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Originally Posted by C.W.Richeson
I'm not sure i'd go so far as to say that 2/3 of the book is composed of game mechanics. The regional geography alone is a third of the book, and it's pure setting material. I'd say you get at least 200 pages of setting here, and the mechanics support the setting in such a way as to make them useful as well.
I also find the Eberron specific mechanics generally useful for running the game with other systems. Say I want to build race packages for HERO, GURPS, Tri-Stat, Savage Worlds, whatever. With a very simple understanding of the very basics of d20 I can see that Warforged are tough and resilient, Changelings have limited shapeshifting powers, certain types of artifice are common to the world, etc.
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That's still a tough sell for me - the first six chapters and the last three are
largely D&D 3x-specific. If somebody can find a copy second hand (or otherwise discounted), I think it might be worth a look, but I'd still be very hesitant to suggest that a non-D&D 3x player purchase a new copy at full cover price.