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Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="Gradine" data-source="post: 7706810" data-attributes="member: 57112"><p>The problem with the whole "Eberron is incompatible with 5e's core design" issue is that it completely misunderstands the idea behind Eberron's magic economy. Eberron's magic economy is not 4e's; it's not a bunch of magic weapon/armor emporiums designed to outfit hundreds and thousands of adventurers. The basic concept behind Eberron is that adventurers; and especially characters with PC classes and levels, are exceptionally rare. Eberron's magic economy is all about consumer goods and services, most of them constructed by Magewrights who are not all that magically powerful. All told, Eberron is actually a fairly <em>low-magic</em> setting; that magic is just broad-based. It would be more accurate to call it a wide-magic setting. And there's nothing in 5e's core design, <em>especially</em> not anything to do with attunement, that makes Eberron not work perfectly fine in 5e without a little bit of tweaking. Certain magic items (Siberys items, including some already in the DMG, like <em>sending stones</em>) require a true dragonmark to attune to and/or use. Done.</p><p></p><p>I'm not even utterly convinced you'd need rules for magic item creation in an Eberron Campaign book. Maybe if you felt it was necessary to have rules for PCs to be able to do anything that NPCs can do; but I myself am content with leaving magic item creation to the House Cannith NPCs. </p><p></p><p>Then again, one of my Eberron 5e campaign ideas revolve around a massive dragonshard shortage to explain the lull in the magic economy. I just don't think that's the only way to run Eberron in 5e.</p></blockquote><p></p>
[QUOTE="Gradine, post: 7706810, member: 57112"] The problem with the whole "Eberron is incompatible with 5e's core design" issue is that it completely misunderstands the idea behind Eberron's magic economy. Eberron's magic economy is not 4e's; it's not a bunch of magic weapon/armor emporiums designed to outfit hundreds and thousands of adventurers. The basic concept behind Eberron is that adventurers; and especially characters with PC classes and levels, are exceptionally rare. Eberron's magic economy is all about consumer goods and services, most of them constructed by Magewrights who are not all that magically powerful. All told, Eberron is actually a fairly [I]low-magic[/I] setting; that magic is just broad-based. It would be more accurate to call it a wide-magic setting. And there's nothing in 5e's core design, [I]especially[/I] not anything to do with attunement, that makes Eberron not work perfectly fine in 5e without a little bit of tweaking. Certain magic items (Siberys items, including some already in the DMG, like [I]sending stones[/I]) require a true dragonmark to attune to and/or use. Done. I'm not even utterly convinced you'd need rules for magic item creation in an Eberron Campaign book. Maybe if you felt it was necessary to have rules for PCs to be able to do anything that NPCs can do; but I myself am content with leaving magic item creation to the House Cannith NPCs. Then again, one of my Eberron 5e campaign ideas revolve around a massive dragonshard shortage to explain the lull in the magic economy. I just don't think that's the only way to run Eberron in 5e. [/QUOTE]
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