scourger said:
I've long felt that magic is the thing that makes D&D compelling yet ultimately unsatisfying (ironically).
Going slightly OT, I don't find it ironic at all. With DnD's new psionics, you have crystals that can save and manipulate spell points In Green Ronin's Psychic handbook you have places you can imdue with memories and effects. In other games like Ars Magica or Mage:Ascention, you could role play a whole monolouge about your spells and how they interacted with the magical world.
Some games have their metaphysical world tied into their game rules and allow for a synergy that makes easy to role play out beyone spell slots. DnDof the box , in all of its editions, doesn't do that very much and doesn't offer much guideance in that direction. The only real "metaphysics" are the planes, which are pretty much just new locations with some new rules on a planar map, expending XP/level drain which sort of touches on how life force is tied to magic and how different materials interact with different beasties.
On the other hand, there have been some very nice alterations by third party publishers that have do tie in spell slots to a bigger metaphysical whole or dumped them all together for something that creates a more compelling package.
Why doesn't WotC do the same? 1.) DnD has been fortunate to be able to create it's own fantasy subgenre that most people will ride with 2.) Tweaking the metaphysics will start to niche the product as some fans decide that WotC version of magic is "not real" or "dumb." It's one of the reason I think SciFi role playing hasn't taken off to the same extent (Do you want a side order of hyperdrive or warp drive with your PC, sir?"
Now getting back On Topic:
Buttercup said:
I hadn't been able to put my finger on it, exactly. And now that Turanil has mentioned it, removing the elves, dwarves, gnomes & halflings seems like such an easy and obvious fix! I think this might just be the fix that will make me break down and actually buy Eberron.
Call me silly, but I was always baffled by people who thought one or two aspects of Eberron ruined the setting for them. Just ignore those details and go on.
In fact, if you just ignore the role playing of the issue of height for the short folk, you can use the demi-race stats to just represent cultural modifiers. The halfings are pygmy dino riders, the dwarves are resilint people and the gnomes represent a culture of humans that focus more on mental that physical pursuits. And Half-Orcs can then represent the tribes of men that value combat over hygine. ... Capital One commericals anyone?
Either way, since none of the Ebby specific races have Dragon Marks, you can make the marks something only for humans and you are good to go.