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== Commentary == When you get right down to it, <b>Eberron</b> is the reason I got into <b>D&D 3.5</b>. The bog-standard fantasy settings I had seen for <b>D&D</b> just didn't excite me, and while I had some interest in 3rd Edition on the basis of <b>Rokugan</b> and the other books for d20 L5R (see tomorrow's post), I wasn't really caught until I happened to glance through the <b>Eberron</b> book at work one day. Rather than typical fantasy, <b>Eberron</b> gives you a world heavily influenced by pulp and noir, where you fight mad cultists on the deck of a crashing airship rather than slaughtering kobolds in the confines of a ill-considered dungeon. It takes the standard assumptions of hack-n-slash fantasy and turns them on their heads, actually thinking about the consequences of those assumptions and carrying them through to their logical outcomes. It makes clear that the PCs are supposed to be among the movers and shakers of the world; there are no Elminsters or even Drizzts in the world unless the PCs themselves choose to become them. For me, it made fantasy gaming <i>exciting</i> again. Anyway, so there's the character, which violates any number of <b>Eberron</b>'s setting assumptions in ways that I would dearly, dearly love to play through. I used random rolling, getting a 16, 15, 14, 12, 11, 11 (and the fact that I had such a good roll is the only reason I decided to go ahead with this crazy idea...). I rolled 130 gp for starting gold. (creation time: 30 minutes)
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