Homegrown DMs: What Will You Steal from Eberron? [Archive] - Wizards Community

Post/Author/DateTimePost
Freakin Canadian

06-05-04, 04:15 PM
I would be very curious to hear from DMs with their homegrown worlds. Eberron was once a homegrown world. I believe there are homegrown worlds out there just as rich and fascinating as Eberron.

I'd love to hear about them. Post web sites, info, anything that you feel like sharing.

And my question is this...

What will your "borrow" from Eberron to enhance your own campaign world?

I've been struggling with what exactly to port over to my campaign world, one that has matured for 24 years.

Here's what I think I'm going to do..

1. Artificiers are in, I may need to tweak a little - and their abilities related to Warforged specifically will be removed.

2. Black Pit, sounds like the concept of a site, I'd like to incorporate.

3. Action points. I'm going to tone them down significantly 5+1/2 level per level? Ouch! But I like the concept and it will be integrated.

4. I'm thinking of developing a region based loosely on the Shadow Marshes. I'm going to toss the two main power groups and make it a united tribe, loyal to Gruumsh. But I like the blend of the Everglades, venomous creatures and Orcs! That appeals to me as a fun region to create.

5. The various Homonculus seem cool, I think they'll get adapted.

6. I might make an NPC race based on one type of Shifter. For some reason I have a new NPC Grimlock that's also a Wereboar - in a future session. Now I think I'll adopt him to be the first introductory character of a Grimlock species that are Shifters, tied to the wild boar. Bizarre I know, but I think it can work.

7. There's a picture of an ancient druid observatory in the Eldeen Reaches. That picture has inspired me with an idea, so I will use it, but the Eldeen Reaches itself, didn't provide me with anything other than that picture.

So far, that's all I'm adopting. Not a bad list though.

I would be very curious to read how much of Eberron other DMs with their own campaign worlds will be using.
Harmony's Sorrow

06-05-04, 04:26 PM
I personally intend to go the other way. I'll be changing to Eberron and porting some of my 16 year old homebrew to Eberron.

OH YEAH!

Action points, in my CS they will be a base 3 + Cha Mod instead of 5. Gotta be the best "Cha is NOT a dump stat!" reason ever!
N'wah

06-05-04, 04:31 PM
3. Action points. I'm going to tone them down significantly 5+1/2 level per level? Ouch! But I like the concept and it will be integrated.

I've been using Action Points in D20 Modern for a while. I'd simply recommend a cap on the total number of Action Points a PC can have- the PCs I've got hoarded them for about seven levels and now use them for everything. Which, when the monsters don't have any thanks to no class levels (in most cases), can get a bit upsetting.

I don't know if I misunderstood, but I thought that Eberron only let you have a total of 5+1/2 character level, and they replenished at every new level gain. That's not so bad; being parsimonius at early levels when +1d6 isn't quite so impressive (but literally a lifesaver when the healer gets a 14 on his Heal check to stabilize you) if they don't carry over.

6. I might make an NPC race based on one type of Shifter. For some reason I have a new NPC Grimlock that's also a Wereboar - in a future session. Now I think I'll adopt him to be the first introductory character of a Grimlock species that are Shifters, tied to the wild boar. Bizarre I know, but I think it can work.

I like that. A lot. Grimlocks are already fun ("magical darkness? What's darkness?"), but mix in a bit of were-anything and they're bound to be more so.

Ok. Maybe not were-chicken. That's kinda lame.
Kobold Avenger

06-05-04, 04:31 PM
I've stolen a few things for my campaign, like artificers and the PC races already. My campaign is an actual steam & sorcery (or psionics) campaign. I came up with the original ideas before Eberron was announced, but started adding all of these elements from Eberron later.

I was already taking things from D20 Modern, like reputation, wealth, class defence values, and occupations before. So action points don't really count, even though I've modified the rules to tie action points more into charisma, which determines the max number of action points (3 + 1/2 level + cha mod), and how to regain action points which is done with a charisma check of 15 or higher at the end of every session of really dramatic moment with varying degrees of difficulty.
N'wah

06-05-04, 04:38 PM
Originally posted by Harmony's Sorrow
Action points, in my CS they will be a base 3 + Cha Mod instead of 5. Gotta be the best "Cha is NOT a dump stat!" reason ever!

You know, I knoww at least one character in my campaign wwwho wwould be foaming at the mouth (though his character seems to do that a lot already) about that. Hmm... lessee... Charisma 5 is a -3 penalty... plus three action points no matter what... gu'guh? Why, that's zero!

