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8 years ago ::
Jun 30, 2005 - 3:49PM
#61
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Date Joined:
Aug 10, 2009
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Oooo. This is something I've been waiting for for a long time. Now I won't have to make more of my own homebrews with all the same generic stuff! (Actually, this would probably help me out greatly in the RP I'm running on my own board.)
Guess this gives me a reason to invest in the 3.5 corebooks now.
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8 years ago ::
Aug 02, 2005 - 9:50PM
#62
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Date Joined:
Aug 10, 2009
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Alright Johnny be Goode... I've checked the Ask Keith FAQ... :headexplo And here... :P and around... is there a thread concerning compiled Errata from various sources (Other than the Official WoTC ones)... wanna check it before I post in the Ask Keith thread...
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8 years ago ::
Aug 23, 2005 - 11:06AM
#63
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Yeah, can the FAQ be updated? I think that quite a bit of stuff in the magazines has been released since it was last updated.
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8 years ago ::
Nov 21, 2005 - 1:58PM
#64
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i'm sure you've heard this wayyyyyyyyyy to much but... what exactly is eberron and how is it different from the other dnd campaign settings?
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8 years ago ::
Nov 22, 2005 - 8:10AM
#65
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Date Joined:
Feb 24, 2004
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i'm sure you've heard this wayyyyyyyyyy to much but... what exactly is eberron and how is it different from the other dnd campaign settings?[/quote] >.<
umm....well...you see....thats a little too general. Could you be more specific?
DMsDelight: It's like Rapper's Delight, but with a friendly D&D twist, sucka! General Quotes "There's a demonic kitty in Danielle's Pants!" said by a friend of a friend about her artwork on his girlfriend's pajamas.... "The dime b*****s aren't the problem. We've got the b*****s." - said by Dragoneye about...NC-17 issues. D&D Quotes "Of course we healed. We prayed at the Temple of Goodness!"-Adam, on why we should have all been at full health. "You can't Handle Animal the Druid."-Dave to Adam, when Dave was Wild Shaped into a panther. "Yes, Necromancers have a HEALTHY love of the dead..."- Me, on the difference between NecroPHILLIACS and NecroMANCERS. "Not STABility....Stability!"-Alex, on the difference between my rogue's style of negotiation and others style of negotiation. Originally Posted by Edymnion--"you want people worshipping their own shoes, go right ahead and throw it in. Heck, they'll even get spells as long as they truely believe their shoes are gods." From the Half-Kobold Files... Originally Posted by DMsDelight--"Interesting creature concept. Other than being all sorts of wrong/disgusting (I mean...ewwwww! )... And who in their right minds would f*** a Kobold!!!" Originally Posted by Grigori--"Congratulations. You've just re-defined 'get your freak on'." Originally Posted by Da Dinictus--"But... humans with pixies? Even with just... what... covering them or such... ehr. Let's just say, they aren't exactly fit for anything the size of their own bodies, eh?"  I am Black/Green Take The Magic Dual Colour Test - Beta today!Created with Rum and Monkey's Personality Test Generator.
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8 years ago ::
Nov 22, 2005 - 3:13PM
#66
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i'd like to know what separates eberron from other dnd campaign settings. what makes it better?worse? i've only heard people talk about it and i've glanced at the books but. i'm constantly hearing about some ideas about races would be complete culture clashes in eberron. i just wanna know how its different
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7 years ago ::
Nov 23, 2005 - 1:36AM
#67
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Date Joined:
Apr 21, 2004
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A good question, but one that is hard to answer. Although this question had been asked many times before the setting release way back in the day. In fact, I think I asked this question as well.
Now that I think about it, I never really asked how Forgotten Realms is different from the other D&D settings. There are differences between Greyhawk, FR, and Dragonlance, I am sure. But even by pointing out specific details of the settings that differ each other, the question still wont be answered, because it is so much a "general feel of the setting" kind of question.
Eberron is kind of like the 4th entry on that list. Greyhawk, Fr, DL, and now EB as well. They are different from each other in many ways, but none of them stand out like Dark Sun or Spelljammer, for example. It is not an alternative setting like those. It is more a mainstream setting with its own tone and feel just like FR is to DL and GH.
The stock answer would be "pulp noir", if that means anything to you. After some experience with the setting, I'd say it is basically a pulp film style take on generic fantasy. High magic yet low power (in terms of levels).
What I like in this setting that I dont find in others: culture plays a big role. there are significant cultural differences even among humans. I hated halflings in the past, but the cultural presentation of this race in Eberron actually interest me a lot. The same can be said with other races I generally had no love for, like goblins, also received respectable treatment in Eberron to such a degree that I actually find them interesting now. the new attitudes of the half-elf and half-orc is also nice, gone is the half-elven loner angst. So much was done with the cultures to make things interesting.
Another thing I like about the setting is its ability to support many types of stories without breaking the context of the setting. I'm sure one can run just about any sort of story in FR, but in Eberron this isnt just something you -can- do, but something thats so seamlessly integrated that you'd thing you -should- do. For example, one can easily run a cyberpunk style corporate intrigue type of campaign, sky pirate stories like Crimson Skies, one campaign I participated in was a investigative journalism story. Although, most campaigns I have seen are more traditional fantasy stories and dungeon crawls, and the novels as well are traditional, or at most what they call "pulp". Hopefully they'll release some noir stuff soon.
I'm sure I didnt answer your question. But hey, you just kind of "know" it after some exposure anyways. Words cannot answer your question.
