the PCs at a higher level for the sake of pulping it up.
In the alternative...start everyone at 1st level, but select ability scores using a very generous point buy. They are just starting out, but their combination of raw talent [ability scores] and good luck [action points] make them stand out.
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Also...the pulps are exotic. In fact, they were sometimes downright racist by modern standards [I had an Indian classmate who got mighty angry at "Temple of Doom].
In a pulp fantasy setting, you don't have to worry about being offensive to real-world cultures...when the PCs encounter a new culture, make it strange and bizarre and alien. Elves worshipping undying ancestors, lawful good orcs, druidic cults led by talking pine trees, halflings on dinosaurs...there's a whole world out there with enough twists from baseline D&D that it should be easy for a DM to make every trip a journey into the unknown.
The overall rarity of high-level NPCs in Eberron helps make even a relatively low-level character "the best there is"...but a case could be made for starting the PCs at a higher level for the sake of pulping it up.
In the alternative...start everyone at 1st level, but select ability scores using a very generous point buy. They are just starting out, but their combination of raw talent [ability scores] and good luck [action points] make them stand out.
..........................
Also...the pulps are exotic. In fact, they were sometimes downright racist by modern standards [I had an Indian classmate who got mighty angry at "Temple of Doom].
In a pulp fantasy setting, you don't have to worry about being offensive to real-world cultures...when the PCs encounter a new culture, make it strange and bizarre and alien. Elves worshipping undying ancestors, lawful good orcs, druidic cults led by talking pine trees, halflings on dinosaurs...there's a whole world out there with enough twists from baseline D&D that it should be easy for a DM to make every trip a journey into the unknown.
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