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| #1lanodantheonJun 29, 2008 17:49:42 | Most of the previous 4e Eberron threads I've found here involve one of three things: 1. Complaining about 4e Warforged despite several people including Keith Baker himself maintaining that the MM Warforged are not Eberron Warforged. 2. The repeated question of, "Will Eberron be in 4e?" and "When?" I remember hearing Chris Perkins at PAX 2007 say something like a year after the initial 4 e Release (But don't quote me on that). 3. Talk about how to do specific translations to 4e. The question I have is, "What will 4e Eberron look like?" Obviously it won't be advanced at all from what it was before, but there are specific things in general that I wonder about. Here's just a few of them and my personal ideas on what they might look like: Races and Regions of Origin: Races in Eberron have always been unique because region of origin has been just as important if not more important than race in Eberron. I could see this simulated in one of 2 ways: A) Regional Feats and Paragon Paths. If I'm an Elf Rogue from Breland, I could choose to emphasize my race by taking the "Khorvairian Elf" Feat. Or, I could take a feat like "Tower Climber" to emphasize my Region or the Dark Lantern Paragon Path to emphasize my Nation of Allegiance. That would be the simplest plug & play solution and is really a gimme. The 4e Eberron designers would be stupid to not have those. However I could also see in addition to that: B) Different write ups for specific origins and/or substitution powers/racial features for different regions of origin. Let's take the Brelish Elf Rogue Example again. In Eberron, there are three potential origins for Elves if Race is emphasized: 1. Khorvairian, 2. Aerenal 3. Valenar. I could see the "Elf" Race from the 4e PH being the default "Khorvairian" Elf template, mostly influenced by Nation of Origin. I could see Aerenal Elves being another name for Eladrin from the PH or their own unique write-up emphasizing a society with a lot of little magic around (Prestidigitation on whole cities). Valenar Elf race write ups could also be be unique to emphasize the warrior traditons of the Valenar (and the fact they live in a Desert). I won't go into Warforged, but I could see either lots of racial feats or selectable racial features based on their intended function. That way you could have templates at creation for features like, "Standard Infantry" "Scout" "Heavy Armor" and "Experimental Spellcaster" But that would be my idea for it. The feats are more likely. Classes: This is the section I really look forward to. On Clerics & Paladins: I could see their commitment to religion be like they were originally, no requirements. In 4e there are already loose alignment requirements, but in Eberron even moreso. Artificers: I could see a new power source for Eberron, "Artifice" It represents an understanding of power and desire for invention neither divine nor Arcane. I could see this power source being used for more than just one class, I could see like 3 or 4. I'll just give three here. I could see the original Artificer being the Leader Role infusing himself and his allies with power. He makes his allies' equipment bigger, stronger and faster... then lights them on fire. :D Options could include one path emphasizing Artificers' command prescience on the Forge floor and one path could emphasize their infusions or their options could be based on implement. The second Class I could see would be one I call, The Mastermaker (From the Renegade Mastermaker Prestige Class) for lack of a better name. The Mastermaker would be an Artifice Striker. They replace their body parts with artificial parts and turn themselves into engines of wanton magical destruction. In the case of Warforged, even moreso. Elemental Binding can be one of the possible options for the path. The examples of this class would be sick puppies. The third Artifice class I don't have a good name for, but for now I will call them Forgewrites. Forgewrites are Artifice Controllers. They are basically mad scientists, inventors and magesmiths that should have been locked up a long time ago. They're gadgeteers that have "Artifices" as their powers. I can't find the articles anymore, but in 3.5 they had articles for Artifices like a swarm of small golems that disassemble anything in its radius. Forgewrites have these kind gadgets and clockworks of destruction coming out of every orifice. However, they are not Steampunk engineers, they're artifice masters. Their artifices are based on magic neither divine or arcane and is only vaguely scientific. They are not Tinker Gnomes from Dragonlance as a class, they're just Artificers that follow a different path. Wizard control the battlefield by casting a spell, Forgewrites build something. Warlocks: Warlocks in Eberron I could see being just the same, but with at least one additional pact: Dragon Pact, representing the power of the Draconic Prophesy. On a semi-unrelated matter, I could actually see 4e Barbarians becoming the Martial Controllers. For those who have played Diablo II or seen the footage of Diablo III, you know what I'm talking about. That's all the ideas I have for right now. Anyone who wants to contribute (Or just Flame me) post it here. I doubt any of these ideas are going to make it to 4e Eberron, but I can dream. |