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45

If you can get them to read novels in the setting, that's ideal. But it may take some time and I've never met a full group that would all read the same books, even when bribed with XP. Here's more of a quick and dirty method. A few games ago I gave the players cheat sheets about the city they were in. I limited them to a page each because the more I give ...


24

Look for ways to introduce exposition into your flavor descriptions of scenes, and your mentions of characters and objects. Try not to restrict it to plot-relevant stuff for your game, but this can definitely become a way to put 'common-sense' information into your players' hands unobtrusively. Consider: "You are traveling down a road between Atowne and ...


20

Eberron changed far less then other settings. The following are just a few changes I can remember off the top of my head: Xoriat being moved out of orbit, and placed into the stars beyond. Baator being added to the cosmology "Siberys" planes becoming part of the Astral Sea. This includes: Daanvi, Irian, Syrania, Lamannia, Mabar, Baator, Shavarath. This is ...


18

It depends on your GM, but if you're playing in a book-specific setting, probably not Which books allowed in the game are strictly a DM's call. While many GMs play with "all books allowed" there are a number that choose to restrict books. One of the more common restrictions are on setting specific material, though it is fairly trivial to file off ...


14

The thing about racism is that you really can't portray it accurately without making it frustrating for the players involved. In most cases, there's nothing wrong with scaling it down to the point that you can give the players an idea of what racism is like and still make the campaign understandable and playable ... think about the standard Hollywood script ...


14

The first answer that comes to mind is the Warforged, certainly. These are living automatons, similar to golems, that are playable character races. I played a Warforged Paladin for a while, and it was fun both for game-mechanics reasons (built-in weaponry! Installing a bag of holding inside my chest compartment!) and for roleplaying reasons (As a construct, ...


13

If you don't want it to be part of the story or to entice the players into acting on it, simply make it part of the flavor. You come into town, sell your loot, and load up on supplies. Players, you can purchase items up to 500gp here. Bob, you get a lot of dirty looks and the occasional stranger spits as you pass. Leave it just as that. Bob can ...


13

Mordenkainen's Magnificent Emporium has a section on Hirelings (starting page 136). Page 138 has a table of cost/day for each given level of hireling (from 15 @ level 1 to 125,000 @ level 30); the same page says a Mercenary is the standard Hireling rate x3 (meaning a level 1 Mercenary costs 45gp/day, and a level 30 Mercenary costs 375,000gp/day). The ...


12

No. Although 4E's Eberron campaign setting makes an effort to include all the new races and classes from the new edition, the Dragonborn are not given a role of special prominence, or even much of a plot thread of their own. Removing them would be easy.


11

I lived exactly this situations some months ago. Let me share what I tried, what worked and what didn't. I have a group of six players, two girls and four guys, who never had heard about Eberron. Frankly, one of the girls, my wife, was also still learning to play D&D. I helped to create their characters and character sheets, set some key background ...


11

Yes, if the fiend acts as a controller. Eberron Campaign Setting, page 101: If the possessed creature fails the Will save against control, the fiend has access to all the creature's senses, abilities, skills, feats, and spell knowledge. The fiend now acts as though it is the creature in all respects, until control is lost or it relinquishes control. ...


11

The first thing you must know about Eberron: It's a medieval setting with magic easily available to the point that it mimics our 1800s tech level. If it existed in 19th century, it probably exists in a weird way in Eberron. A really interesting concept unique to the Eberron setting is a journalist for the Korranberg Chronicle: following the players around, ...


10

I think the answer would depend on the alignment of the creature being possessed and the alignment of the possessing creature. Looking at the spell Detect Evil from the PHB: You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round Presence or absence of evil. ...


10

Looking in the compendium, there do not seem to be rules for this. That said, if you're running Eberron, you might take a peek in the campaign book and see if there is something more specific to the setting. However, there are rules for pocket change and how much a major and minor purchase might cost that are pegged to the level of the character. In ...


8

Eberron Campaign Setting pg. 32 Artificer Craft Homunculus (Ex) An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP. It’s 160 XP because the “base cost” of this operation is 4,000 gp: since you’re doing the work yourself, that’s halved and you ...


8

Honestly, Don't Change Much Warforged are widely considered the second or first strongest LA 0 race in 3.5, fighting with Humans (valiantly) for the top spot. If Humans didn't get much of a boost, 'Forged don't need to either. At most, I'd say to alter them for a net 0 if and only if humans got an ability score bonus. However, you may need to alter the text ...


