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How to add more Pulp - or more Fantasy - to Eberron
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<blockquote data-quote="rkanodia" data-source="post: 1759298" data-attributes="member: 11681"><p>Talenta Plains halflings can rob lightning rails on Fastieths and airships on Glidewings (if you slow the airships down). They should make quite a fearsome sight, pacing the rails on their mounts then leaping off, like horse-riding train robbers. And then, of course, there could always be a 'gnome raised by plains halflings' or something who is an exceptional rider.</p><p></p><p>Also remember the Korranberg Chronicle. The PCs should read about their own exploits - and of course, the story will almost always be wrong, because the editors change the story to sell more copies. Or maybe a reporter has a grudge against them.</p><p></p><p>PCs should be encouraged to do more than say "I attack. I attack," every round. Award a +1 bonus to attack roll/save DC for anything that's well-described and evocative. Pulp combat also includes lots of unlikely weapons such as bare fists (even for non-martial arts types), rugs, tables, doors, candelabras, chandeliers, pots, pans, ceiling fans, priceless works of art, and sometimes the kitchen sink. I'm not exactly sure how to handle those scenarios. The obvious thing I can think of is to remove the attack penalty for improvised weapons - but only for a few rounds, since the bad guys will always find a way to beat your technique if you try to do it repeatedly. Some things can come to mind easily - a long run allows a trip attempt with no chance of being counter-tripped, while a candelabra lights someone on fire as a touch attack (since everyone is hyper-flammable in the pulp world). Any other suggestions?</p><p></p><p>Try to incorporate non-lethal combat when possible. I think that in Eberron, even most villains aren't willing to kill over trivial matters. Everyone knows or is related to someone who died in the Last War; anyone over 16 has probably participated in it in some way during their lifetime. No human or half-orc predates the Last War. Of half-elves and halflings, the elderly will remember peace as an ephemeral part of their childhood - I would think of them as being the most happy to see the war end. Gnomes, dwarves, and elves are the only races who can have any kind of perspective on the Last War, but it's still probably going to dominate their psyches heavily for quite some time - it's roughly equivalent to, say, the Thirty Years' War for humans, only with much more constant fighting. The 'bank robber' types really do just want the money, and most of them would be happy to make their getaway without anyone getting hurt. The 'world domination' types love to gloat over heroes. They can't help it.</p><p></p><p>This isn't to say that no one ever kills anyone. It happens, probably a lot more than most people really care for. But the vast majority of PCs and NPCs should think twice before they end the life of an intelligent being. After all, it will only make the Order of the Emerald Claw look that much more evil by comparison.</p><p></p><p>In the Mournlands, of course, the gloves are off. Monsters are crazy as fizuck and they don't give a shiot.</p><p></p><p>Well that's all I can think of off the top of my head. Good thread! Keep it going!</p></blockquote><p></p>
[QUOTE="rkanodia, post: 1759298, member: 11681"] Talenta Plains halflings can rob lightning rails on Fastieths and airships on Glidewings (if you slow the airships down). They should make quite a fearsome sight, pacing the rails on their mounts then leaping off, like horse-riding train robbers. And then, of course, there could always be a 'gnome raised by plains halflings' or something who is an exceptional rider. Also remember the Korranberg Chronicle. The PCs should read about their own exploits - and of course, the story will almost always be wrong, because the editors change the story to sell more copies. Or maybe a reporter has a grudge against them. PCs should be encouraged to do more than say "I attack. I attack," every round. Award a +1 bonus to attack roll/save DC for anything that's well-described and evocative. Pulp combat also includes lots of unlikely weapons such as bare fists (even for non-martial arts types), rugs, tables, doors, candelabras, chandeliers, pots, pans, ceiling fans, priceless works of art, and sometimes the kitchen sink. I'm not exactly sure how to handle those scenarios. The obvious thing I can think of is to remove the attack penalty for improvised weapons - but only for a few rounds, since the bad guys will always find a way to beat your technique if you try to do it repeatedly. Some things can come to mind easily - a long run allows a trip attempt with no chance of being counter-tripped, while a candelabra lights someone on fire as a touch attack (since everyone is hyper-flammable in the pulp world). Any other suggestions? Try to incorporate non-lethal combat when possible. I think that in Eberron, even most villains aren't willing to kill over trivial matters. Everyone knows or is related to someone who died in the Last War; anyone over 16 has probably participated in it in some way during their lifetime. No human or half-orc predates the Last War. Of half-elves and halflings, the elderly will remember peace as an ephemeral part of their childhood - I would think of them as being the most happy to see the war end. Gnomes, dwarves, and elves are the only races who can have any kind of perspective on the Last War, but it's still probably going to dominate their psyches heavily for quite some time - it's roughly equivalent to, say, the Thirty Years' War for humans, only with much more constant fighting. The 'bank robber' types really do just want the money, and most of them would be happy to make their getaway without anyone getting hurt. The 'world domination' types love to gloat over heroes. They can't help it. This isn't to say that no one ever kills anyone. It happens, probably a lot more than most people really care for. But the vast majority of PCs and NPCs should think twice before they end the life of an intelligent being. After all, it will only make the Order of the Emerald Claw look that much more evil by comparison. In the Mournlands, of course, the gloves are off. Monsters are crazy as fizuck and they don't give a shiot. Well that's all I can think of off the top of my head. Good thread! Keep it going! [/QUOTE]
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