That may work if your group really hates playing anyone with charisma, but you may just end up with a lot of bards and sorcerers. I mean, a 1st-level sorcerer with an 18 Cha wwould have 7 action points, two above the official rule maximum. Of course, like I said, if everyone makes it the dump stat, then go wild. Some people need to learn that one of the most enjoable aspect of D&D is talking your way past the villain.
Harmony's Sorrow

06-05-04, 05:28 PM
Originally posted by N'wah
You know, I knoww at least one character in my campaign wwwho wwould be foaming at the mouth (though his character seems to do that a lot already) about that. Hmm... lessee... Charisma 5 is a -3 penalty... plus three action points no matter what... gu'guh? Why, that's zero!

That may work if your group really hates playing anyone with charisma, but you may just end up with a lot of bards and sorcerers. I mean, a 1st-level sorcerer with an 18 Cha wwould have 7 action points, two above the official rule maximum. Of course, like I said, if everyone makes it the dump stat, then go wild. Some people need to learn that one of the most enjoable aspect of D&D is talking your way past the villain.

First, I'd still do it kinda like skill points... always get at least 1.

And second, I couldn't agree more... if you don't want to really interact with anyone, go pop in "insert-any-brawling-video-game-title-here".
Kesh

06-05-04, 05:29 PM
Er, from what I've read, Action Points in Eberron are designed to "reset" every level. For instance, if your character still has 2 APs left over when going to level 5 to level 6, they lose them. Instead, they have 8 APs now (5 + 1/2 level), not 10. Thus, hoarding APs is a waste.
Harmony's Sorrow

06-05-04, 05:42 PM
True, I didn't notice that comment earlier, but they do reset each level, even in the d20 modern book and unearthed arcana
N'wah

06-05-04, 06:03 PM
Actually, I'm pretty sure D20 Modern is the exception in this case- they carry over every level. Just ask Charles!

http://www.wizards.com/default.asp?x=d20modern/bp/20040120a
Brastan

06-05-04, 07:52 PM
The reseting bit is good. Just a few nights ago I was playing in a friends Modern game. So far I think I'm the only one who really uses action points. Ya kind of forget about them if your new to that system. I was dropping action points like crazy trying to bring down an ogre and then a truck. They will go away fast once the players figure out how to use them. I think that was 4 or 5 lost in 1 encounter. The dice were not with me. I say remind the players that their there and it will work out.
Eriedm

06-05-04, 09:24 PM
3. Action points. I'm going to tone them down significantly 5+1/2 level per level? Ouch! But I like the concept and it will be integrated.

Are they that potent, I started using them in my Cauldron campaign and so far they are a life saver, literally!! Although I will use that refresh but not hoard rule!!
Eriedm

06-05-04, 09:35 PM
If I don't move my Cauldron Campaign to Eberron I will use the warforged in my homegrown world. I think a mad warforged warlord leading a small force of similar warforged on a destructive spree throughout Cauldron as a diversion from the Cagewrights most splendid indeed:)
Banshee

06-06-04, 10:40 PM
Originally posted by N'wah
I've been using Action Points in D20 Modern for a while. I'd simply recommend a cap on the total number of Action Points a PC can have- the PCs I've got hoarded them for about seven levels and now use them for everything. Which, when the monsters don't have any thanks to no class levels (in most cases), can get a bit upsetting.

I don't know if I misunderstood, but I thought that Eberron only let you have a total of 5+1/2 character level, and they replenished at every new level gain. That's not so bad; being parsimonius at early levels when +1d6 isn't quite so impressive (but literally a lifesaver when the healer gets a 14 on his Heal check to stabilize you) if they don't carry over.



Can characters carry them between levels? Given that 3rd Ed. focuses on characters gaining levels much faster than 2nd Ed., like once every 4 adventures, this means that at higher levels (ie. 10th and above) each character can use them 2-3 times per adventure, which seems like a lot.

Banshee
Freakin Canadian

06-06-04, 10:58 PM
In Eberron if you don't use them during a level change you lose them and just get the replinishment from your level increase.

But they are very powerful indeed...I'm toning them down to a simple, one per session rule. It's easier to track and makes the "one" decision to use them, a critical choice.

I will however allow the "one" to also be an additional action instead of adding to a roll, like the action surge feat.

So I give the players a bone, for toning down the number of sessions.
Banshee

06-06-04, 11:34 PM
They're a little like Panache Points from Swashbuckling Adventures then...except that to get and use panache points, a character needed to spend feats.

I'm running a Swashbuckling Adventures game and haven't found them too unbalancing. The PCs get one point each day, per point of CHA bonus...but have to spend a feat to get it, and many don't. Even then, those that do find that it doesn't last too long.

Banshee
Azzadar

06-07-04, 03:35 AM
Originally posted by Eriedm
If I don't move my Cauldron Campaign to Eberron I will use the warforged in my homegrown world. I think a mad warforged warlord leading a small force of similar warforged on a destructive spree throughout Cauldron as a diversion from the Cagewrights most splendid indeed:)

I'm going to place Cauldren in Eberron when I start my new campaign. I've been buying the adventures because they are good, but I am just now getting a chance to use them.
Dragom

06-08-04, 05:22 AM
I'll take the intelligent constructs like the Titan.

