Timewaster's Guide Archive

Games => Role-Playing Games => Topic started by: Fellfrosch on January 31, 2006, 12:54:33 PM

Title: Eberron Explorer's Handbook
Post by: Fellfrosch on January 31, 2006, 12:54:33 PM
Review: http://www.timewastersguide.com/view.php?id=1244
Title: Re: Eberron Explorer's Handbook
Post by: Eagle Prince on February 01, 2006, 02:57:17 AM
I found the book to seem mostly non-essential.  On the PC side of it, I would probably go magic of eberron, races of eberron, player's guide (assuming I play a lot more non-Eberron games), then core Eberron book 4th (assuming DM has this one already).  If I am doing mostly or only Eberron, then I'd go player's guide, magic, races, core.

As a DM then it would depend on what kind of game you were doing, but in this case core is obviously the most important for actually running an Eberron game, then either Explorers or Five Nations (ie if you are mostly adventuring in Xendrik, then explorers is clearly more useful than 5 Nations.  Sharn is just too specific unless you are spending most of your campaign there.  If the PCs are usually only there during downtime or even just an occational adventure, I wouldn't bother picking it up until I had both Explorers and 5 Nations.  Races might also be worthwhile for the DM if he also does non-Eberron games and might want to include these Races in the world he makes up.
Title: Re: Eberron Explorer's Handbook
Post by: Mr_Pleasington on February 01, 2006, 02:58:37 AM
The Eberron line continues to provide book after book of the highest quality.  If only it wasn't d20, I'd run it again in a heartbeat...
Title: Re: Eberron Explorer's Handbook
Post by: Eagle Prince on February 01, 2006, 03:03:28 AM
Yeah, they are pretty good.  Noticeably better than Forgotten Realms books imo.  I would rate Eberron's world-based material noticeably higher than its rule-based material as well, ie campaign info over a new Eberron feats or classes.
Title: Re: Eberron Explorer's Handbook
Post by: Fellfrosch on February 01, 2006, 11:38:55 AM
I quite like Sharn and 5 Nations, but I don't see them as being quite as helpful as Explorers. Maybe that's just me. And though I admit I have only flipped through it briefly, I really didn't like anything I saw in Magic of Eberron.
Title: Re: Eberron Explorer's Handbook
Post by: Entsuropi on February 01, 2006, 01:44:24 PM
I hate 'magic compendium' style books. I much prefer systems like Mage, where you just create your own spells off the cuff, rather than a shopping basket of spells you use.

I'm noticing a tendency in the game I run for the players to search through loads of books and pull out crazy ass stuff. Like a feat that lets you substitute a turning attempt to maximise your next healing spell. Sorry, but that's rediculously powerful. Not only do you never use Turn except against undead, even when fighting undead a maximised healing spell is more effective than the Turn attempt. I'm probably going to have to ban outright many of the prestige classes they find...
Title: Re: Eberron Explorer's Handbook
Post by: Fellfrosch on February 01, 2006, 03:05:02 PM
For our current campaign we banned all books other than the core books, all Eberron books, and the Complete series. That's still got a lot of silly stuff in it, but it's easier to control.