Tetrasodium
2019-09-06, 01:38 PM
came across this video (https://www.twitch.tv/videos/476857490) on reddit of crawford doing a dragon+ on twitch
Overview of Eberron, emphasized potentials for adventure and post-WWI pulp style of setting.
Dragonmarked Houses as fantasy Corporations, playable Dragonmarked characters as race rules in the book
Rules and stories for playing, Warforged, Changlings, Kalsthar, Shifters, Goblins, Hobgoblins, Bugbears, Orcs. Playable Orc is different fro mthe Volo's Guide rules to reflect the different story (no intelligence malus, few other tweaks, still usable for other worlds, these are PC Orcs as opposed to Monster Manual Orcs like Volo's).
Full rules for the Artificer, including a new feature in this book for making Common and Uncommon magic items
Aberrant Dragonmark Feats are in the book
Group patron rules for organizations the late 19th-early 20th century style: newspapers, criminal syndicates, universities, spy rings: fourth choice after Race-Class-Background that the party makes together, has new fluff background features to give characters and adventure hooks
Possibility of the party becoming their own patron, example being creating your own Crime Syndicate
All of the above is Chapter 1 material
Chapter 2 is a Gazeeter of Korvaire and the world: delves into great nations, the religions, touches on otehr continents
Chapter 3 is a zoom in on Sharn, a microcosm of the setting, great place for Noir intrigue
Chapter 4 is a 100 page adventure creation toolkit comparable to Guildmaster's Guide to Ravnica: wealth of adventure building tables, maps, organization information, first level adventure set in Sharn. Reveals brand new information about the Mournland, for instance, during the war they created not just regular Warforged and Warforged Titans but also Warforged Colossi the size of skyscrapers: one of the maps is of a fallen Warfored Colossi as a dungeon @doctorbadwolf
Section in "massive" chapter for creating adventures about Eberron's cosmology, and how it relates to Great Wheel multiverse, left to DM to decide how sealed off Eberron is by the Progenitor Dragons
There are extended magical item economy rules in chapter 5, Common magical items are plentiful: buying, selling, crafting rules and price lists.
Eberron specific monsters and NPCs in the sixth and final chapter, covering things like Daelkyr, Living Spells (3 different Living Spells in the book including Living Cloud Kill, and a template for making more) and various specific NPCs
There are a few bits missing from that summary though. One that I'm especially thrilled about is that around 37-41 minutes in Crawford says that they do talk about how alignment in eberron is different & things are not shaped in the same way they are by the interference of gods & such in other settings that doesn't exist in eberron because of how it was created. Trying to get that differing role of alignment across to players is often one of the more difficult & frustrating things IME (both for me the gm & players). All in all, the more they talk about it the more excited I get about it :D
Overview of Eberron, emphasized potentials for adventure and post-WWI pulp style of setting.
Dragonmarked Houses as fantasy Corporations, playable Dragonmarked characters as race rules in the book
Rules and stories for playing, Warforged, Changlings, Kalsthar, Shifters, Goblins, Hobgoblins, Bugbears, Orcs. Playable Orc is different fro mthe Volo's Guide rules to reflect the different story (no intelligence malus, few other tweaks, still usable for other worlds, these are PC Orcs as opposed to Monster Manual Orcs like Volo's).
Full rules for the Artificer, including a new feature in this book for making Common and Uncommon magic items
Aberrant Dragonmark Feats are in the book
Group patron rules for organizations the late 19th-early 20th century style: newspapers, criminal syndicates, universities, spy rings: fourth choice after Race-Class-Background that the party makes together, has new fluff background features to give characters and adventure hooks
Possibility of the party becoming their own patron, example being creating your own Crime Syndicate
All of the above is Chapter 1 material
Chapter 2 is a Gazeeter of Korvaire and the world: delves into great nations, the religions, touches on otehr continents
Chapter 3 is a zoom in on Sharn, a microcosm of the setting, great place for Noir intrigue
Chapter 4 is a 100 page adventure creation toolkit comparable to Guildmaster's Guide to Ravnica: wealth of adventure building tables, maps, organization information, first level adventure set in Sharn. Reveals brand new information about the Mournland, for instance, during the war they created not just regular Warforged and Warforged Titans but also Warforged Colossi the size of skyscrapers: one of the maps is of a fallen Warfored Colossi as a dungeon @doctorbadwolf
Section in "massive" chapter for creating adventures about Eberron's cosmology, and how it relates to Great Wheel multiverse, left to DM to decide how sealed off Eberron is by the Progenitor Dragons
There are extended magical item economy rules in chapter 5, Common magical items are plentiful: buying, selling, crafting rules and price lists.
Eberron specific monsters and NPCs in the sixth and final chapter, covering things like Daelkyr, Living Spells (3 different Living Spells in the book including Living Cloud Kill, and a template for making more) and various specific NPCs
There are a few bits missing from that summary though. One that I'm especially thrilled about is that around 37-41 minutes in Crawford says that they do talk about how alignment in eberron is different & things are not shaped in the same way they are by the interference of gods & such in other settings that doesn't exist in eberron because of how it was created. Trying to get that differing role of alignment across to players is often one of the more difficult & frustrating things IME (both for me the gm & players). All in all, the more they talk about it the more excited I get about it :D