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<blockquote data-quote="Hellcow" data-source="post: 6402739" data-attributes="member: 15800"><p>This is certainly true in some places. One of the biggest examples is the Lycanthropic Purge, which was driven by the fact that in 3E D&D afflicted lycanthropes were capable of passing on the curse, making a "zombie apocalypse" scenario feasible and justifying the Purge. Before Eberron was even on the shelves, 3.5 dropped this and said afflicted lycanthropes COULDN'T pass on the curse, which made the events justifying the Purge impossible and made it seem like a cruel witch-hunt. Anything that is based purely on a system detail runs that sort of risk when systems change... though now in 5E afflicted lycanthropes can pass on the curse again, so we've finally come full circle! </p><p></p><p>The main thing for me is that while you have details like this that were tied to specific system points, most of the underlying themes that distinguish Eberron aren't reliant on specific systems, and in fact can work better outside of 3.X. Case in point: Eberron was always driven by the idea of low-level magic as a commercial service. That never actually made SENSE under a Vancian spellcasting model. How could a magewright have a serious job as a "mystic locksmith" if he could only cast Knock or Arcane Lock twice a day? For the houses we dodged around this with the idea of Dragonshard Focus Items; you can't make a living casting Whispering Wind once per day, but having that Dragonmark lets you operate the speaking stone. The introduction of rituals in 4E actually made this plausible, though it had its own issues. Arcane Lock is a ritual that takes X time to cast and costs Y in components. The arcane locksmith raises the price to Z to make a profit, and he can perform the ritual as many times as time and demand allow. </p><p></p><p>Some of the key themes that drive Eberron are the impact of war; a different take on religion; industrial power and corporate intrigue; and pulp adventure. All of these things are more important than any single interpretation of a rules item, and I myself have run Eberron in 4E, 5E, and the rules-light Over The Edge system. </p><p></p><p>With that said, I don't believe that we're talking about a situation where work on Eberron would come at the expense of FR.</p></blockquote><p></p>
[QUOTE="Hellcow, post: 6402739, member: 15800"] This is certainly true in some places. One of the biggest examples is the Lycanthropic Purge, which was driven by the fact that in 3E D&D afflicted lycanthropes were capable of passing on the curse, making a "zombie apocalypse" scenario feasible and justifying the Purge. Before Eberron was even on the shelves, 3.5 dropped this and said afflicted lycanthropes COULDN'T pass on the curse, which made the events justifying the Purge impossible and made it seem like a cruel witch-hunt. Anything that is based purely on a system detail runs that sort of risk when systems change... though now in 5E afflicted lycanthropes can pass on the curse again, so we've finally come full circle! The main thing for me is that while you have details like this that were tied to specific system points, most of the underlying themes that distinguish Eberron aren't reliant on specific systems, and in fact can work better outside of 3.X. Case in point: Eberron was always driven by the idea of low-level magic as a commercial service. That never actually made SENSE under a Vancian spellcasting model. How could a magewright have a serious job as a "mystic locksmith" if he could only cast Knock or Arcane Lock twice a day? For the houses we dodged around this with the idea of Dragonshard Focus Items; you can't make a living casting Whispering Wind once per day, but having that Dragonmark lets you operate the speaking stone. The introduction of rituals in 4E actually made this plausible, though it had its own issues. Arcane Lock is a ritual that takes X time to cast and costs Y in components. The arcane locksmith raises the price to Z to make a profit, and he can perform the ritual as many times as time and demand allow. Some of the key themes that drive Eberron are the impact of war; a different take on religion; industrial power and corporate intrigue; and pulp adventure. All of these things are more important than any single interpretation of a rules item, and I myself have run Eberron in 4E, 5E, and the rules-light Over The Edge system. With that said, I don't believe that we're talking about a situation where work on Eberron would come at the expense of FR. [/QUOTE]
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