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D&D Eberron Setting, Fate rules

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Edited 1436985382
Lets face it, Eberron is a great setting for lots of reasons ,but the standard D&D rules are better suited to crunchy combat than proactive, competent, & dramatic characters deeply involved in plot & their own development like FATE's rules do wonderfully. I'm looking for some interested players for a possible ebberon based fate game set shortly after the war's end allowing it to be rich in things like: the "evil" dark six faith not being nearly as "Evil" as some parts of the "good" Silver flame faith, overt racism towards warforged that themselves are still learning to be a person That's not to say there are not great things done by the silver flame, but the darker side behind the curtain is always going to be there plenty of chessmasters in a grey & grey morality , crapsack world , where authority figures are not only likely to be reasonable , but also that authority does not equal asskicking (that's what pawns henchmen, & followers are for ;) so on & so forth If your familiar with eberron, but not fate, here's a good overview , & here you can get the pdf rules (go with core not accelerated). If you are familiar with fate, but not eberron, you could spend ages reading up on details about various parts of the world at different periods in time... but I'd recommend starting here instead. edit: Skype/voice will be required, no exce
possible times & days would be flexible based on schedules
I'll always support Eberron but I'm always going to be a fan of Eberron's take on making the crunch low level. I liked the world where a Sharn City Counciler was the Big Bad Evil at Two Levels in Aristocrat and had standing donations to just resurrect him at multiple churches so you can't kill him and bounties to rescue him with House Dennith if he goes missing etc. Makes the break in the door murder hobo strategy not work so well. It was built with 3.5 in mind and exploited the early level potential fabulously with feats giving great early level buffs and no one should have imagined a 20th level character when playing it. Low level entry prestiege classes that are not optimal in any way, a mix of dragon blood addictions, an artificer making scrolls of 3d6 fireballs... I think the base system worked great. Is your reason for using fate just drag in people too used to Pathfinder and now 5th edition rules not liking the archaic "flaws" in the 3.5 system?
I like the fate system. I also happen to like 3.5/pathfinder, but I ran & played those since they were new and don't feel like running another.. I can even include AD&D... fate allows for a wildly different type/style of game. Since Fate is setting agnostic It does not involve any difficult "how do you handle converting". The only big question is really "How will you handle magic/ fae or core" & only because there are different styles of magic systems fate provides rules for. The answer to the magic question is going to be "very likely as described in the fate freeport companion"
I've played and GM'd a fair bit of fate (and some small amount of Eberron among a fairly sizable pool of experience with various incarnations of D&D), and I think this idea sounds fantastic. I'll admit, my first thought when I read the Six Viziers magic system in the Fate Toolkit was the Dragonmarks of Eberron. Do you have any ideas how you'd handle those, or how you think you might handle artificer-style characters (Same as any cast magic, or something else?)
I had already sent you a PM but I thought I'd throw a post in here so others could see interest. I'm very interested in playing an Orc druid unconfined by d20 rules.
@arcosus in no particular order beyond the order I decided would be easiest to answer in: Dragonmarks : For those who aren't familiar, Dragonmarks , are kind of a big deal for a character ). It would depend on the specific mark & would need to be discussed a bit with any prospective marked player on what's right for the concept, but I'm going to say for now that a tweaked/refluffed option from the freeport magic rules would work for the smaller dragonmarks while the larger ones are out of reach starting out, but would obviously be discussed with the player & include their input on mechanics (and the vizers definitely seem capable of comparing to the greater marks) . to put it into perspective for those not familiar with dragonmarks but familiar with 3.5/pf, a least dragonmark is just a feat with a race restriction, a lesser is a second feat that needs the first tier one plus 5 ranks in 2 skills while a greater needs "Least True Dragonmark, Lesser True Dragonmark, 9 ranks in any two skills, Member of a dragonmarked race (dwarf, elf, gnome, halfling, half-elf, half-orc or human), Must not possess an aberrant dragonmark of any type." regarding artificers, they would be pretty much the same mechanically as any other caster with a different fluffing for those unfamiliar with fate, the fluff is quite possibly more important to the gameplay than the mechanics in that statement I like this bit from page 28: "Those well educated in magical theory and the theology of miracles and prayer will tell you that magic is firmly divided between divine magic and arcane magic. The priests, mystics, and theologians rely on the power of worship, prayer, and contemplation. Arcanists use mysterious magical formulae, gestures, rituals, and ancient lore to gain power. And they will tell you that never the twain shall meet. However, some magical practitioners don’t have much use for that sort of absolutism. Necromancers, occultists, shamans, and more open-minded priests know how blurry the line really is. The game mechanics for spellcasting in Fate Freeport reflect that sort of blurriness; all magic works pretty much the same way, built on your character’s aspects and stunts. To play a spellcasting character, you must have a character aspect that establishes the fact that your character is a spellcaster. But an aspect alone isn’t enough to reflect power beyond that of an apprentice or a dabbler; to enhance your character’s power, you need to take stunts that define your abilities and build upon the aspect." Since the quote mentions it, I want to add a bit about the divide between arcane & divine casting for those not familiar with Eberron. Arcane magic is pretty much the same as every other d&d setting except every baker, blacksmith, & stagecoach driver probably knows at least a couple minor spells and uses them at least semi-regularly in their work. Divine magic is more something that works because it's expected to. a good cleric can cast capital E Evil spells and vice versa. this is kind of an extension of the fact that alignments in general are more of a grey area right down to the LE vampire king Kaius working for world peace & the NG Queen ummm... scheming for world domination ;). needless to say, the same sort of obscuring murk also applies to the 3 big faiths & various cults in their own ways.
since I was looking for some specific images & came across this LOL inspiring image reminding me of conversations with Sean.Orcs (like many things in eberron) are pretty different from the standard generic green baddie, but orcs are pretty high on the list :)
Yeah, that's what attracts me to them. I like the idea of orcs being a druidic culture. I was wanting to play a Gatekeeper druid who doesn't so much wildshape as he adapts animalistic aspects.
I'm definitely interested. My schedule can only accommodate 7pm-12am EST on Monday or Thursday though. Did you want anything from tentative players other than chiming in here?
Right now, just chiming in [here or pm] with a little about yourself & maybe a kernel of what sort of character/game you are interested in playing. I'll message everyone who showed interest to get skype ID's for now & people coming along after this post, please include your skype ID in a pm to me
I put together a quick campaign page here <a href="https://app.roll20.net/campaigns/details/452947/d-and-d-eberron-fate-rules" rel="nofollow">https://app.roll20.net/campaigns/details/452947/d-and-d-eberron-fate-rules</a> it's looking like we will wind up having the game on Thursdays once we have enough people :D
Not authorized. What you want to do is create a LFG posting of the campaign and give the link to that.