The Core...Forgotten...Eberron?

Castellanox7

First Post
Hello, "Long time listener, first time caller" here.

I've been mildly interested in D&D, but haven't had a group that would be good to play with (usually, within 10 minutes someone'd probably have to roll a CON check on whether or not they have a venereal disease).

With that, I've found a group that is going to take me in as a n00b and show me the ropes.

Enter problem here.

I played Baldur's Gate and BG2 (edition 3 I believe) when they first came out on the computer, and are knee-deep in FR books (4e). With that, the group I'm in favors the Eberron settings. To start, I'm going to be thrown in using primarily core rules (with "fluff" elements allowed from FR).

I realize most people feel strongly one way or another about FR, and I haven't picked up the tone about EB yet, but I wanted to know if anyone has any main tips or thoughts about starting new, what they should have paid attention to, etc.

Summary: Any tips you have picked up upon starting a new edition, starting a new setting or starting D&D?

Gratzie everyone, be kind to this "effing n00b"... please?

-Cast
 

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My best advice is don't be afraid to ask questions. Long time players sometimes forget how much there is to know, and so we don't always explain every detail. If something does not make sense to you just ask politely, and the group will explain.
 

What he said!

Do some research on Eberron. Eberron rocks!
I used to be a long time FR fanboi... until the fateful day Eberron came out! =O

This might give you a start:

Dungeons & Dragons Roleplaying Game Official Home Page - Eberron

Elemental powered ships lightening powered train and ?fire? powered zepplins
gnomes are scary - beware of the Zil
Warforged, Shifters, and changelings.
The world starts a few years following the Treaty of Thronehold in which the 5 Nations where at war to claim the throne of Galifar.

Thanks should be enough to get you started...
 

Eberron is a fun setting.

For a long but basic overview, try wikipedia.

The [ame="http://www.amazon.com/Adventurers-Guide-Eberron-Retrospective/dp/0786948558/ref=sr_1_3?ie=UTF8&s=books&qid=1282338375&sr=8-3"]Adventurer's Guide to Eberron[/ame] is also great. It covers all the basics and is fairly crunch-light so it could apply to 4E as well (It was published in the 3E era).
 

I can't say much about Eberron that this rpg.net thread doesn't say.

As for 4e, it's best if you start by forgetting you knew 3e at all. It's a very different game. Instead it's a game designed to model stories rather than real life, the heroes are deliberately larger than life - and at will, encounter, and daily powers would be better termed regularl, scene, and episode (or film) moves.
 

If it's your first time to play don't get too wrapped up in researching the setting - you will learn more about it as you play. None of the setting books have any critical mechanical bits so you won't suffer for it.

You mentioned core so get a PHB, see if they use the character builder and if they exclude anything from it, then make up a character either on paper or using the CB. If it's a group that's already playing then it might be good to know what classes are already in play but it's not critical. If you are starting beyond 1st level that would be good to know too.

That's really it - show up with a character you think will be fun to play and a good attitude and you should be fine.
 

If you really want to get a good feel for Eberron as a world, I'd recommend picking up and reading a few of the novels. Any of the Keith Baker novels are good (Queen of Stone or City of Towers probably best for someone new to the setting), I've also enjoyed Storm Dragon by James Wyatt. They're quick reads, and you get a very good feeling for what the setting is all about.
 

I'll second what the poster above me says about forgetting what you know about the Baldur's Gate games- they're based off of 2nd edition AD&D, I believe. Excellent games, by the way.

4e's tone is fairly different than AD&D's, what with it being a more "over-the-top" system. In AD&D your fighters were fairly "realistic", with just regular attacks, but in 4e your fighter essentially casts spells, with Daily and At-Will powers instead of regular "attack." It's been said that the game is very video-game influenced, and it's easy to see why.

Also, good luck with Eberron. I've not read much about it, but it always seemed like one of the cooler, more thought-out settings to come out. Hopefully you have a good time with your gaming. :)
 


If you're familiar with the "magical, high fantasy" of FR, think of Eberron as "the next logical evolution of a magical, high fantasy society". Since you're sticking to Core, you don't have to worry about making an Alchemist, or a Warforged, and it's best to experience those on your own. ;)

Pardon my ignorance, but did they release a 4e Eberron?

If you're playing 4e, think "Diablo, but on paper". Your character is essentially a collection of combat abilities; some you can repeat at will, others once per combat encounter, and a few once per game day. The game depends heavily on teamwork, specifically with the team using complementary powers to their best effect (or "combo", if you will).

Other than that, try to embrace that your character is an actual person in a fantasy world, and sprinkle in some of that "human element" and you'll be fine.
 

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