Eberron, With a System That Actually Fucking Works
Posted: Sun Aug 04, 2013 9:00 pm
Eberron is one of my favourite settings. Fantasy pulp is something I really love, and so is steampunk and magitech. Call it kitchen sink if you like, but any world that has barbarian fucking halflings murder-raping off the backs of dinosaurs is a world I wanna play in.
'But it isn't DnD!' you argue. Well, fuck you, and also, I agree. But then again, none of the published settings actually realistically function under 3.5 rules (except maybe Dark Sun, but I've never read that.)
The failures of a coherent setting in 3.5 is well-documented on other places in this forum, and most of us have probably read the Tomes. Eberron is not the Tomes, and DnD 3.5 is not a good system for having adventures in Eberron once the party passes a certain level.
So, given all that, it's pretty obvious that you can't /really/ use 3.5 to represent Eberron. Instead, I decided to go the age-old path of making my own goddamn system, using Frank's handy-dandy Game Design Flow Sheet.
(Thanks for that, by the way. It is, unlike most things, actually fucking helpful. Also, I've never designed a game before, so there will be much suck and fail. Make fun of the suck and fail if you like, but please don't forget to actually include real criticism. And if you don't care, then skip the fucking thread.)
Design Goals: Create a functional, mechanical system that can be used to tell stories in a fantasy pulp setting like Eberron. All the usual caveats apply - the mechanics should encourage by their nature fantasy pulp-like stories instead of force the players and MC into mental gymnastics to try and justify them.
Name the PCs
It's an adventuring party. Hey, that was easy.
Six Person Party
Hey Fred, are you sure that the dragon only had fifteen crowns? What happened to that enormous horde of gold?
Next, we need the actual character that'll make up said party. Since this is still DnD-inspired, let's have the usual layout of two beatsticks, a pair of casters, a healbot and a skillmonkey.
Wandslinger
You wanna know what's better than a sword? A sword that fits in a small pocket, shoots lightning, and doesn't need years of training to use. No, I've never heard of this gun thing.
The Last War lasted about a century. Like many wars, it spurred a wave of innovation and progress across Khorvaire, introducing new techniques of warfare. The first, and probably most obvious, is the wand. Magic's always been a thing, but the handicap was the inability for the common populace to use it safely and effectively. Of course, the discovery that one could in fact encapsulate a small spell in an Eberron dragonshard, and make said dragonshard rechargeable, changed that little facet forever. Even a peasant can kill a knight with a wand, it's a simple little point and click. So it's a bit slow, takes forever to recharge, and you better carry along a shitton of them. They're cheap, available, and don't take much to use, and are pretty much superior to swinging a sword in nearly every fucking scenario. They are, however, relatively new, only coming into wide-spread battlefield use in the last twenty years, with qualities ranging from eternal wands of ray of frost to eternal wands of fireball.
The Wandslinger is a veteran of one the nations that participated in the Last War. He can make wands, summon them near-instantly into his hands, even dual-wield the bitches. He's also a soldier, with the experience and tactical expertise decades of surviving hellish combat gives you. His role is tactician and damage-dealer, tapping into the mystical properties of wands to perform feats of wandslinging that rivals any quick-thinking sorcerer.
Artificer
Can you make it go up to eleven?
The artificer is another product of the near-industrial revolution Khorvaire experienced during the Last War. As time and death worked their toll on classicly-trained wizards, Artificers discovered that you didn't really need to mutter in long-dead languages and wave your hands like a moron during combat. It's counter-productive to living. An Artificer is a magical engineer, preferring to work the pure essence of magic into devices that'll do the work for him. Artificers craft the wands, brew the alchemical mixtures, and generally work as buffers.
Their understanding of magic lets them forge death-rays, shiny magic armour, and more. Their training and schooling allows and artificer to identify the functions of any magical items, traps, or doodads that they might happen to come across, not to mention constructing little personalised homunculus helpers.
An artificer's role is buffing and crafting.
Cleric
No one expects the Thranish Inquisition!
Despite religion having a bit less of a role nowadays, after nearly a century of war, people yearn for a higher power to reassure them. And the fact that these higher powers do seemingly allow adherents to straight up cause miracles through prayer tends to give good old atheism a hit. I mean, no one's actually ever seen a god, but that's never stopped anyone from believing in them.
The cleric is a member of one of the myriad churchs and faiths that pervade Eberron and Khorvaire. Perhaps he's a member of the feared Inquisition of the Silver Flame, tasked with eliminating heresy wherever he finds it, or a more laid back cleric of the Sovereign Host who actually believes in making life better for the poor peasantry. Regardless, he uses the magic of his gods to work their will upon the world.
The Cleric's role is healing, dispensing religious wrath on the unbelievers, and navigating Church bureaucracy.
Warmage
Kill it with fire. Actually, fuck that. Kill everything with fire.
