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what makes Eberron different
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<blockquote data-quote="skippy_the_witch" data-source="post: 1618125" data-attributes="member: 18980"><p>I will admit that I really like Eberron, but have no intention of ever playing in or running this campaign world. I own the book, which I bought for the primary reason of the Artificer class and all the "magic-tech", or as I prefer to call it, technomagic. This is the first big publisher campaign that I have ever seen to have done technomagic, or even magic, right. Most versions of "magic as technology" do it "magic or etheric energy powering strange machines". THAT IS NOT TECHNOMAGIC. That is magic enhancing technology. Technomagic is where magic REPLACES technology.</p><p></p><p>Now, naturally, basic engineering means that you do not quit using such simple tools as levers, gears, whatever in any device. And you can develope some very sophisticated items and techniques that are relatively simple. Look at all of the special substances and alloys available in most D&D worlds. They are as strong and light as modern high tech alloys, yet through the use of magic, can be made by the town blacksmith (admittedly, said blacksmith is likely to being highly skilled). Or the eternal torch rather than a flash light. I can name a bunch of example where even the most vanilla D&D game uses magic to substitute for technology.</p><p></p><p>The difference about Eberron is it is the first high magic game to say "Magic is everywhere, and is used by even the common people for EVERYDAY TASKS." That is the point where you begin to have technomagic. As an earlier post suggested, Eberron really is an analog to the Post WWI era, with trains (lightning rail), telegraphs/telephone stations (House Sivis speaking stones), dirigibles (air ships), etc. I just prefer to play a more advanced form of technomagical society -- what Eberron is likely to develope into in the next 100-200 years, the sort of things you can find in ARSENAL and FACTORY for Perpetrated Press. The one things I was missing for my homebrew was a Technomancer, a wizard that specializes in the building, repairing, and general creation of technomagical devices. And with very minor modification (mostly in the Craft Magic Item bonus feats given -- no technomancer would ever learn how to Craft Wand, he would instead learn Craft Tecnmagical Firearm), I now do not have to reinvent the wheel, just add a new set of hubcaps.</p><p></p><p>skippy</p><p>The GM of The Cursed Earth</p></blockquote><p></p>
[QUOTE="skippy_the_witch, post: 1618125, member: 18980"] I will admit that I really like Eberron, but have no intention of ever playing in or running this campaign world. I own the book, which I bought for the primary reason of the Artificer class and all the "magic-tech", or as I prefer to call it, technomagic. This is the first big publisher campaign that I have ever seen to have done technomagic, or even magic, right. Most versions of "magic as technology" do it "magic or etheric energy powering strange machines". THAT IS NOT TECHNOMAGIC. That is magic enhancing technology. Technomagic is where magic REPLACES technology. Now, naturally, basic engineering means that you do not quit using such simple tools as levers, gears, whatever in any device. And you can develope some very sophisticated items and techniques that are relatively simple. Look at all of the special substances and alloys available in most D&D worlds. They are as strong and light as modern high tech alloys, yet through the use of magic, can be made by the town blacksmith (admittedly, said blacksmith is likely to being highly skilled). Or the eternal torch rather than a flash light. I can name a bunch of example where even the most vanilla D&D game uses magic to substitute for technology. The difference about Eberron is it is the first high magic game to say "Magic is everywhere, and is used by even the common people for EVERYDAY TASKS." That is the point where you begin to have technomagic. As an earlier post suggested, Eberron really is an analog to the Post WWI era, with trains (lightning rail), telegraphs/telephone stations (House Sivis speaking stones), dirigibles (air ships), etc. I just prefer to play a more advanced form of technomagical society -- what Eberron is likely to develope into in the next 100-200 years, the sort of things you can find in ARSENAL and FACTORY for Perpetrated Press. The one things I was missing for my homebrew was a Technomancer, a wizard that specializes in the building, repairing, and general creation of technomagical devices. And with very minor modification (mostly in the Craft Magic Item bonus feats given -- no technomancer would ever learn how to Craft Wand, he would instead learn Craft Tecnmagical Firearm), I now do not have to reinvent the wheel, just add a new set of hubcaps. skippy The GM of The Cursed Earth [/QUOTE]
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