Things I Like/Dislike About Eberron

Well, I picked up the Eberron Campaign book, and I like a lot of what I see, with some minor, and not so minor reservations.

Things I like:

The idea that PCs are very much peers of the major powers of the land. It's an empowering thing, that players can, at mid levels, stand as equals to the majority of the power players of the setting.

The fact that the setting "cataclysmic war" just happened, rather than being a time lost legend suitable only for churning up artefacts.

The kingdom of Droam - a monster fest land with an interesting government dynamic. I especially like the fact that the rulers of the land aren't just nameless darklords. Hags have personality, and they're woefully underused monsters. Overall, I think this area has the best potential for interesting gaming, with lots of hook filled NPCs.

The idea of dragonmarks, and dragonmark houses.

The new races are uniformly interesting, and different, without being too bizarre for normal player use.

The Exorcist of the Silver Flame - powerful, but setting appropriate, and most importantly interesting.

Some of the feats, particularly the new bardic music related feats. I'm also fond of the shifter feats, which have several layers of mechanical benefits - I enjoy feats which interact with other feats in ways beyond just forming a "chain of power".

The Dusk Hag, and the Horrid Animal template.

The fact that psionics, while not perhaps sufficiently played up, have more of a place in Ebberon - they don't feel tacked on, or handwaved in.

Action points - while not perfectly implemented (see below), I like the idea of players being able to spend action points to increase their oomph. It's a mechanic which adds more than mechanical benefits, it also invests the players in the situation. It's a metamechanic for increasing player excitement.


Things I have small reservations about:

While large swaths of the setting are interesting and flavourable, there are sections which scream generic. Rifts in the earth with bandit haunted cities around them? Seen that too many times. In essence, my problem is that some of the fantasy generic locations seem EXTRA generic when set in the same place as the more imaginative areas.

Some of the names. Extra vowels, lots of apostrophes, weird spellings, all sitting side by side with ultra-generic names like Whisper Rock, or the Dragon's Crown. The names just don't grab me, and some of them, like Sharn, hit me over the head with that feeling of "I KNOW I've heard this one before".

A slight disconnect between the generic fantasy feel of some parts of the world, and the two stated modes of play, swashbuckling adventure and dark intrigue. Whisper Rock, for example, doesn't seem particularly supporting of swashbuckling adventure or dark intrigue - it seem ripped straight out of the Forgotten Realms, which is fine in and of itself, but not quite what Eberron advertises.


Major Reservations:

The prestige classes - I like the Exorcist. I actively dislike most of the rest. The Warforged Juggernaut isn't bad, but I think it should be a 10 level class, to better reflect the transformative nature of the flavour text. The Dragonmark Heir is a nice idea, but strikes me as being an excuse to let people feat chain dragonmarks without actually having to spend their character's feats. The Eldeen Ranger I find a bit boring. The Heir of Siberys is bland as white bread in milk. I'll talk about the rest seperately.

The Extreme Explorer is Bland with a capital B, which strikes me as a wasted opportunity, because it should be one of the showpiece PrCs which really sets the flavour for the Eberron setting.

The Weretouched Master is... bad. I like the idea, I like some of the implementation, but the power disparity between certain choices is so enormous as to boggle the mind. There's exactly one reason to be a wererat weretouched master - flavour - and given the HUGE difference in power between the weretouched wererat, and weretouched werebear, that flavour's going to taste like ash.

The Master Inquisitive is as bland as the Explorer, with even worse abilities. The skill list is not bad, but the class abilities stink. 3 spell like abilities, once per day each. Yawn. The contact ability is okay, in and of itself, but is really just a glorified way of buying a hireling, which is not exactly going to make most players giddy. And a couple bonus feats. This PrC is tied for the biggest wasted opportunity in the book - the Master Inquisitive should have really unique abilities, it should be a showpiece for breaking the mold, it should play right into the Pulp "The Mithral Falcon" feel which partly inspires Eberron. But it doesn't.

Action Point Implementation - While I like the idea of action points, I very much dislike how they were tied to certain feats, and abilities. Action Surge is the prime offender here, and representative of the problem. Spend 2 action points for an extra move action, or standard action. So, to gain access to an ability which eats up your action points VERY rapidly, you have to spend a feat. The cost is too high. Lower the cost to 1 action point and it's better, but still not brilliant. Overall, I think the problem for me is that action points are too limited - there should be a big list of things you can do with action points, besides just adding some dice to a roll. Pursue, for example - that's not feat worthy, that should be something you just do with an action point. Feats and class abilities should modify the effectiveness of action points, not just give you access to expensive things action points should already be doing.

