The Saving Throw
Dungeons and Dragons, 4th Edition ~ Eberron Player's Guide 12.31.2009
Saving Throw's review of the Eberron Player's Guide

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Eberron Player's Guide
published by Wizards of the Coast reviewed by Martin Drury
160 pages, 2009, $29.95
Content 3.5
Organization 4
Consistency 4
Intelligibility 4
Review Scoring

   The second campaign setting to receive the Dungeons & Dragons 4th Edition treatment after the Forgotten Realms, Eberron's higher technology setting makes the transistion gracefully. As with any player's guide, the Eberron Player's Guide presents everything the player will need to prepare a character for exploring the world of Eberron.

The book is split into just five chapters although two of them could easily be combined into one larger chapter, so closely related is their material. These two chapters are essential for creating a character that will fit into the world of Eberron, providing information about the geographic and political make up of the world, history and faiths and those in power. These chapters will provide everything the player needs to locate allies and hopefully not anger those in charge.

The remaining three chapters provide information on races, both the three new races (Changeling, Kalashtar, and Warforged) and the classic races from the Player's Handbook. A single new class, the Artificer, and over twenty new paragon paths are a little less than one would expect from a player's guide to a new setting, but combined with the other character options makes it passable.

Fans of Eberron will find the player's guide a bit lacking in some key areas, but good enough to suffice.

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