The more I read and learn about Eberron, the more I like it, and I want to run a short campaign using that setting. There is one thing that I don't like though, and that is the "wide magic" system.
I much prefer "high magic" systems.
If I imported the Forgotten Realms high magic system into the Eberron world setting and used it to replace the wide magic system of Eberron, how much would that alter or affect my campaign and the world?
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A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
Basically you would have to reflavor every artisan and technology to no longer be magic powered, and possibly even find an alternative reason the dragonmarked houses are in power. As far as I can tell some like mark of storms, are only powerful because their bloodline is uniquely able to use the magic technology in their field(in this example airships).
The "shallow and wide" magic of Eberron (as opposed to high magic of Faerun) is a cornerstone of its theme. The idea is that everyone and their dog has access to magic in some form, but it's rarely very strong.
This doesn't have any mechanical effects on playing, it just means your heroes are even more exceptional.
If you imported the approach FR takes to magic, you'd likely lose a lot of what makes Eberron unique. You end up with "high and wide" magic, basically everyone being stupidly powerful, which would become a hot mess really.
You could use Eberron and Faerun together to make your own "high and wide" magic setting, which I think would work better than trying to shoehorn FR into Eberron
The "shallow and wide" magic of Eberron (as opposed to high magic of Faerun) is a cornerstone of its theme. The idea is that everyone and their dog has access to magic in some form, but it's rarely very strong.
This doesn't have any mechanical effects on playing, it just means your heroes are even more exceptional.
If you imported the approach FR takes to magic, you'd likely lose a lot of what makes Eberron unique. You end up with "high and wide" magic, basically everyone being stupidly powerful, which would become a hot mess really.
You could use Eberron and Faerun together to make your own "high and wide" magic setting, which I think would work better than trying to shoehorn FR into Eberron
Like a bridge between the two settings. That would be kind of fun, having to travel between the two and how magic is implemented in both would be interesting to RP.
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"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
You don't need to run Ebberon or any other setting "authentic". If you don't have a good reason for things to work as they do, nothing will fall apart and the world will run just as well as it would had it been "authentic." You're the DM, the universe works as you command it to. How do airships run? Guild secret. Just because there is a reason (and especially if there isn't) doesn't mean you have to tell your players what it is.
Take what you find cool and drop everything else. Does it make the universe make less sense to some people? Probably. Are they playing in your game? If not, who cares?
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
The more I read and learn about Eberron, the more I like it, and I want to run a short campaign using that setting. There is one thing that I don't like though, and that is the "wide magic" system.
I much prefer "high magic" systems.
If I imported the Forgotten Realms high magic system into the Eberron world setting and used it to replace the wide magic system of Eberron, how much would that alter or affect my campaign and the world?
There's nothing stopping you or the setting from including rare powerful magic. Eberron does that already with things like eldritch devices. What are you specifically referring to when you say "Forgotten Realms high magic system"?
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Guys,
The more I read and learn about Eberron, the more I like it, and I want to run a short campaign using that setting. There is one thing that I don't like though, and that is the "wide magic" system.
I much prefer "high magic" systems.
If I imported the Forgotten Realms high magic system into the Eberron world setting and used it to replace the wide magic system of Eberron, how much would that alter or affect my campaign and the world?
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
Basically you would have to reflavor every artisan and technology to no longer be magic powered, and possibly even find an alternative reason the dragonmarked houses are in power. As far as I can tell some like mark of storms, are only powerful because their bloodline is uniquely able to use the magic technology in their field(in this example airships).
The "shallow and wide" magic of Eberron (as opposed to high magic of Faerun) is a cornerstone of its theme. The idea is that everyone and their dog has access to magic in some form, but it's rarely very strong.
This doesn't have any mechanical effects on playing, it just means your heroes are even more exceptional.
If you imported the approach FR takes to magic, you'd likely lose a lot of what makes Eberron unique. You end up with "high and wide" magic, basically everyone being stupidly powerful, which would become a hot mess really.
You could use Eberron and Faerun together to make your own "high and wide" magic setting, which I think would work better than trying to shoehorn FR into Eberron
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Like a bridge between the two settings. That would be kind of fun, having to travel between the two and how magic is implemented in both would be interesting to RP.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
You don't need to run Ebberon or any other setting "authentic". If you don't have a good reason for things to work as they do, nothing will fall apart and the world will run just as well as it would had it been "authentic." You're the DM, the universe works as you command it to. How do airships run? Guild secret. Just because there is a reason (and especially if there isn't) doesn't mean you have to tell your players what it is.
Take what you find cool and drop everything else. Does it make the universe make less sense to some people? Probably. Are they playing in your game? If not, who cares?
^^^^ That lol
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
There's nothing stopping you or the setting from including rare powerful magic. Eberron does that already with things like eldritch devices. What are you specifically referring to when you say "Forgotten Realms high magic system"?