Eberron Player's Guide

Post/Author/DateTimePost
#1

fjw70

Sep 04, 2009 18:56:50

I am considering running a 4E Eberron campaign.  I am new to Eberron and know very little about it.  I have the 3E campaign guide and plan to get the 4E version.  Do I need the 4E player's guide?  I have DDI so I have the races and classes and such, but is their world stuff I will need in the player's guide?

#2

WolfStar76

Sep 04, 2009 19:09:44


I am considering running a 4E Eberron campaign.  I am new to Eberron and know very little about it.  I have the 3E campaign guide and plan to get the 4E version.  Do I need the 4E player's guide?  I have DDI so I have the races and classes and such, but is their world stuff I will need in the player's guide?




I don't have my book sin front of me, but off the cuff - I'd say if you're going to be running/DMing the campaign you won't need the Player's Guide, though there are some items in the Players Guide (Dragonshards, Feats, and other Eberron-specific items) that you'd at least want to be well aware of.


Your players are going to want copies, however - for fleshing out their characters if nothing more.


I'd recommend getting the 4E Eberron Campaign Guide, however - but it sounds like you're already opting for that, so I won't prattle on. 

#3

sroblin

Sep 05, 2009 8:43:57

Speaking as someone who acquired the Campaign Guide before the Player's Guide, I think you can go without the Player's Guide, but you will end up wanting it- and the players will end up wanting it too.  You can probably start out with the Campaign Guide if you want, but you will end up wanting the other book eventually.


As a DM, there are in particular a number of setting-related pieces of information in the Player's Guide that were not duplicated in the Campaign Guide: information on the individual gods of the sovereign host fr example, as well as a discussion of the national characteristics of individuals coming from different nations and how they are perceived.  Also, some of the player crunch is also important from the DM's perspective: how do artificers work, what are the racial abilities of a kalashtar, changeling, or warforged; and how do the other races (both standard from expansion) fit in to Eberron as well?  You can kind of getbuy without it, but you are definitely better off with it.


And if you want the player to really see how they can make characters wrapped up in the details of the world, the book is essential unless they are happy to read the ECG in detail.

#4

fjw70

Sep 08, 2009 7:51:13


Speaking as someone who acquired the Campaign Guide before the Player's Guide, I think you can go without the Player's Guide, but you will end up wanting it- and the players will end up wanting it too.  You can probably start out with the Campaign Guide if you want, but you will end up wanting the other book eventually.


As a DM, there are in particular a number of setting-related pieces of information in the Player's Guide that were not duplicated in the Campaign Guide: information on the individual gods of the sovereign host fr example, as well as a discussion of the national characteristics of individuals coming from different nations and how they are perceived.  Also, some of the player crunch is also important from the DM's perspective: how do artificers work, what are the racial abilities of a kalashtar, changeling, or warforged; and how do the other races (both standard from expansion) fit in to Eberron as well?  You can kind of getbuy without it, but you are definitely better off with it.


And if you want the player to really see how they can make characters wrapped up in the details of the world, the book is essential unless they are happy to read the ECG in detail.




 


You were correct.  A couple days after I got the CG I went back for the PG.