Explorer=Players Handbook? [Archive] - Wizards Community

Post/Author/DateTimePost
Deprator

02-07-06, 10:25 AM
I want to start playing Eberron campaigns. People say that the books needed are the campaign setting and eberron player's handbook. Is the Eberron Player's Handbook Titled, "Explorer's Handbook"?
Jagermeister

02-07-06, 10:29 AM
I want to start playing Eberron campaigns. People say that the books needed are the campaign setting and eberron player's handbook. Is the Eberron Player's Handbook Titled, "Explorer's Handbook"?

No. The Explorer's Handbook is a different book entirely, and would be more useful to a DM than a Player, save the few PrCs in it.

As a player, you are likely in need of the Eberron Campaign Setting Book, and the Player's Guide to Eberron, though I wouldn't say the latter is essential. Most of what I liked about the PGtE can be found for free in the Dragonshard articles on this website.
As a DM I would suggest the ECSB, the Sharn sourcebook, and Five Nations as essentials.
The rest I'd suggest perusing thoroughly before you buy to see if you truly need them.
WarlockDa

02-07-06, 02:43 PM
IF you're just starting out in Eberron...regardless of being a player or a DM...you only need the core Eberron Rulebook. The rest of the books are wonderful resources but the game can be played without them.

My suggestion....get the Core Eberron book....play a few games and see how you like it. If you enjoy Eberron...then go grab all the books while they're out and easy to find :)

I'm just thinking sensible...I'd hate to tell someone they have to have certain books that they really don't...and then it turns out Eberron isn't the setting you thought it was and you don't like it, and feel like you wasted a couple hundred dollars.
Tom McCarthy

02-07-06, 03:54 PM
Eberron Campaign Sourcebook - players and GMs will want one

Player's Guide to Eberron - a player may want one; some good info
Sharn - an excellent resource for GMs setting adventures in Sharn
Explorer's Handbook - a good resource for GMs running adventures involving travel and exploration
Five Nations - a good book for GMs focusing on the biggest national powers
Magic of Eberron - a good book for GMs focusing on fringe elements, particularly dragon and elemental driven plots
Races of Eberron - a good book for players or GMs on the races unique to Eberron