What Eberron PDFs would you buy from the Guild

What Eberron PDFs would you buy?

  • Keith Baker's Stuff

    Votes: 19 48.7%
  • Eberron Subclasses

    Votes: 1 2.6%
  • New Eberron Subraces

    Votes: 1 2.6%
  • Alternate Version of the Races

    Votes: 1 2.6%
  • Adventures set in Eberron

    Votes: 14 35.9%
  • Common Magic Items

    Votes: 1 2.6%
  • Dragonmarks

    Votes: 0 0.0%
  • Setting Expansion Products

    Votes: 2 5.1%
  • NPCs

    Votes: 0 0.0%

I'll get anything by Keith Baker that he wants to put out for the setting. That said, I want new stuff by Keith Baker not stuff that I already have on my shelf for 3rd edition. Mechanics aren't as important to me as ideas these days (especially since the group that will really want to play Eberron will really not want to play 5e so I'll be converting everything to 13th Age anyway - so the 5e conversion material of existing 3e work doesn't help me much). I'm glad its out there, but more because I'm looking forward to seeing what comes next not because of the book itself (though when its available POD I'll be buying it anyway because of course I will).

From other authors I want adventures. Big or small it doesn't matter - I need both types.

The rest of it - not so much for myself. Even setting expansion material - every continent got a sourcebook for 3e and I have them all, so I don't need more of that. I could use adventures set in the various locations though - including the planes. And if those adventures detail a small region of those continents/planes then that's great and I'll take it.
 

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Am I understanding correctly, that Dragon Marks function like subraces? If so, there can be much character customization in Eberron.

Which reminds me, from what I understand, there are two main elf cultures − however each culture can mix up the kinds of elf mechanically. For example, you can build a character for one culture, using either wood elf or high elf mechanics. This kind of customization intrigues me.
 

Part of what makes Eberron distinctive is its excellent use of ‘soft ban’ design.

Of three main magic themes: psionic, primal, and elemental, Eberron removes primal into the periphery of the setting while moving psionic and elemental into the center of the setting.

In this way, the contrast with nature in the background, actually heightens an emphasizes the urban feel in the foreground.

Meanwhile, all the primal options are still available, despite the strong urban feel.

It is one of the many reasons I admire Eberron.
 

An other aspect of Eberron is its religious agnosticism. This puts humans in the center of the story, responsible for the story. Or at least, humans are one of many egalitarian races who are the *source* of the world.
 

Part of what makes Eberron distinctive is its excellent use of ‘soft ban’ design.

Of three main magic themes: psionic, primal, and elemental, Eberron removes primal into the periphery of the setting while moving psionic and elemental into the center of the setting.

In this way, the contrast with nature in the background, actually heightens an emphasizes the urban feel in the foreground.

Meanwhile, all the primal options are still available, despite the strong urban feel.

It is one of the many reasons I admire Eberron.

One of my more recent Eberron campaigns featured a pretty significant war between the more violent Druidic sects (the Ashbound and Children of Winter) and Thrane. My current campaign is trekking through the Eldeen Reaches right now, and I'm writing an adventure that largely takes place in Thelanis, the plane of the Fey.

Sharn gets a lot of play because it's such a unique and iconic city, and Eberron does set up a lot of hooks and seeds for "city adventures", but I sometimes feel like the "strong urban feel" is a little overstated. After all, the other two main iconic locations (the Mournland and Xen'drik) are a blasted magical wasteland and a literally unchartable, untameable wilderness continent, respectively.

An other aspect of Eberron is its religious agnosticism. This puts humans in the center of the story, responsible for the story. Or at least, humans are one of many egalitarian races who are the *source* of the world.

Contributing to this is the fact that there aren't a bunch of really powerful canonical NPCs who can swoop in and solve every problem if they weren't too busy to do it because reasons. In 3.5 parlance, at least, a lot of the major high-level NPCs had mostly levels in NPC classes, so they weren't actually all that powerful. The setting's two most powerful non-evil NPCs are a preteen cleric that immediately loses nearly all of her power once she steps outside of her church, and a great druid that also happens to be a tree.
 


I voted for Keith Baker's stuff, but I'd also be interested in Adventures and, potentially, Setting Expansion Products.

That said, I'm actually pretty much satisfied with the material in the 3e books, so don't have a burning desire for more - the main thing I'm lacking is conversions of the various bits of mechanics (some or all of which may be in the Wayfinder's Guide, of course - I haven't yet had time to look it over).
You don't want a "Planes of Eberron" book? You don't want an "Adventuring Beneath the Seas of Eberron" book? I certainly do!
 

You don't want a "Planes of Eberron" book? You don't want an "Adventuring Beneath the Seas of Eberron" book? I certainly do!

Don't get me wrong - if WotC and/or Keith Baker produce them, and if they're of a good standard, then I'll probably buy them.

But on the other hand, if they're never produced, I don't think I'd really feel their loss.
 

Maybe the core book and an adventure or two. Had the 3.5 one for years, never really ran a proper Eberron game just a small one set in Stormreach on Xendrik but it was not very Eberron as such.
 

Just about anything. Eberron is probably my favorite published setting that I have never played (with Planescape being practically tied), because it does what I do in mine: no pure good or pure evil beings. Orcs aren't pure chaotic evil rampaging hordes raping and pillaging everything. There are good orcs (and neutral). Not every red dragon you meet will be chaotic evil, and not every gold dragon you meet will be friendly and lawful good. The magitech is pretty good and doesn't take me out of the fantasy immersion (unlike Pathfinder's one region of Golarion that is "Conan vs Terminators", Numeria). I have yoinked quite a bit of stuff from Eberron into my own homebrew world, more than any of the other published settings.
 

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