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The Core...Forgotten...Eberron?
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<blockquote data-quote="JustKim" data-source="post: 5291744" data-attributes="member: 5478"><p>If you're coming into 4E from 3E, this page is a great summary of some of the stickier changes that can throw people off: <a href="http://clawclawpeck.wordpress.com/2009/06/27/3e-to-4e-stumbling-blocks/" target="_blank">3E to 4E: Stumbling Blocks « Claw/Claw/Peck</a></p><p></p><p>If you're coming into 4E from Baldur's Gate, I don't think you will have much confusion. The language is very different and most of the 2E mechanics were hidden from the player during the game.</p><p></p><p>When you start running 4E, especially if you're running your own stuff, pay attention to the following sections of the DMG:</p><p>Additional Rules (especially the table, pg 42)</p><p>Encounter Components (especially Spending Your XP Budget, pg 57)</p><p>Treasure (especially Awarding Treasure, pg 125)</p><p></p><p>And out of the PHB, familiarize yourself with the skill list (pg 178), and conditions (pg 277). It's a good idea to bookmark the conditions page.</p><p></p><p>As for the tone of Eberron, I'm currently a player in a very cool Eberron game that borrows heavily from the US jazz age for flavor. If you get a pulp feeling from Eberron, I think this is a terrific way to go with it. I ran a couple of 3.5 Eberron games some years ago, and I don't think I had much of a theme for the first one, it was just the official adventure path. The second one was more Indiana Jones seat of your pants adventure where trespass into ruins, theft of relics, and unapproved crossing of borders were criminal offenses by the letter of the Treaty of Thronehold and so, too, was adventuring. It boiled down to a lot of shady deals and avoiding the authorities.</p></blockquote><p></p>
[QUOTE="JustKim, post: 5291744, member: 5478"] If you're coming into 4E from 3E, this page is a great summary of some of the stickier changes that can throw people off: [url=http://clawclawpeck.wordpress.com/2009/06/27/3e-to-4e-stumbling-blocks/]3E to 4E: Stumbling Blocks « Claw/Claw/Peck[/url] If you're coming into 4E from Baldur's Gate, I don't think you will have much confusion. The language is very different and most of the 2E mechanics were hidden from the player during the game. When you start running 4E, especially if you're running your own stuff, pay attention to the following sections of the DMG: Additional Rules (especially the table, pg 42) Encounter Components (especially Spending Your XP Budget, pg 57) Treasure (especially Awarding Treasure, pg 125) And out of the PHB, familiarize yourself with the skill list (pg 178), and conditions (pg 277). It's a good idea to bookmark the conditions page. As for the tone of Eberron, I'm currently a player in a very cool Eberron game that borrows heavily from the US jazz age for flavor. If you get a pulp feeling from Eberron, I think this is a terrific way to go with it. I ran a couple of 3.5 Eberron games some years ago, and I don't think I had much of a theme for the first one, it was just the official adventure path. The second one was more Indiana Jones seat of your pants adventure where trespass into ruins, theft of relics, and unapproved crossing of borders were criminal offenses by the letter of the Treaty of Thronehold and so, too, was adventuring. It boiled down to a lot of shady deals and avoiding the authorities. [/QUOTE]
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