Even though most wizards and sorcerers died fairly quickly at the start of the Last War, no nation was stupid enough to allow all of their casters to die off. The rigors and demands of war forced wizards and sorcerers from their more leisurely, scholastic pursuits into causing death, the more the better. While a warmage still requires years and years, often decades of schooling and often-times apprenticeship, the capability of a single warmage to double as mobile artillery and change the tide of a battle cannot be overlooked.
Beyond the standard flashiness of waving your hands and causing a fireball to rain down from the heavens, warmages have also adopted the tricks of their less martial forebears, shaping the very land into hollowed hellholes to trap entire divisions while the warmage rains fire from above. Unfortunately, wands tend to have a bit better range than a bow, and warmages still sort of stick out, what with all the hand-waving and muttering in long-dead languages. Still, the abilities of a warmage are far more versatile than the finest-crafted wand.
The warmage's role is environmental control and damage.
Extreme Explorer
What does this button do? It couldn't possibly be a trap, the last fifteen buttons were traps! No one's that sadistic!
Eberron is fairly littered with the remains of ancient empires and civilisations. From the giants to the goblins to the fiends, it's hard to go /anywhere/ without stumbling across a ruin or dungeon of some sort. Extreme Explorers the idiots brave and stupid enough to run into these ruins and dungeons for loot, glory, and power. No ruin is too foreboding, no dungeon is too lethal for these courages idiots to dive right in.
The Extreme Explorer has seen a great variety of traps, puzzles, and monsters in his day. That's because he's lived long enough to experience that variety, and that makes him good at running. Very good at running. He's also a master of manipulating the very traps that threaten him, pairing cowardice with quick-thinking ingenuity and a fondness for danger and trivia. Luck lets him avoid deaths that would otherwise be final, and a lack of honor or shame allows him to use any and all tactics in order to survive.
The Extreme Explorer's role is environmental control and puzzle-solving.
Psion
I know what you're thinking, and honestly, I think you need therapy.
Psychic powers have never really been well-seperated from magic, but as any Kalashtar will tell you, the power of the mind is far more reliable than waving your hands and muttering useless words. They're a fairly new addition to Khorvaire, coming from the psychic dictatorship of Sarlona either as refugees or mercenaries, and saw little action in the Last War.
But a Psion's true strength not in the mind-fuckery he can cause his enemies, but the internal strength he can grant himself and his allies. Not to mention the ability to psychically dislocate himself from his own body and scout, nearly unhindered, through any given structure. Reading minds and glancing into the future are some of the many tricks psions possess - of course, their focus on their own minds has left them with a markedly odd worldview, making it hard for psions to really connect with non-psions.
A Psion's role is buffing and utility.
'But it isn't DnD!' you argue. Well, fuck you, and also, I agree. But then again, none of the published settings actually realistically function under 3.5 rules (except maybe Dark Sun, but I've never read that.)
The failures of a coherent setting in 3.5 is well-documented on other places in this forum, and most of us have probably read the Tomes. Eberron is not the Tomes, and DnD 3.5 is not a good system for having adventures in Eberron once the party passes a certain level.
So, given all that, it's pretty obvious that you can't /really/ use 3.5 to represent Eberron. Instead, I decided to go the age-old path of making my own goddamn system, using Frank's handy-dandy Game Design Flow Sheet.
(Thanks for that, by the way. It is, unlike most things, actually fucking helpful. Also, I've never designed a game before, so there will be much suck and fail. Make fun of the suck and fail if you like, but please don't forget to actually include real criticism. And if you don't care, then skip the fucking thread.)
Design Goals: Create a functional, mechanical system that can be used to tell stories in a fantasy pulp setting like Eberron. All the usual caveats apply - the mechanics should encourage by their nature fantasy pulp-like stories instead of force the players and MC into mental gymnastics to try and justify them.
Name the PCs
It's an adventuring party. Hey, that was easy.
Six Person Party
Hey Fred, are you sure that the dragon only had fifteen crowns? What happened to that enormous horde of gold?
Next, we need the actual character that'll make up said party. Since this is still DnD-inspired, let's have the usual layout of two beatsticks, a pair of casters, a healbot and a skillmonkey.
Wandslinger
You wanna know what's better than a sword? A sword that fits in a small pocket, shoots lightning, and doesn't need years of training to use. No, I've never heard of this gun thing.
The Last War lasted about a century. Like many wars, it spurred a wave of innovation and progress across Khorvaire, introducing new techniques of warfare. The first, and probably most obvious, is the wand. Magic's always been a thing, but the handicap was the inability for the common populace to use it safely and effectively. Of course, the discovery that one could in fact encapsulate a small spell in an Eberron dragonshard, and make said dragonshard rechargeable, changed that little facet forever. Even a peasant can kill a knight with a wand, it's a simple little point and click. So it's a bit slow, takes forever to recharge, and you better carry along a shitton of them. They're cheap, available, and don't take much to use, and are pretty much superior to swinging a sword in nearly every fucking scenario. They are, however, relatively new, only coming into wide-spread battlefield use in the last twenty years, with qualities ranging from eternal wands of ray of frost to eternal wands of fireball.
