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Unearthed Arcana Unearthed Arcana is Here - and it's all about EBERRON!

Pretty awesome that this series has started :D http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Will Greyhawk or Dragonlance be next?? Probably Dragonlance. Does Greyhawk have any particular crunchy player bits that aren't covered by the PHB already?


Parmandur

Book-Friend
I think their issue was they were interpreting it as you can only copy a specific person, rather than a generic human/elf/whatever. The wording is a little vague.



Shifter feels pretty terrible IMO. Ordinarily just +1 Dex, then for 1 minute per hour you get a 2nd +1? I feel for those suckered into the Wildhunt thinking they can track better. You best hope that wildhunt is a pretty short one!



Warforged seem basic and solid. Artificer has potential. Scribe Scroll is basically getting your Arcane reserve up front in exchange for locking in the spell selection.


The bonus from the subrace is permanent, so Wildhunt Shifters do have +1 Wis at all times; only the Shift power is temporary.

Still, might be under powered. Sounds like a job for playtesting!
 

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Sir Brennen

Legend
Shifter feels pretty terrible IMO. Ordinarily just +1 Dex, then for 1 minute per hour you get a 2nd +1? I feel for those suckered into the Wildhunt thinking they can track better. You best hope that wildhunt is a pretty short one!
The subrace attribute bonus is permanent, not just when you're shifted. It's just the Shifted Feature that only applies to being shifted. Having it the other way sort of goes against 5E design of not having constantly changing attribute scores to recalc all the time.

edit: Shifter ninja'd
 

Patrick McGill

First Post
Very happy with the way they're doing this. It's certainly light, but well, that's 5th edition.

Will definitely be giving these a spin as soon as possible. Very happy to be playtesting again, actually.
 

I'm A Banana

Potassium-Rich
It makes perfect sense to me. If you have never seen an orc before, how could you change your form to mimic one? As a DM, I would rule that the common races of Eberron are an automatic go for shapechanger, but something more exotic like a catfolk might not be. Or if the player wants to shapechange into a race they have heard about but not ever seen, I might require a deception check to see if they pulled it off convincingly.

For me the wording that twigs me is "any humanoid of your size that you have seen."

My reading sees it as you can duplicate individuals you have seen, but you can't arrange those features in novel ways. So your transformations are limited to duplicating existing people, not forming your own identity. You could look like an only-child prince, but you couldn't look like his long-lost brother (who doesn't exist, it's just someone you invented for the con you're about to run). You could look like the merchant down the street, but you couldn't look like his wife unless you've met her (even if he talks about her all the time). You could look like a specific human, but you couldn't just look like "a human."

So if you haven't seen, I dunno, a human with long, red hair and freckled skin and deep blue eyes, you couldn't turn into that. But if you've seen one with short red hair, freckled skin, and brown eyes, you could turn into that. And if the only redhead you know has straight hair, you won't be making wavy red hair any time soon. And if all you've ever seen are people with red hair, you could never turn into anyone with brown hair. If you've never seen an old elf, you'd be forbidden from turning into one, even if you've seen a middle-aged elf. And so on.

Admittedly, that might just be a point of clarification that's needed. If that interpretation is the intention, that's making some of my personal favorite changeling characters invalid. If it's not the intention, I suppose a bit of clarifying language would be enough (something like "You can only turn into types of humanoids that you have seen.")

What confused me about the dragonmark rules . . . do you need to take the dragonmark feat three times to gain a greater mark? Or does the mark automatically improve with level? The wording used implied both at different points . . .

My reading takes it to automatically improve with level. Which is another reason why a feat is an "awkward" fit. Not impossible, maybe even the best just a bit...out of place...

How else would you model dragonmarks, if not through feats? If you are playing a campaign that relies on them, you could give all of your players a free feat at 1st level. Or, allow a player to *have* a dragonmark, but without powers manifesting until 4th level when they take the feat.
...
Hmmm, maybe a dragonmarked character could be modeled as a subrace?

A subrace might work (they're tied to races in the fiction anyway, and this would enforce that pretty nicely!). Tieflings have set a precedent for spell abilities that level up with you.

Another possibility might be to treat it like a magic item you can attune to. Start out perhaps with a background, and allow attunement...

A third would be to double-down on the narrative significance of a dragonmark, and treat it as equal parts plot hook and character ability. Though that might not be incompatible with a magic item model...

Anyway, just early thoughts.

Similar problem if you develop warforged feats for different construct bodies. Would a warforged built with the equivalent of plate mail require a feat . . . . or a subrace?

I'd just have warforged *paying* for this stuff. A warforged built with plate mail would have to pay like they are buying a suit of plate mail.
 
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The bonus from the subrace is permanent, so Wildhunt Shifters do have +1 Wis at all times; only the Shift power is temporary.

Still, might be under powered. Sounds like a job for playtesting!

Hah, sometimes I roll a 3 for reading comprehension! Thanks for the clarification. That's a bit better. Temp HP aside, I'm not sure if the shifter stuff would be that overpowered if always on.
 

Wow... that is one heck of a bland document.
I understand the lack of art, but they could have at least given it a background or some pagination.
Yeah they could have at least spruced or up with some heading or the like. The public play test documents looked better.
and speaking of backgrounds, a few specific background ideas would make this document rock.

still confused why these races get get stay bonuses than the phb races
 


Ignominia

First Post
Im a HUGE fan of Eberron, and so Im VERY excited about this... However, I have some notes...

Changlings - the use of the word polymorph is a strange one, it implies that the changling takes on physical characteristics of the creature it changed into... in the past it was a physical change only, more akin to the Warlock ability that gives you "at will" use of disguise self

Warforged - Not a fan of warforged wearing armor. I would say that warforged should have "sub races" that represent different types of armor. None, Light, Medium, and Heavy. Giving them that type of armor permanently.

Artificer - Doesnt feel right, more lacks the swashbuckling MacGuyver aspect of the class..
 


Remathilis

Legend
I actually like it as a wizard subclass rather than the creation of a completely new class. Unless the issue is more with the wizard than the artificer being a subclass. Not sure which other class it could have been a subclass of though.

On a side note, artificer was a specialist wizard class back in 2e which I rediscovered last night reading through spells & magic. This might explain why I'm happy with it being a wizard subclass while still retaining much of the flavour of the Eberron Artificer.

The problem is that there are elements of the artificer class that don't appear in this subclass. Among them.

* Artificers could fight decently. Simple weapons, d8 HD, medium armor + shields. The wizard lacks all this as he's supposed to be a support PC.
* Artificers were trapfinders (Search, Disable Device) as good as a rogue. The wizard lacks the proficiencies (perception, thieves tools) to do this. (Although, I guess an appropriate background could fix that).
* Artificers were great at dealing with constructs (healing, building, and destroying them). The wizard doesn't get any special abilities to do any of that, beyond the traditional spells any wizard can cast.
* Artificer spells were mostly buffing, building, and a touch of healing (in 4e). Wizard spells summon monsters, throw fireballs, animate skeletons, and a bunch of other un-flavorful stuff.

Those things alone are major strikes, and really make former methods of playing the artificer (both 3e's generalist and 4e's leader/healer) both invalid.

I'm not even sure how to fix these things, but it gives me a point of reference to start.
 

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