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Old 04-15-2015, 02:44 PM   #5
Fred Brackin
 
Join Date: Aug 2007
Default Re: Native TL for Eberron characters

Quote:
Originally Posted by David Johnston2 View Post
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.
The Eberron Artificer is a PC class.

While my first take was TL4+2 I'm thinking TL6^ might be closer. Eberron doesn't look like TL4 with exotic advancements. It looks and acts as if it were TL6 in most respects. It just doesn't have the same limited physical laws as our world. I mean Sharn has 2000' tall towers and sir taxis.

You could call some half-orc from the backcountry straight TL3 but a sophisticate from Sharn would be more at home on Gernsback (TL6^) than a New Yorker from our TL6 would be.

It's really only Eberron's weapons and armor that are TL4 and the technomagic tends to confuse that issue.

The details of how this interacts on particular worlds would be hard to handle going by RAW alone. This is why GMs are given almost unlimited discretion. you'll be using yours so much I'd say not to sweat the details.
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