Dragonmarks - with the Master Inquisitive, the biggest wasted opportunity in the book. The idea of dragonmarks is great, the idea of houses formed around them a solid one (though not unique). The implementation? Not so much. Buy a dragonmark, get access to a spell 1/day - BORING. The Marks of Healing aren't fascinating abilities, they're glorified potions. I wanted unique abilities, not one shot spells. A character with a dragonmark should do something mechanically other characters can't do - that's interesting. An ability which lets you do once a day what the average 1st level cleric can do twice a day... isn't. For abilities which are so played up in the setting, for me it's inexcusable.


Just my thoughts. Overall, the good far outweighs the bad, though, and I'm very happy to have picked up the book.

Patrick Younts

EDIT: Forgot my name.
 
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I'll put in my two cents about it. :)

Your main gripe seems to be on the PrC's. I agree, the Extreme Explorer and Master Inquisitive seem very archetypal of the feel of Eberron, but give fairly lackluster abilities....these guys should've been rife with flavorful skill bonuses and great strategic abilities, but they're...meh.

The Weretouched Master has been pointed out as not too powerful, but just in some cases too weak. I do think that it needed a different implementation -- it needed to work with the lycanthropic abilities, and not independant of them, to recognize they were at different powers, and to use that in the design of the class. They missed the boat; it's pretty genuinely a design guffaw (the main reason is 'hey, the lycanthropes are unbalanced!' but that's just deferring blame).


I like how Action Points are implemented; and I very much disagree with Action Surge. It takes a 5-level prestige class to get that (Extreme Explorer), and it restores 'the Haste Problem', in that everyone without it is going to loose in an otherwise equal arrangement.

I also like the simplicity of the Dragonmarks. They give everyday folk some spellcasting abilities, and add verisimilitude to how magic works in the world. With hundreds of dragonmarked people running around, they need to be regular, not exotic.
 

My largest gripes are really with dragonmarks and PrCs, with the PrCs ranking higher on the Blahh list.

I agree with you about the problems with the weretouched master springing from lycanthropy. I thinks it's an issue of hewing too closely to the mechanic which inspired the PrC - lycanthropy - rather than just drawing inspiration from it and creating something new. And the problem is definitely one of some options being far too weak, rather than others being far too strong.

With the dragonmarks, it's a matter of personal taste, really. The powers granted are fine, from a power standpoint, I just don't find them interesting enough. For me, the flavour of the dragonmarks demands something more.

The problem with Action Surge, as I see it, is that it just isn't cost effective enough to select as a feat. Say a player picks it up for his character at 4th level - he can use it a grand total of 3 times, period, over the course of a level. That's a total of 3 rounds of combat - it's very possible he could end up using an entire level's worth access to his feat in one game session, or even one battle. And in using action surge those three times, he gives up almost total access to other uses of action points. Even if he buys Heroic Spirit, he's gaining at most two additional uses. That's not alot of reward for the expenditure of a feat.


And then, conversely, there's the feat Raging Luck, which gives the Barbarian (and Barbarianish PrCs) more action points than really anyone else - which to me is awkward from a flavor standpoint.

Assuming the average number of encounters between levels is 13 (which, I think, is rather shaky for most groups), and if we're charitable and say only 7 of those encounters are combat, then the Barbarian is ending up with 7 more action points than any other character at each level. Even assuming other characters take PrCs which add action points, the barbarian is still going to have more. That strikes a dissonant tone to me - sure it's a good way to represent pulpy Conan, but it leaves pulp concepts for other classes looking rather gimpy. This is especially harsh for Bard and Rogue characters, who should have the daredevil, skin of my teeth boosters if anyone should.
 

Arcane Runes Press said:
The prestige classes - I like the Exorcist. I actively dislike most of the rest. The Warforged Juggernaut isn't bad, but I think it should be a 10 level class, to better reflect the transformative nature of the flavour text. The Dragonmark Heir is a nice idea, but strikes me as being an excuse to let people feat chain dragonmarks without actually having to spend their character's feats.
I actually liked that most of the PrCs were NOT 10-level classes. And I also liked the way they did dragonmarks and the heirs - you can either keep studying your dragonmark powers while pursuing your main field of expertise (taking Lesser and Greater dragonmark feats at the appropriate levels), or you can focus exclusively on the study of the DM powers (taking the PrC). In the first case, you'll be getting the Lesser dragonmark at level 6 and the Greater at level 9, whereas focusing will give you them one level sooner, but you'll be missing out on other class abilities (I would personally think that, say, a Sorcerer 9 who spent three feats on dragonmarks would be more powerful than a Sor 4/Heir 5 who spent one feat on dragonmark and another on Favored in House).
 