I always thought there weren't enough constructs.
Elendur

06-08-04, 06:21 AM
I may use the artificer in my Greyhawk campaign. Its just a brilliant concept. A completely new type of class, and yet it is completely integral to D&D.
I might use a warforged, but as a crossover from somewhere else.
In fact he might be a warforged artificer. That way the warforged related benefits work on himself and I won't have to tinker with the class.
Dragom

06-08-04, 06:15 PM
You are right about action points....
To insure that not every drooping score gets into Charisma...
Mmh...

Maybe just a few little tricks to get the party out of a fight they should have run away from.
Harmony's Sorrow

06-08-04, 06:21 PM
Originally posted by Freakin Canadian
I'm toning them down to a simple, one per session rule.


Ouch, that would seem to hurt your players that are investing feats in them. Or are you also restricting those feats from your players? How about the master Inquisitive and Extreme Explorer PrCs? They seem VERY strongly built around AP's.
Freakin Canadian

06-08-04, 06:27 PM
Ouch, that would seem to hurt your players that are investing feats in them. Or are you also restricting those feats from your players?

I'm toning it down to one per session - with no feats required, including no feat for spending it on an additinal action instead, which will also cost just one.

I'm not adopting the Master Inquisitor, I'm bringing in the Artificier (sp?) - and bringing in the lycanthropy based races as NPC's, a tribe of infected Grimlocks to be specific.

I'm also bringing in a few of the places - or at least using them for inspiration - the Swamplands of the Orcs and the Black Pit and its neighboring town, are two I know for sure I will adopt.

So even as someone who doesn't like the campaign world itself, I found a few elements to use in my homebrew, so overall I'm pleased.
TwinBahamut

06-08-04, 06:30 PM
I am not exactly sure what I will steal from Eberron for my own homebrew, but I will find it.

It can't be too hard, considering the interesting similarities between some of the nations in Eberron and some nations in my setting.
Harmony's Sorrow

06-08-04, 06:38 PM
Originally posted by Freakin Canadian
I'm toning it down to one per session - with no feats required, including no feat for spending it on an additinal action instead, which will also cost just one.

So, you plan to allow your players to use one feat per session. Period. And they can spend it to all the existing possible things, but no feats or anything necessary...

The existing method is obviously designed to create a curve. A way where it starts out rarely but escalates and becomes better and better.

In the DMG there's that bit about it taking 12 encounters to level up or something. At lower levels a player obviously wants to conserve points. Where at higher levels it's time to crank it up and put the hurt on.

Are you not giving any number per level or refreshing them at each level up? Just flatly saying, "okay, no points period. I'm basically allowing you all to make one extreme action per session. (with a certain AP feel of course! ;))"
The White Sorcerer

06-08-04, 07:05 PM
Originally posted by Freakin Canadian
What will your "borrow" from Eberron to enhance your own campaign world?

Let's see... All of the crunch. Spells, feats, classes, races, monsters, all of it. But no fluff, unless it directly relates to a crunchy bit.
Freakin Canadian

06-08-04, 07:11 PM
Are you not giving any number per level or refreshing them at each level up? Just flatly saying, "okay, no points period. I'm basically allowing you all to make one extreme action per session. (with a certain AP feel of course! )"

You basically have my implementation right, except its once per session, so its simple to track, manage and understand.

It's of course possible to not level within a session...so you could get two maybe even three per level, depending on how sessions span out.

No feats required - and no increment to the amount of points per session because of level.

Basically everytime we sit at the gaming table you have one shot and one shot only to...

1. Add to your attack roll, in a critical situation

OR

2. Add to your damage roll in a critical situation

OR

3. Do one extra action on your turn.

Simple, effective, I'll probably stagger the amount you add to each roll based on level though, as its currently laid out in the book.

I pride myself on my adventures being very difficult, you have to think, you have to be careful and you have to think tactically.

My players love it, because they know its challenging, they earn their rewards - and they will die if they make stupid mistakes.

It's not everyone's cup of tea - there are no 'save games' - and I don't apologize for the difficulty (although like any good DM, will occasionally fudge dice rolls, one way or another, to add excitement or spare them uncanny dice rolling on my part).

Every once in a while we get a new player who never lasts, because they expect just hack and slash - and while that's lots of fun too, such a tactic will lead to death pretty quickly in my adventures.

But our core group has stuck together now since 1996 - and we have a great rapport.

I know this is all off topic, but I'd love to hear about other people's styles of play - and in particular what aspects of Eberron fit that style, what aspects they will use, or whether they'll adopt the world entirely.