My own personal experience with Eberron is minimal, just one or two published campaigns from 4e and I can't say much about the level of magic used per setting, but in regards to the races I'll make a note that you may or may not have already considered: The UA which provided the Eberron races was made back during the early (possibly even playtest, can't remember for sure) days of 5e so their ability score increases are not even with those of currently published races.
Naturally, most races get something like +2/+1 to two ability scores with few specific exceptions, while the Eberron races only recieve a +1/+1, such as the changeling receiving only +1 to both Dex and Cha. I have a friend that argues that the warforged's +1 AC racial trait is very powerful on account of 5e's accuracy and math and thus works as a trade off to only receiving +1/+1, I'm not entirely certain if I agree but I see the logic in it. Changelings however have no feature that is nearly that good and deserve to be bumped up to something like +2 Cha/+1 Dex or whatever is more appropriate for them. Shifters should also receive an extra ability bonus somewhere but with the number of subraces they have it's a bit harder to determine where, though I guess there's nothing wrong with them having a total of +3 increases to abilities even if it doesn't follow the +2/+1 format (I'm pretty sure there's something in Volo's guide that gets a +1 to three different abilities but I may be wrong).
Anywho, this is all assuming UA hasn't updated the Eberron races at any point as I know there was a revised artificer released, but I've not been able to find any updates to the races so there's that.
The very first UA article was an Eberron conversion, Starberries. It had the Changeling, Shifter, Warforged, Artificer as a Wizard Tradition, and Dragonmarks
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I agree with Starberries. I think the Ebberon races are pretty nerfed compared to the standard most of the expanded ones. Even +1 AC while fairly powerful, think about what most other races get and it's just not that impressive (in my opinion).
In addition none of the races have any sub-races except the shifters. So there is no Warforged Scouts, and because 1st level feats are removed it's the only way we'd get "Mithiril Body" and "Adamantine Body" is with a sub-race.
For me that's sad because Eberron is literally my favorite D&D setting ever, and never got to play it as much as I wanted. It's got all the all the coolest things I loved from Final Fantasy 3 (6) as a kid (to date me): giant robots, lighting trains, air ships on rings of fire. It's Magical Steam Punk. Every nation had it's own unique flavor and the destroyed area were only Warforged flourished as it was a magical nuclear wasteland.
I'm looking forward to a real and official supplement and hope I get to play it.
That's the one I'm referring to, yeah. Changeling only gets +1/+1 and the like. I just meant that I wasn't sure if there was a later UA that revised/updated those, that's all.
Keith Baker, the original designer of the Eberron campaign setting, has a great patreon-funded blog wherein he discusses his (unofficial) approach to Eberron in 5e. There isn't much rules conversion discussion per se, but rather he talks about how he interprets new subclasses and game features in Eberron. http://keith-baker.com/
There's some indication that they might do more campaign setting books for 5e, in which case Eberron should be near the top of the list for popularity. Until then, scope around the homebrew pages and try your hand at micro game design!
Hey guys, I am just starting up a game in Eberron. Any tips on how to handle the transition?
Currently just using the UA errata for races and the Artificer class.
I'm curious to how they have worked for you, changes you made, or issues you have faced.
In particular how are you handling the increased level of magic with the typical 5E system?
Natural 20 Charisma
My own personal experience with Eberron is minimal, just one or two published campaigns from 4e and I can't say much about the level of magic used per setting, but in regards to the races I'll make a note that you may or may not have already considered: The UA which provided the Eberron races was made back during the early (possibly even playtest, can't remember for sure) days of 5e so their ability score increases are not even with those of currently published races.
Naturally, most races get something like +2/+1 to two ability scores with few specific exceptions, while the Eberron races only recieve a +1/+1, such as the changeling receiving only +1 to both Dex and Cha. I have a friend that argues that the warforged's +1 AC racial trait is very powerful on account of 5e's accuracy and math and thus works as a trade off to only receiving +1/+1, I'm not entirely certain if I agree but I see the logic in it. Changelings however have no feature that is nearly that good and deserve to be bumped up to something like +2 Cha/+1 Dex or whatever is more appropriate for them. Shifters should also receive an extra ability bonus somewhere but with the number of subraces they have it's a bit harder to determine where, though I guess there's nothing wrong with them having a total of +3 increases to abilities even if it doesn't follow the +2/+1 format (I'm pretty sure there's something in Volo's guide that gets a +1 to three different abilities but I may be wrong).
Anywho, this is all assuming UA hasn't updated the Eberron races at any point as I know there was a revised artificer released, but I've not been able to find any updates to the races so there's that.
The very first UA article was an Eberron conversion, Starberries. It had the Changeling, Shifter, Warforged, Artificer as a Wizard Tradition, and Dragonmarks
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They also added another UA article about Artificer as its own class.
Natural 20 Charisma
I agree with Starberries. I think the Ebberon races are pretty nerfed compared to the standard most of the expanded ones. Even +1 AC while fairly powerful, think about what most other races get and it's just not that impressive (in my opinion).
In addition none of the races have any sub-races except the shifters. So there is no Warforged Scouts, and because 1st level feats are removed it's the only way we'd get "Mithiril Body" and "Adamantine Body" is with a sub-race.
For me that's sad because Eberron is literally my favorite D&D setting ever, and never got to play it as much as I wanted. It's got all the all the coolest things I loved from Final Fantasy 3 (6) as a kid (to date me): giant robots, lighting trains, air ships on rings of fire. It's Magical Steam Punk. Every nation had it's own unique flavor and the destroyed area were only Warforged flourished as it was a magical nuclear wasteland.
I'm looking forward to a real and official supplement and hope I get to play it.
That's the one I'm referring to, yeah. Changeling only gets +1/+1 and the like. I just meant that I wasn't sure if there was a later UA that revised/updated those, that's all.
Ah, I misread your post, sorry
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The Eberron post is so old that you can't even use the races from it on the dndbeyond char sheet
Keith Baker, the original designer of the Eberron campaign setting, has a great patreon-funded blog wherein he discusses his (unofficial) approach to Eberron in 5e. There isn't much rules conversion discussion per se, but rather he talks about how he interprets new subclasses and game features in Eberron. http://keith-baker.com/
There's some indication that they might do more campaign setting books for 5e, in which case Eberron should be near the top of the list for popularity. Until then, scope around the homebrew pages and try your hand at micro game design!
Even a blind squirrel finds a nut once in awhile.
Well, it turns out a lot can change in 24 hours. Behold, the in-testing guide to Eberron:
https://www.dmsguild.com/product/247882/Wayfinders-Guide-to-Eberron-5e
https://www.dndbeyond.com/marketplace/source/37
https://www.dndbeyond.com/posts/279-welcome-to-eberron-an-introduction-to-a-realm-of
Even a blind squirrel finds a nut once in awhile.