The Wandslinger is a veteran of one the nations that participated in the Last War. He can make wands, summon them near-instantly into his hands, even dual-wield the bitches. He's also a soldier, with the experience and tactical expertise decades of surviving hellish combat gives you. His role is tactician and damage-dealer, tapping into the mystical properties of wands to perform feats of wandslinging that rivals any quick-thinking sorcerer.
Artificer
Can you make it go up to eleven?
The artificer is another product of the near-industrial revolution Khorvaire experienced during the Last War. As time and death worked their toll on classicly-trained wizards, Artificers discovered that you didn't really need to mutter in long-dead languages and wave your hands like a moron during combat. It's counter-productive to living. An Artificer is a magical engineer, preferring to work the pure essence of magic into devices that'll do the work for him. Artificers craft the wands, brew the alchemical mixtures, and generally work as buffers.
Their understanding of magic lets them forge death-rays, shiny magic armour, and more. Their training and schooling allows and artificer to identify the functions of any magical items, traps, or doodads that they might happen to come across, not to mention constructing little personalised homunculus helpers.
An artificer's role is buffing and crafting.
Cleric
No one expects the Thranish Inquisition!
Despite religion having a bit less of a role nowadays, after nearly a century of war, people yearn for a higher power to reassure them. And the fact that these higher powers do seemingly allow adherents to straight up cause miracles through prayer tends to give good old atheism a hit. I mean, no one's actually ever seen a god, but that's never stopped anyone from believing in them.
The cleric is a member of one of the myriad churchs and faiths that pervade Eberron and Khorvaire. Perhaps he's a member of the feared Inquisition of the Silver Flame, tasked with eliminating heresy wherever he finds it, or a more laid back cleric of the Sovereign Host who actually believes in making life better for the poor peasantry. Regardless, he uses the magic of his gods to work their will upon the world.
The Cleric's role is healing, dispensing religious wrath on the unbelievers, and navigating Church bureaucracy.
Warmage
Kill it with fire. Actually, fuck that. Kill everything with fire.
Even though most wizards and sorcerers died fairly quickly at the start of the Last War, no nation was stupid enough to allow all of their casters to die off. The rigors and demands of war forced wizards and sorcerers from their more leisurely, scholastic pursuits into causing death, the more the better. While a warmage still requires years and years, often decades of schooling and often-times apprenticeship, the capability of a single warmage to double as mobile artillery and change the tide of a battle cannot be overlooked.
Beyond the standard flashiness of waving your hands and causing a fireball to rain down from the heavens, warmages have also adopted the tricks of their less martial forebears, shaping the very land into hollowed hellholes to trap entire divisions while the warmage rains fire from above. Unfortunately, wands tend to have a bit better range than a bow, and warmages still sort of stick out, what with all the hand-waving and muttering in long-dead languages. Still, the abilities of a warmage are far more versatile than the finest-crafted wand.
The warmage's role is environmental control and damage.
Extreme Explorer
What does this button do? It couldn't possibly be a trap, the last fifteen buttons were traps! No one's that sadistic!
Eberron is fairly littered with the remains of ancient empires and civilisations. From the giants to the goblins to the fiends, it's hard to go /anywhere/ without stumbling across a ruin or dungeon of some sort. Extreme Explorers the idiots brave and stupid enough to run into these ruins and dungeons for loot, glory, and power. No ruin is too foreboding, no dungeon is too lethal for these courages idiots to dive right in.
The Extreme Explorer has seen a great variety of traps, puzzles, and monsters in his day. That's because he's lived long enough to experience that variety, and that makes him good at running. Very good at running. He's also a master of manipulating the very traps that threaten him, pairing cowardice with quick-thinking ingenuity and a fondness for danger and trivia. Luck lets him avoid deaths that would otherwise be final, and a lack of honor or shame allows him to use any and all tactics in order to survive.
The Extreme Explorer's role is environmental control and puzzle-solving.
Psion
I know what you're thinking, and honestly, I think you need therapy.
Psychic powers have never really been well-seperated from magic, but as any Kalashtar will tell you, the power of the mind is far more reliable than waving your hands and muttering useless words. They're a fairly new addition to Khorvaire, coming from the psychic dictatorship of Sarlona either as refugees or mercenaries, and saw little action in the Last War.
But a Psion's true strength not in the mind-fuckery he can cause his enemies, but the internal strength he can grant himself and his allies. Not to mention the ability to psychically dislocate himself from his own body and scout, nearly unhindered, through any given structure. Reading minds and glancing into the future are some of the many tricks psions possess - of course, their focus on their own minds has left them with a markedly odd worldview, making it hard for psions to really connect with non-psions.
A Psion's role is buffing and utility.
