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Switch to Forum Live View What about Eberron?
9 months ago  ::  Oct 09, 2012 - 8:23PM #1
rethgryn
Date Joined: Nov 5, 2007
Posts: 223
Reading the magic item packet there seems to be an implict asumption that magic items are crazy rare and that you cannot buy them. But in the Eberron setting, magic items are quite common and a part of daily life. Will 5th edition be able to support Eberron (my favortie setting).
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9 months ago  ::  Oct 09, 2012 - 8:30PM #2
thewok
Date Joined: Jul 31, 2007
Posts: 813
In Eberron's case, it's just a matter of handing out more magic items.  The default rules assume a setting like Forgotten Realms or Greyhawk.

I'm sure there will be more details on running lots-of-magic campaigns after the game releases, when they can start work on an Eberron update.
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9 months ago  ::  Oct 09, 2012 - 8:30PM #3
trebor_rjf
Date Joined: Sep 30, 2006
Posts: 1,098
they've said about a hundred times that campaign settings will be one of the ways they'll be adding optional rules to emphasize what makes that setting special.

any eberron material that gets published will surely have rules for more common magic items. 
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9 months ago  ::  Oct 10, 2012 - 1:40AM #4
Azzy1974
Date Joined: Dec 12, 2011
Posts: 851

Oct 9, 2012 -- 8:23PM, rethgryn wrote:

Reading the magic item packet there seems to be an implict asumption that magic items are crazy rare and that you cannot buy them. But in the Eberron setting, magic items are quite common and a part of daily life. Will 5th edition be able to support Eberron (my favortie setting).



Yes. Because the Eberron setting book (any setting book, really) will have its own implicit assumptions that differ from the the base rules to some degree or another.

Playtest or get off the playtest boards.

---

I want justice for the voice that can't be heard
Vindication for every suffering and hurt
Let retribution hold dominion over earth
--Nemesis, VNV Nation
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9 months ago  ::  Oct 10, 2012 - 9:48AM #5
QuestorTelloc
Date Joined: Sep 18, 2009
Posts: 196
Or, conversely, in Dark Sun, there'd be rules for having no magic items, or at least, the increased danger of using magic items in such a magic-volatile world. World-specific modifications WILL be a part of the design for that world.
"Our idea of rules modules has a wide range of scope; sometimes, our rules modules might just be small tweaks and variant rules, while other times they could be large-scale changes and entirely new subsystems. We want people to make the game their own, and that means provided a whole array of possibilities based on what you, the players, tell us that you want." -D&DNext Q&A Blog, 8/29/12, Answer #3.
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9 months ago  ::  Oct 10, 2012 - 10:54AM #6
Orzel
Date Joined: Aug 22, 2007
Posts: 3,369
What they need are generic low magic and high magic modules until the setting books come out.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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9 months ago  ::  Oct 10, 2012 - 11:15AM #7
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,975

Under Buying Magic Items it says:

''Unless you decide your campaign works otherwise, magic items are, by and large, so rare that no market exists for them.''

So you could easily decide that your Eberron campaign has magic mart even if the campaign sourcebook doesn't say anything about it. This level of low magic is just a default assumption that can be deviated from if the DM wish.

Yan
Montréal, Canada
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9 months ago  ::  Oct 10, 2012 - 12:43PM #8
Diffan
Date Joined: Sep 19, 2006
Posts: 3,450

Oct 10, 2012 -- 11:15AM, Plaguescarred wrote:


Under Buying Magic Items it says:

''Unless you decide your campaign works otherwise, magic items are, by and large, so rare that no market exists for them.''

So you could easily decide that your Eberron campaign has magic mart even if the campaign sourcebook doesn't say anything about it. This level of low magic is just a default assumption that can be deviated from if the DM wish.




And yet we have no values for how much they would be bought for, just sold and apparently only to extreamly limited people (like dwarven kings who live in splendid caves and wizard in far-away towers).

Personally, I don't want Tolkien style magic in my games and magic-marts should be an option even if it isn't "default".

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9 months ago  ::  Oct 11, 2012 - 10:17AM #9
Jenks
Date Joined: Apr 4, 2008
Posts: 2,499

Oct 10, 2012 -- 11:15AM, Plaguescarred wrote:


Under Buying Magic Items it says:

''Unless you decide your campaign works otherwise, magic items are, by and large, so rare that no market exists for them.''

So you could easily decide that your Eberron campaign has magic mart even if the campaign sourcebook doesn't say anything about it. This level of low magic is just a default assumption that can be deviated from if the DM wish.



I gotta say, the book finally backing me up in telling my players that they can't find an item in a town is awesome. I think this really let's magic items feel rare and special, instead of having players enter every town by saying "Can I buy a glove of storing? No? Why not?".

My two copper.



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9 months ago  ::  Oct 11, 2012 - 10:50AM #10
Rory
Date Joined: Jun 24, 2005
Posts: 1,136
Seems like they are going a bit too far with it. Halruaa should have wands a plenty, and most major cities could have a magic shop of some sort with magic items remaining a rarity.  
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