Pen & Paper - Spielsysteme > D&D5E

5e Eberron Setting Buch

<< < (36/41) > >>

aikar:

--- Zitat von: Uwe-Wan am 27.11.2019 | 22:55 ---Ist das Buch denn deiner Einschätzung für Eberron-3.5-Veteranen lohnenswert?
--- Ende Zitat ---
Wenn du vorhast mit der 5e zu spielen auf jeden Fall und eigentlich sogar auch sonst. Ich habe hier fast alle 3.5-Eberron-Bücher stehen und bereue den Kauf nicht.

Knapp 60 Seiten sind Regelmaterial für die 5e, weitere ~30 Seiten sind Monster-Profile für die 5e und 6 Seiten Artefakte.

Knapp 40 Seiten beschreiben verschiedene Organisationen die als Gruppenpatrone/Gruppenhintergrund fungieren können, das beinhaltet Hintergrundbeschreibungen, Ideen für Kampagnenthemen und Tabellen für Abenteueraufhänger, Kontakte, Status und mehr.
Das ist sogar ohne 5e nützlich.

Die 80 Seiten Überblick über Khorvaire und Sharn braucht man als Eberron-Profi vielleicht nicht, aber sie präsentieren die wichtigsten Sachen sehr übersichtlich und komprimiert.
Und auch hier gibt es zwischendrin immer wieder Zufallstabellen wie "Seltsame Dinge aus Xen'Drik" oder aktuelle Shows im Theaterbezirk von Sharn.

Knapp 60 Seiten sind SL-Tipps für Abenteuer in Eberron. Wie baue ich die Stimmung auf, Abenteueraufhänger (wieder mit vielen Zufallstabellen) für verschiedene Parteien wie die Drachenmalhäuser, Droaam oder die Staubfürsten und einige fertige Abenteuer-Locations wie einem Kriegsgeschmiedeten Koloss oder einem Tempel der Smaragdklaue.

Und dann ist noch ein Kurzabenteuer über 25 Seiten für Startcharaktere in Sharn dabei.

Tintenteufel:

--- Zitat von: aikar am 28.11.2019 | 08:01 ---Die 80 Seiten Überblick über Khorvaire und Sharn braucht man als Eberron-Profi vielleicht nicht, aber sie präsentieren die wichtigsten Sachen sehr übersichtlich und komprimiert.
--- Ende Zitat ---

Gab es denn einen Zeitsprung, Anpassungen, Änderungen oä im Vergleich zu der 3.5 Version?

aikar:

--- Zitat von: Mhyr am 28.11.2019 | 10:00 ---Gab es denn einen Zeitsprung, Anpassungen, Änderungen oä im Vergleich zu der 3.5 Version?

--- Ende Zitat ---
Nichts was mir auf den ersten Blick aufgefallen wäre, aber so tief bin ich in Eberron jetzt auch nicht drin, dass ich jedes Detail kennen würde.

Tintenteufel:
Klar. Schon verständlich.

In meiner Sehnsucht nach dem Buch schmachtend bin ich über Keith's Blogpost zu dem guten Stück gestolpert: Eberron: Rising From The Last War

(Klicke zum Anzeigen/Verstecken)What’s Changed?

First and foremost, Eberron: Rising From The Last War brings the world of Eberron to Fifth Edition. It’s been ten years since Eberron was released for Fourth Edition, and the goal was never to change the world, but rather to introduce it to people who might never have encountered it. With this in mind, one thing that hasn’t changed is the timeline. Rising From The Last War is set (by default) in 998 YK, four years after the Day of Mourning and two years after the Treaty of Thronehold brought the Last War to an end. However, what Rising does is to take a harder look at the consequences of that timeline—the fact that Khorvaire is only two years out from a bitter civil war that lasted for decades. In the Gazetteer, each nation has a section that discusses the specific impact of the Last War on that nation. There’s also tables of story hooks for characters who fought in the war, and an extended section on how the aftermath of the war could impact a campaign. So the world is the same; we’re just exploring a corner of it that’s been underdeveloped in the past. But here’s a few things that have changed. I’m going to be very brief here, but I’ll discuss each of these in more detail in future posts.

