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Old 04-15-2015, 01:24 PM   #3
David Johnston2
 
Join Date: Dec 2007
Default Re: Native TL for Eberron characters

Quote:
Originally Posted by NecessaryWeevil View Post
I apologize if this has already been discussed but I'm new to the forum and I don't have time to search through the many, many results I get from searching.

My D&D 3.5 Eberron campaign ended with a massive Necromantic explosion that ripped holes in reality and dumped them into our new GURPS dimension-hopping campaign. We're going to switch DMs but as the one with a passing familiarity with GURPS, I'm up first.

So, my question is: some of the players want to play a version of their Eberron character. What is their native TL? I'd say Eberron is TL 4 without magic, but the widespread use of magic with bound elementals etc. lets them achieve TL 5 or 6 effects in many areas.
They're TL 4 for this purpose. While Eberron would probably have a higher level of base income than is normal for TL 4, that isn't relevant for a dimension-hopping campaign where they are starting with the possessions they were carrying when they left the previous campaign. They aren't going to be able to fix or use non-Eberron advanced technology. They probably couldn't even fix Eberron magitech since that's an NPC class. Nor are they going to be particularly good at first aid by comparison with TL 4 cultures.

As for setting the TL of the campaign, the simplest approach is to set it at the level that most of the PCs will be at.
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