You do realise that in real life it is often faster to sprint at and shank a guy than it is for the guy to pull out his gun and shoot you? Look at Fighting Jack Churchill who went through WW2 with a claymore and longbow, using bagpipes to sound the attack. Then remember that this is fantasy and any melee guy should be bigger, more badass and more flamboyant than him.vagrant wrote:That's something I'm struggling with. On one hand...melee is shit. Eberron is a post-WW1 setting, pretty much, so wands (or guns) are the big kahuna. At the same time, dudes hitting each other with swords are cool, so...I'm not sure. Honestly, using a wand is seriously preferable to using a sword - one of the scenes that sticks out in my head is the one in Indy and the Raiders of the Ark, where some huge bloke is swinging a sword around and Indy just shoots the fucker.
You're only half-arsing the Game Design Flow. If you want melee characters, put down a melee class as one of the six, come up with ideas how they can contribute during a 4 hour adventure and during a campaign and then decide if you need to throw out the melee.
The reason I was talking about with Characters rather than Classes is because of step 5- when writing up a campaign arc you write up how the characters you created in step 1 advance. That is possible when you have Characters, but almost impossible if you have Classes.
You were just talking about having three classes that advance in a certain way while the template advances in another, before you talk about how the Wandslinger advances and how the Artificer advances. Please work out the descriptions of how the characters advance before you jump to the mechanics.
EDIT:
I've just realised what was so wrong with your six people- you are supposed to write up a six person party and how the different characters contribute.
If you just write up the classes, then you are saying that the races do not contribute to the story or action. That the races do not matter in Eberron.