    The Mror Dwarves. We’ve expanded on a piece of dwarven history. It’s always been part of the setting there there were ancient ruins under the Mror Holds. In Rising we’ve established that there’s a daelkyr down there—that Dyrrn the Corruptor is below the Mror Holds with a horde of aberrations. Most dwarves are prepared to fight to reclaim their ancient lands, but some are willing to use the weapons of their enemy to fight them. Thus, symbionts—the living weapons of the daelkyr—have become a part of the Mror Holds. Some clans embrace them; others despise them.
    Races. Rising From The Last War presents the unique races of Eberron—the warforged, kalashtar, shifters, and changelings. If you have been following the Unearthed Arcana articles or used the Wayfinder’s Guide to Eberron, you’ll find that these have changed—mostly in small ways, some in larger ways. The core concepts of the races remain intact; it’s purely the mechanics that have been revised. In particular, I’ll discuss the warforged tomorrow.
    Dragonmarks. Following the precedent of the Wayfinder’s Guide to Eberron, dragonmarks are a subrace option. The Greater Dragonmark feat has been removed for now; in the short term, this effect has been replaced by a feature called Spells of the Mark, which allows dragonmarked spellcasters to treat certain spells as being on their class spell lists. I’ll talk more about this in the future, but you may see a few options for non-spellcasters in Exploring Eberron…
    The Mournland. Rising From The Last War has an extensive section on the Mournland, providing a lot of material for running adventures in the ruins of Cyre. In 3.5, it was asserted that there were a few absolute rules that applied to the Mournland, specifically that healing didn’t function. Rising dials that back to say that nothing about the Mournland is predictable. There may be many places in the Mournland where healing magic is impeded, but it’s not an absolute rule across the entirety of it. This was always how *I* ran the Mournland, and I’m glad to provide the DM with the flexibility to decide on the limitations at play in a particular adventure.
    Lady Illmarrow. Chapter 6 includes a stat block for Lady Illmarrow, an infamous lich known to lurk in a frozen castle on the edge of the Lhazaar Principalities. Lady Illmarrow has a secret, which I’ll leave unspoiled here. But as she’s an interesting and powerful character who should be known in the world, I wanted to establish her secret identity—an identity that COULD be tied to well-known stories and rumors.
    Monsters. There’s been a number of little changes to monsters and monstrous lore. To cover these quickly: Doppelgangers are now said to be derived from changelings, rather than the other way around; they are changelings that have been twisted by the daelkyr Dyrrn the Corruptor. Quori are considered to be aberrations. Karrnathi undead are now a single type of undead as opposed to being split between skeletons and zombies—though, of course, the Karrns used many sorts of undead in the war! Another big change is the introduction of Valenar Beasts—the idea that it’s not just Valenar horses that are special, along with an explanation for why these creatures can’t be bred in captivity.
    Guns. I’m kidding; Eberron’s approach to guns hasn’t changed at all. Some people were worried due to various images that firearms had become a standard part of Eberron; this isn’t the case. The Artillerist artificer specializes in creating ARCANE artillery, and by default the Arcane Firearm of an artificer is a modified rod, staff, or wand. There’s a place for everything in Eberron, and if you use the firearm rules in the DM’s Guide artificers should be proficient in their use. There’s also nothing stopping you from describing YOUR artificer as using a unique firearm they’ve created; but Eberron still focuses on wandslingers, not gunslingers.

Orlock:
Kann man den als Eberron-Neuling mit dem Buch eine vernünftige Kampagne starten? 80 Seiten Setting erscheint mir dafür ein etwas wenig.

Navigation

[0] Themen-Index

[#] Nächste Seite

[*] Vorherige Sete

Zur normalen Ansicht wechseln