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7 years ago ::
Nov 23, 2005 - 5:57PM
#68
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i figured it was one of things that you can explain. oh well, i was always confused what they meant by "pulp" fantasy for the description of eberron...
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7 years ago ::
Nov 26, 2005 - 12:49PM
#69
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Date Joined:
Aug 10, 2009
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i'm sure you've heard this wayyyyyyyyyy to much but... what exactly is eberron and how is it different from the other dnd campaign settings?[/quote] “What makes Eberron Better or Worst than other settings?”
“What Makes Eberron so different from everything else?”
“Why should I buy Eberron stuff?”
These questions are asked by a lot of gamers upon hearing of Eberron. A lot of DM’s are fans of Faerun (sp?) or Grey Hawk or would rather run their own homebrew games. These DMs (and players) are the ones that want to know “Yeah but what is Eberron going to do for me?”
I don’t think this can be given with a definite answer that makes all things clear but here are some things that make Eberron interesting.
New Races: The new races provided by the ECS have a good feel to them. Each makes for interesting role-playing opportunities and each has a well thought out history. Each also fills a ‘niche” in the Eberron setting.
Warforged: The Bruiser. Although the forged can be other classes they excel at being fighters. And although they have some limitations when compared to human fighters they also have a lot of advantages. This along with the complex aspects of the forged makes for an interesting role-playing challenge. For the pulp feel think “Marv” from Sin City.
Kalashtar: The ‘Jedi’, The Telepath, And The Mystic. Unlike most campaign worlds, Eberron fully integrates Psionics in to the setting. This does not mean that you have to use Psionics but it means that if you do you have a tailor made race and Enemy (in the Dream Dark) to use. The dual nature of the Kalashtar is also a great role-playing challenge as you can have the character remember things that they did not do because the qouri (sp?0) spirit that is part of them gives them insight. For the pulp feel they are the mystic warriors, mind readers, and seers.
The Changeling: The Face, The Spy. With the changeling you have so many options especially if you go the bard or rouge route. Being able to impersonate people goes a long way. The face man is the pulp feel for this one.
Shifter: The Wild One, Beast Man, Predator. Part humanoid, part beast all predator the Shifter is a great race to play for numerous reasons. For a pulp feel think Wolverine in his stand alone comics.
Organizations: From the benevolent to the malevolent the new groups give a DM much stuff to work with. The Dragon Marked Houses with their control over mercantile markets, the Daughters of Sora Kell with their control of Daask, the monstrous humanoid crime syndicate. The Emerald Claw can be viewed as the SS from Indiana Jones. The Dreaming Dark, The Lords of Dust, The Chamber, The Twelve, The Cults of the Dragon Below, The Blood of Vol, and others are perfect nemeses to any group. Or they could be patrons as well.
The “Pulp Noir” Thing: Many players and DMs don’t quit understand what Pulp Noir is. So less start with Pulp first.
Zorro is Pulp. Batman Year One is Pulp. Indiana Jones is Pulp. The Shadow is Pulp. Pretty much any good pirate story is Pulp. The Mummy and The Mummy Returns are Pulp.
Now ‘Noir’ is a little trickier. ‘Noir’ means “Black”. The best way to explain it is that things take on a darker feel. Everything is not light and candy and fluff. Things happen that are dark and black. People sell you out. The orphan you saved steals your money purse. The local constable that is supposed to be tracking down the missing people is actually a serial killer and member of one of the Cults of the Dragon Below.
Pulp.
Noir.
Put the 2 together and you get ‘Indy’ saving the stones but not before ‘Short Round’ gets sacrificed to Kali-ma (A Lord of Dust) by having his still beating heart ripped from his chest and shown to him.
New Class: The Artificer. What can I say? This class adds a whole new dimension to D&D. They are the jacks of all magical trades. Oh it may take them a while but if you give them time to prepare they can cause so much havoc. And with abilities like Retain Essence you have a craft monkey that can recycle those lower level magic items to make something better and more useful. And because they can emulate both arcane AND divine spells they are even more dangerous as now they can use pretty much ANY wand or Staff! Yikes.
Action Points: Even though this mechanic, or something similar, to it has been around before, it seems to “just fit’ with Eberron. Eberron is a setting of high adventure.
Chases on top of moving lightning rails…
Swing or jumping from one airship to another….
Hanging on to the out of control skycoach….
These things require the use of action points.
Being able to add an additional d6 (or d8 with the appropriate feat) to a d20 roll is awesome. Especially at higher levels when you can roll 2d6 (or 2d8) and choose the higher roll.
The points can also be burned for other things as well. Artificers can burn one to speed up there infusion casting time. Paladins can burn 2 to get an extra smite.
Home Brew: Then there are the home brew uses for action points, for example:
Heroic Critical (Ex): As an immediate action you may spend two action points to increase the threat range of your weapon. Roll 1d4 and add the result to your weapon's threat range for this attack. If you have the Action Boost feat, roll 1d6 instead. This benefit stacks with the benefit of the keen weapon enhancement or the Improved Critical feat.
That’s one I came up with and was tweaked by “Save vs. DM”
These are just a few of the reasons that Eberron should be on your buy list. Even if you don’t use the setting to it fullest having the setting book will give you loads of ideas!!
Hope this helps.
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7 years ago ::
Nov 26, 2005 - 3:25PM
#70
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wow, sounds like fun. i might just have to put that on my x-mas list :D
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