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*Dungeons & Dragons
Running Eberron in 5e, also setting queries
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<blockquote data-quote="delericho" data-source="post: 6810009" data-attributes="member: 22424"><p>I mostly just run it as 5e, using the UA article to fill in the races. The rest of the stuff hasn't come up - nobody wanted to play an Artificer, have a Dragonmark, or use Psionics.</p><p></p><p>I don't think abundant magic items are something to fear in 5e - the rule that you can only attune 3 at a time puts a natural cap on what can be achieved, and since money isn't actually very useful in 5e an abundance is an oddity but not really a problem.</p><p></p><p></p><p></p><p>Yeah, I didn't like the way they handled the Artificer. Nor, actually, how they did it in 4e either. (Heck, even the 3e version is problematic, though that's down to 3e's item creation rules not really working very well.)</p><p></p><p>Hopefully, we'll see a full-blown class before too long. I'm not immediately aware of a good homebrew version.</p><p></p><p></p><p></p><p>They're mostly not negated, but they tend to have lots of exceptions. Basically, anywhere there's a magical effect in place the laws of nature are suspended, and Eberron has a lot of magical effects. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The one that generally is suspended in D&D settings is the specific chemical reactions associated with gunpowder...</p><p></p><p></p><p></p><p>I haven't tried it. And, actually, I wouldn't be at all averse to out-and-out gunpowder weapons in Eberron, because I tend to think they do fit that setting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Certainly, if I were writing an Eberron-like homebrew setting (though I can't think why I might do that...), I'd add gunpowder weapons in as almost my first step.</p></blockquote><p></p>
[QUOTE="delericho, post: 6810009, member: 22424"] I mostly just run it as 5e, using the UA article to fill in the races. The rest of the stuff hasn't come up - nobody wanted to play an Artificer, have a Dragonmark, or use Psionics. I don't think abundant magic items are something to fear in 5e - the rule that you can only attune 3 at a time puts a natural cap on what can be achieved, and since money isn't actually very useful in 5e an abundance is an oddity but not really a problem. Yeah, I didn't like the way they handled the Artificer. Nor, actually, how they did it in 4e either. (Heck, even the 3e version is problematic, though that's down to 3e's item creation rules not really working very well.) Hopefully, we'll see a full-blown class before too long. I'm not immediately aware of a good homebrew version. They're mostly not negated, but they tend to have lots of exceptions. Basically, anywhere there's a magical effect in place the laws of nature are suspended, and Eberron has a lot of magical effects. :) The one that generally is suspended in D&D settings is the specific chemical reactions associated with gunpowder... I haven't tried it. And, actually, I wouldn't be at all averse to out-and-out gunpowder weapons in Eberron, because I tend to think they do fit that setting. :) Certainly, if I were writing an Eberron-like homebrew setting (though I can't think why I might do that...), I'd add gunpowder weapons in as almost my first step. [/QUOTE]
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