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Eberron Campaign Setting (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Hardcover – April 1, 2004

4.5 out of 5 stars 59 customer reviews

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Editorial Reviews

About the Author

Lead author and setting creator Keith Baker is a computer game developer whose setting was chosen out of 11,000 submissions. He has done previous roleplaying work for Atlas Games and is also writing Shadows of the Last War™, the first RPG adventure for the Eberron™ setting.

Bill Slavicsek is the director of roleplaying game development at Wizards of the Coast, Inc. His most recent credits include the d20 Modern Roleplaying Game™, the Star Wars Roleplaying Game Revised Core Rulebook™, and the Urbana Arcana Campaign Setting™.

James Wyatt is currently an Origins award-winning RPG game designer for Wizards of the Coast, Inc. His most recent credits include authoring Oriental Adventures™ and City of the Spider Queen™ and contributing to Fiend Folio™, Draconomicon™, and Player's Guide to Faerûn™.

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Product Details

  • Hardcover: 288 pages
  • Publisher: Wizards of the Coast (April 1, 2004)
  • Language: English
  • ISBN-10: 0786932740
  • ISBN-13: 978-0786932740
  • Product Dimensions: 8.6 x 0.8 x 11.2 inches
  • Shipping Weight: 2.5 pounds
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (59 customer reviews)
  • Amazon Best Sellers Rank: #105,666 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

By A Customer on July 9, 2004
Format: Hardcover
I should start by saying that Eberron did not save D&D for me, but it rather breathed a new, healthy interest into the hobby for myself. I waited for months like many others, listening to the naysayers who were so convinced that it was going to bomb royally, and picked up the book without reading any reviews by others who bought it.
It was everything that I expected, and more. Ranking in at 320 pages, the book is not going to set any records, but the existing detail that was packed into the space is amazing.
The Introduction sets the tone of Eberron nicely, and gives a list of 'Ten Things That You Need To Know About Eberron'. It also gives a list of pulp and film-noir movies like the Maltese Falcon that fit the mood of Eberron nicely.
Chapter One deals with character races, introducing the Changeling (human with a doppelganger ancestor that has the ability to alter her appearence at will), Kalashtar (psionic race, long backgound that I'll have to skip here), Shifter (humans with lycanthrope ancestors, extremely well done), and the Warforged (constructs powered by magic that have souls and intelligence, they were built as elite units during the Last War). The chapter also gives descriptions of the existing races and how they fit into Eberron. Some, like the elves and gnomes, go through a major reenvisioning that I think is definetely for the better.
Chapter Two deals with Character Classes, introducing the Artificer (a type of mage who infuses items with magic, kind of like limited use staves or scrolls, and is very big with crafting items) and giving example characters and backgrounds for each of the other classes. The Artificer is very unique and well-thought out, and fits in well with a party that has a warforged 'tank'.
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Format: Hardcover
A good campaign setting for Dungeons and Dragons should do three things:

1. Be a useful resource to the Dungeon Master.

2. Stay within the boundaries of D&D, yet be different from what has already been published.

3. Get the players excited about their characters and the DM excited about the world.

Eberron does all of these things. The book is well laid out and contains much useful information. The only part lacking is that there is not a poster map of the world included. There is one available in Dungeon magazine #113, but it lacks detail.

The adventures in Eberron are typical D&D, with expeditions of groups of adventurers to ancient ruins, combats with monsters, and finding treasure and magic. But there are twists. Eberron adventures feature intrigue and swashbuckling adventure. This is accomplished mostly through two things: Magic, and the style of the organizations featured in the book. A system of action points also help make Eberron adventures more cinematic.

Magic is more pervasive on Eberron in the areas of transportation, communication, and other goods and services. That is not to say that it is overabundant; you won't see every first level fighter with a magic sword. But you might use the lightning rail to travel across country, then receive a message from a telegraph-like magical service, and finally ride out to a dungeon on a magebred horse. Magic on Eberron enhances adventuring by getting you to where the action is more quickly, speeding up the pace of adventuring.

Organizations on Eberron add to the go include the Dragonmarked Houses and many secret or at least deceptive societies, and several nations who until recently were at war for many years.
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By A Customer on June 22, 2004
Format: Hardcover
I don't know, maybe I have seen the Pulp/noir setting too much recently for me to think of Eberron as a fresh or original idea, since there are a number of comic books and novels out that have come up with this idea, and a few fantasy rpg settings as well. But, that doesn't mean this isn't an interesting campaign setting. It really is the only setting since Dark Sun to really make an effort to include the psionic rules *(which seem to be an internet fan favorite) but for most of the games I play in Psionics isn't favored. It is considered to be a little munchkin... most gamers that I know prefer the grim and gritty low magic campaigns, where psionics doesn't fit very well into imo. But, I do know that a large number of new players love this stuff, and it is great that a setting is taking advantage of the rulebooks that are being produced and this should be a ray of sunshine for all the psionic fans out there that have been hoping for something interesting.
Even thou I am not that excited about the pulp/noir setting, I still feel this is a great campaign world to have fun adventures in. It is really set up to go exploring... sorta of reminds me of the Earthdawn game form FASA awhile back. While Greyhawk and Forgotten Realms are very involved settings, with lots of detail, (Greyhawk less now then it use to be) I find that they are hard to place a campaign into easily. Greyhawk as it stands now doesn't really have much information for new DMs to really entertain. The Realms is a little overwhelming, placing a game in FR normal stomps on the feet of historians who read all the books, and are quick to point out inconsistency. While I feel Mr. Baker has made Eberron an easy fit to start up a game for new and old players a like, I worry that it may start becoming stale after awhile.
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