8

The Advanced Race Guide has some excellent rules for just this kind of conversion. Paizo has the OGL version of those rules available in their PRD. It gives point values for the different advantages (and disadvantages) that each race receives. A standard race is 1-10 points. Dwarves come in at 11 and humans at 9 for example. I'm pretty sure that Warforged ...


8

Counterintuitively, Avoid Weapon Special Abilities that Inflict Damage If your PC has been taking feats like Favored in House (ECS 53), and Least Dragonmark (mark of finding (ECS 64)) (ECS 53), and Skill Focus (Bluff) (PH 100) so he can better make Seduce to Learn Secret checks while the other PCs have been specializing in monster murdering, and they ...


7

Well, not officially. Some SF zealots don't care about diplomacy and will go to any extreme justified by their beliefs. In 832 YK, there was an incident called the Silver Crusade, which was a lycanthrope purge carried on by the Church of Silver Flame. As Aundair was a location very plagued by werewolves, this made the Silver Flame quite popular in Aundair, ...


7

Although the term is never defined specifically, the evidence provided tells us that, in Eberron, "fiends" is the generic term for demons, devils, and other evil outsiders that were spawned from Khyber at the dawn of the world (ECS, page 224). They seeped up from the cracks in the earth, from volcanoes and the deepest parts of the sea (p.158). They are ...


7

Well, your second question is probably the easiest to answer. I imagine that the price is the same as in the Player's Handbook (p.222), i.e. 5sp for a typical room and 2gp for a luxury room. The first one is tougher. The Eberron Player's Guide (p.13) tells us that the lower class (of which I guess a guard belongs to) has no more than a handful of silver ...


7

I can’t find any suggestion that the giants had anything to do with the origin of the elves; the elves seem to predate the giant’s rise to power, actually existing during the Age of Demons, at which time the “lesser races” (i.e. not demon or dragon, apparently including at least the elves, giants, goblins, orcs) simply tried to avoid getting killed in the ...


7

The most useful rapier enchantment is Keen. A rapier alteady has a good critical chance and doubling it is really advantageous. This allows you to deal double damage against most creatures - conveniently, it's the ones you can apply your precision damage to. (As @KRyan reminds me, since Keen is a +1 enhancement, a Scabbard of Keen Edges is way more ...


6

If you want to give your fighter more access to magic without rebuilding you're going to be limited to skills, feats, and magical items. None of these will give your fighter heavy magical abilities, instead letting you play the character as someone who has learned basic magic. Skills The skills that increase magical knowledge are: Knowledge (Arcana) - ...


5

As you've asked for answers that aren't obvious and already suggested in canon resources, here's a few ideas of my own: Cyre was not destroyed at all, and the Mournlands are in fact a massive Illusion spell that a collection of powerful mages has cast to conceal a fortress preparing an army that will invade Khorvaire. A monstrous underground race rigged a ...


5

When I used to DM Eberron, I made racism against the warforged something engrained in the social scene and everyday life, not anything major, but always there in one form or another. A look, a muttering under some fat rich gnome's breath, a dead warforged body lying in an alley with two Guard officers taking notes, rallies of the pro-machinates (those ...


5

Racism is a touchy topic, but I say play it up. There might be life lessons to learn and carry away from the table. In game, with warforged PCs, this could be in work or guild rules that prohibit the PCs from finding work, or limiting work choices or outright no hire rules. Many PCs aren't going to be looking for the kind of work "atmosphere NPCs" fill, but ...


5

Introduce concepts slowly during play. I'm not familiar with Eberron, so here are some wild suggestions: If they need to know about the war, introduce them to a veteran or run them past a war memorial or battle site. Introduce other NPCs discussing or investigating questions of interest, and involve the PCs. You can make handouts, start a wiki, or ...


5

Do some homework and generate a handout. Assuming that the characters were born & bred in the world in which they're adventuring (not the case for some games of course), think of all the stuff they absorbed in their ## years of existence... and yeah, that's impossible to lay out in a single document. But specify what's Common Knowledge about: Languages ...


5

"Fiend" in D&D 3.5 refers to any evil outsider. The term is defined in the Monster Manual, under Types and Subtypes: Evil outsiders are also called fiends. The only change in Eberron is that night hags are neutral outsiders rather than evil (Eberron Campaign Setting p. 305), and thus are not classified as fiends in that setting. While certain ...



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