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I hate Tolkien: suggest a fantasy setting.
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<blockquote data-quote="mhacdebhandia" data-source="post: 3348970" data-attributes="member: 18832"><p>That's true. There's no reason why anyone should have to play a warforged, changeling, kalashtar, or shifter in Eberron. There's plenty of "new" to go around amongst the traditional races.</p><p></p><p></p><p>With Eberron the key is "wide magic", not "high magic". High-level characters of any stripe, spellcasters included, are extremely rare. Yet, on the other hand, there are lots of magical things in the world . . . most of them, though, are everyday conveniences or fuel the larger-scale magical elements in the setting, like airships.</p><p></p><p>There are very few people throwing <em>fireball</em> spells around, but on the other hand major city streets are lit with lanterns powered by <em>continual flame</em>, and House Cannith did create an entire race of sentient living constructs.</p><p></p><p></p><p>Because Eberron uses the full core rules of D&D, it doesn't abandon the alignment system; it does, however, change the rules to institute more shades of grey. While some alignment restrictions on classes still apply (especially to paladins, for the sake of contrast), there are some differences . . . most notably, clerics are not required to share an alignment with their deity or religion as long as they genuinely believe that their actions are in harmony with the faith.</p><p></p><p>This is how you get lawful evil servants of the lawful good Church of the Silver Flame, who stray into evil in their fanatical pursuit of wrongdoing yet remain empowered by the Silver Flame because they genuinely maintain their faith; they're just deeply misguided. Of course, telling the difference between these lost sheep (if you can call torturers that) and those who truly serve demons can be difficult . . . <em>detect evil</em> doesn't solve the problem.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 3348970, member: 18832"] That's true. There's no reason why anyone should have to play a warforged, changeling, kalashtar, or shifter in Eberron. There's plenty of "new" to go around amongst the traditional races. With Eberron the key is "wide magic", not "high magic". High-level characters of any stripe, spellcasters included, are extremely rare. Yet, on the other hand, there are lots of magical things in the world . . . most of them, though, are everyday conveniences or fuel the larger-scale magical elements in the setting, like airships. There are very few people throwing [i]fireball[/i] spells around, but on the other hand major city streets are lit with lanterns powered by [i]continual flame[/i], and House Cannith did create an entire race of sentient living constructs. Because Eberron uses the full core rules of D&D, it doesn't abandon the alignment system; it does, however, change the rules to institute more shades of grey. While some alignment restrictions on classes still apply (especially to paladins, for the sake of contrast), there are some differences . . . most notably, clerics are not required to share an alignment with their deity or religion as long as they genuinely believe that their actions are in harmony with the faith. This is how you get lawful evil servants of the lawful good Church of the Silver Flame, who stray into evil in their fanatical pursuit of wrongdoing yet remain empowered by the Silver Flame because they genuinely maintain their faith; they're just deeply misguided. Of course, telling the difference between these lost sheep (if you can call torturers that) and those who truly serve demons can be difficult . . . [i]detect evil[/i] doesn't solve the problem. [/QUOTE]
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