Arcane Runes Press said:
I agree with you about the problems with the weretouched master springing from lycanthropy. I thinks it's an issue of hewing too closely to the mechanic which inspired the PrC - lycanthropy - rather than just drawing inspiration from it and creating something new. And the problem is definitely one of some options being far too weak, rather than others being far too strong.

The problem with using the lycanthropes as examples is that they actually have wildly ranging ECL's. Their LA may be the same, but the Bear has many more HD than the rat, so the two are NOT equal.
I'm aiming towards Wolf, but the "trip" on a bite seems lame. I would much prefer the Tiger's Pounce ability, and the tiger gets better att's also...

My gripes with the setting are more about the setting:
I don't like the idea that every time a new Galifar king would reign, all his brothers & sisters are suddenly replaced with his kids in charge of the 5 nations...
The first Galifar king granted neutrality to the Dragonmarked Houses so that they would side with him. How is that neutral? :)

There are other minor gripes, but overall I think the setting just needs more fleshing out. The lack of a good concise history really made the setting lack somewhat for me.

I don't think warforged are unbalanced, but I believe they'll get that way soon enough, with power creep in each new product.

Shifters got some feats, though most of the decent one's require 2 feats already, but changelings are just abandoned. They don't seem to be mentioned in the rest of the setting, and I would think a race of shape changing spies would get SOME mention.

For a setting with "shades of gray" there aren't many neutrals. Everyone seems good or evil, usually in stereotypical ways. (Breland's ruler is good, so any opposition to him must be evil) Detect evil doesn't seem acknowledged, at least the church of the silver flame should have some idea. IMO of course.
 

Arcane Runes Press said:
The Master Inquisitive is as bland as the Explorer, with even worse abilities. The skill list is not bad, but the class abilities stink. 3 spell like abilities, once per day each. Yawn. The contact ability is okay, in and of itself, but is really just a glorified way of buying a hireling, which is not exactly going to make most players giddy. And a couple bonus feats. This PrC is tied for the biggest wasted opportunity in the book - the Master Inquisitive should have really unique abilities, it should be a showpiece for breaking the mold, it should play right into the Pulp "The Mithral Falcon" feel which partly inspires Eberron. But it doesn't.

The one thing I find odd about Master Inquisitive is that it has so few skills in class, that a human with an Int of 12 can maintain all the skills each level. I think that means there should be more skills in class.

Brad
 

The master Iquisitive basically gets the shaft, the spell like abilities once per day are nice but the class needs some skills boosts. They are supposed to be the best investigator in the game but a rogue of the same level will be a batter class as they get more skill points to put into the usefull skills. So there should be a way to make a Master Inquisitive a boost of some type.
 

One of the things I liked about Eberron was that it didn't just have 6 skillion human gods detailed and then either just one or two for each non-human race or several, but poorly detailed. That was a big plus for me.

I plan on using the Detective PrC from Sorcery and Steam if I ever run Eberron.
 

Arcane Runes Press said:
The names just don't grab me, and some of them, like Sharn, hit me over the head with that feeling of "I KNOW I've heard this one before".

The name Sharn has a place already within D&D. It's a a monster in the Forgotten Realms, the longtime nemesis of the Phaerimm, it's 3e version is in Monsters of Faerun, Page 76 through 78. A CR 6+Character Level aberration that represents magical chaos, with the unique ability that nothing can shapechange or polymorph into them by any ability.
 

Arcane Runes Press said:
The names just don't grab me, and some of them, like Sharn, hit me over the head with that feeling of "I KNOW I've heard this one before".

When I first heard there was a Sharn book, I thought it was a bit unusual that devove a whole supplement to an FR creature of that name...

The Dragonmark Heir is a nice idea, but strikes me as being an excuse to let people feat chain dragonmarks without actually having to spend their character's feats.

That a good reason for a PrC, so long as they surrender other class abilities. After all, that's basically the point of the fighter.
 
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