I am a DM running my own take of the Eberron setting. I really like Eberron, but I think the rules for the Dragonmarked Houses are underdeveloped and underrated. Most of the powers a pc gets for having a dragonmark are not useful or too weak in my opinion. That is specially true when it comes to the relation between the power and the market associated with the dragonmark. As far as I understand dragonmarks dominate the market, each one in their own area, but I don't see how house Vadalis mark of handling can really give then an edge. I mean sure it is an advantage, anything you have the usually others don't is an advantage, but I think it is a too small one.
That said, I don't like overpowered characters, because it takes away that good progression feeling. What good are magic items if you are amazing already without them?
So , I would like to hear some suggestions about how to make the dragonmark powers more useful. I have being working on something on my own for a while but I would rather listen to some input first before I decide to share it for you guys criticism.
Dargonmark powers aren't amazing by the standards of adventurers, who tend to gather enormous power compared to anyone else around them.
Dragonmark powers are a game-changer when you remember that even in Eberron, most people are assumed to have the Commoner stat block of +0 in everything and 4hp. Suddenly, the Mark of Handling's abilities look like actual superhero powers to people who're otherwise trying to wrangle a ranch with maybe +2 at best to their Animal Handling and no ability to cast Animal Friendship in a pinch. The dragonmarked houses didn't rise to prominence on the strength of a handful of adventurers, they rose to prominence on the strength of hundreds of individuals with their unique abilities being able to add their own undeniable magical edge to the same techniques a +0-to-everything, 4hp village yokel can do to try and get ahead in life.
Success is cumulative, and the first edge is often the most important one.
...that and Vadalis is specifically called out as one of the smaller, less influential houses, though possibly sinister in its secret magebreeding programs.
NEVERTHELESS! Most of the Dragonmark subraces are stupid good as it is. Mark of Handling humans are awesome if you're playing a druid with an animal focus, any of the half a million improved Beastmaster variants, or even just a regular fighter or sorcerer or such that grew up/lives in an area with dangerous beasts. If you feel Dragonmarks aren't potent enough in your game, consider awarding any Dragonmarked character their respective Greater Dragonmark for free when they hit eighth level. That helps with your desire for progression without forcing them to give up their ASI/feat to take it, and makes Dragonmarks more attractive in general.
The dragonmark bonuses easily dominate in their field. They have a permanent 5-20% success rate bonus to any task in the field plus a handful of innate spells that can apply. Not to mention the backing of a house that has spent generations using these advantages to corner the market.
I do agree that they easily dominate in their field. What I feel is that those bonuses are way too much circumstantial and rarely useful in my adventures. I agree with Yurei though, I think he hit the spot. The Houses are not a bunch of adventurers in the field. Unfortunately, most of the adventurers happen in the field. What I like the most about Eberron is that it brings me that feeling of the Vampire The Masquerade Clans. A dark "illuminati" thing behind the scenes, but also with powerful agents in the stage. So I ecided to tweak it a little to make it more like Clans and less like market conglomerates.
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Hi,
I am a DM running my own take of the Eberron setting. I really like Eberron, but I think the rules for the Dragonmarked Houses are underdeveloped and underrated. Most of the powers a pc gets for having a dragonmark are not useful or too weak in my opinion. That is specially true when it comes to the relation between the power and the market associated with the dragonmark. As far as I understand dragonmarks dominate the market, each one in their own area, but I don't see how house Vadalis mark of handling can really give then an edge. I mean sure it is an advantage, anything you have the usually others don't is an advantage, but I think it is a too small one.
That said, I don't like overpowered characters, because it takes away that good progression feeling. What good are magic items if you are amazing already without them?
So , I would like to hear some suggestions about how to make the dragonmark powers more useful. I have being working on something on my own for a while but I would rather listen to some input first before I decide to share it for you guys criticism.
Anyone want to brainstorm?
Dargonmark powers aren't amazing by the standards of adventurers, who tend to gather enormous power compared to anyone else around them.
Dragonmark powers are a game-changer when you remember that even in Eberron, most people are assumed to have the Commoner stat block of +0 in everything and 4hp. Suddenly, the Mark of Handling's abilities look like actual superhero powers to people who're otherwise trying to wrangle a ranch with maybe +2 at best to their Animal Handling and no ability to cast Animal Friendship in a pinch. The dragonmarked houses didn't rise to prominence on the strength of a handful of adventurers, they rose to prominence on the strength of hundreds of individuals with their unique abilities being able to add their own undeniable magical edge to the same techniques a +0-to-everything, 4hp village yokel can do to try and get ahead in life.
Success is cumulative, and the first edge is often the most important one.
...that and Vadalis is specifically called out as one of the smaller, less influential houses, though possibly sinister in its secret magebreeding programs.
NEVERTHELESS! Most of the Dragonmark subraces are stupid good as it is. Mark of Handling humans are awesome if you're playing a druid with an animal focus, any of the half a million improved Beastmaster variants, or even just a regular fighter or sorcerer or such that grew up/lives in an area with dangerous beasts. If you feel Dragonmarks aren't potent enough in your game, consider awarding any Dragonmarked character their respective Greater Dragonmark for free when they hit eighth level. That helps with your desire for progression without forcing them to give up their ASI/feat to take it, and makes Dragonmarks more attractive in general.
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The dragonmark bonuses easily dominate in their field. They have a permanent 5-20% success rate bonus to any task in the field plus a handful of innate spells that can apply. Not to mention the backing of a house that has spent generations using these advantages to corner the market.
I do agree that they easily dominate in their field. What I feel is that those bonuses are way too much circumstantial and rarely useful in my adventures. I agree with Yurei though, I think he hit the spot. The Houses are not a bunch of adventurers in the field. Unfortunately, most of the adventurers happen in the field. What I like the most about Eberron is that it brings me that feeling of the Vampire The Masquerade Clans. A dark "illuminati" thing behind the scenes, but also with powerful agents in the stage. So I ecided to tweak it a little to make it more like Clans and less like market conglomerates.