The complete guide to building Eberron (R) characters.
The Eberron Player's Guide presents the film noir world of Eberron from the point of view of the adventurer exploring it. This product includes everything a player needs to create their character for a D&D (R) campaign in the Eberron setting, including new feats, new character powers, new paragon paths and epic destinies, and even a new 4th edition version of a classic Eberron the Artificer!
Wizards of the Coast LLC (often referred to as WotC /ˈwɒtˌsiː/ or simply Wizards) is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. Originally a basement-run role-playing game publisher, the company popularized the collectible card game genre with Magic: The Gathering in the mid-1990s, acquired the popular Dungeons & Dragons role-playing game by purchasing the failing company TSR, and experienced tremendous success by publishing the licensed Pokémon Trading Card Game. The company's corporate headquarters are located in Renton, Washington in the United States.[1]
Wizards of the Coast publishes role-playing games, board games, and collectible card games. They have received numerous awards, including several Origins Awards. The company has been a subsidiary of Hasbro since 1999. All Wizards of the Coast stores were closed in 2004.
A pretty good setting book, although I felt myself trying to look more for that dungeon-punk aesthetic. D&D4e is my favorite D&D edition, and Eberron is definitely up there for top 10 favorite settings. It's great. A few more paragraphs about the Five Nations and the History would've been more appreciated, however.
Eberron is, hands down, my favorite D&D world ever. It may in fact be my favorite setting for any role-playing game. Blending fantasy tropes with noir, pulp adventure and a general post-World War II vibe, along with magic turned technology that feels a bit like steampunk, it's one of the more unusual worlds Wizards of the Coast (or TSR) have ever produced.
It was well-supported in D&D 3.5, not surprising given that it was essentially the official world for 3.5. I was bummed that we never got a book like Five Nations for Zilargo, the Eldeen Reaches, Talenta Plains, etc., but in general I have a ton of useful information to run this world.
What I need to run it in 4E are two things: Rules for dragonmarks and a few Eberron-specific monsters. The former are in this book, hopefully there will be some of the latter in the campaign book.
My overall reaction to this book is mild disappointment. It's not that much changed from 3.5 Eberron, but the changes made are pretty opposed to what I like about the setting. Shifting things a bit so that the civilized Eberron becomes a "points of light" setting runs the risk of making it a bit more generic, and the new Dragonmark rules make the dragonmarks a lot less effective for anyone who doesn't specialize in whatever class has those abilities. So no more Halfling Fighter whose healing mark lets him heal. Instead, pretty much any intelligent dragonmarked Jorasco healer is going to be a cleric, bard or other leader class. Forget being a Ranger or Rogue in Orien's smuggler division... you want Warlock so you can benefit from that teleport. The Paragon Paths make up for this somewhat, but essentially the dragonmarks have been greatly de-powered, and at the same time made considerably less flexible and less interesting. A shame, given their prominence in the setting.
The new Artificer is great. The tweaks to the Changeling, the Warforged and the Kalashtar are also quite good. But overall, as someone who is a huge believer in 4E, and a huge believer in Eberron, I'm kind of bummed that I'm not more excited about 4E Eberron at this point. While it didn't get the massive (unpopular) update that the Forgotten Realms did, making even minor tweaks to the setting feels like a misstep, as this was a young, fresh setting that didn't need much tweaking. I would rather have had them work harder to blend the new 4E mechanics (which I love) with the existing flavor of Eberron than try to tweak the role of Dragonmarks or try to make the setting "points of light."
It's a solid book. WOTC very rarely produces any D&D book these days that isn't at least solid. But it's a disappointment to this big fan of both 4E and Eberron.
very closed to finished reading and I have to say it's as good as the campaign guide. Clear, concise, fun and interesting! makes you wanna play/run the game right away!
Too little info for a setting as complex as Eberron, the Player’s Guide would be highly confusing to anyone except those who had read a substantial amount of material from 3.5e.