This newsletter isn't a recap, but is very rant based about some things I don't like about Earthdawn.
E-Dawn Volume 6: June 2004 Edition
On Half-Magic
Why
does this exist in #Earthdawn? The main rulebook classifies all abilities into
two categories, talents with magic powering them, or skills, mundane abilities
based on skill and learning. The Adepts Way and Magic: A Manual of
Mystic Secrets brought in a concept allowing for the combination of talent
and skill, magic and mundane, or Half-Magic. Conceptually, this was meant to
fill in the gaps of a Discipline’s knowledge. So rather than clean up the
skills system and give more skill points to have these Discipline background
skills, they introduce a new concept that is essentially a cop-out. Worse, the Magic:
A Manual of Mystic Secrets adds in Half-Magic abilities that I argue
are not Half-Magic, but rather pure magic, and should be talents such as
elemental weaving or summoning abilities. Even worse, I don’t know how many
times I’ve asked for a Half-Magic Test and the player responds with, “What is
my Half-Magic step?” Then we have to waste a minute of session time explaining
its Circle/ 2 rounded up and calculate it, for the billionth time. In a game
where ranks determine abilities, Half-Magic is an aberration, an almost
#DungeonsansDragons-esque concept of leveling growing abilities ala saves and base attack
bonus.
But
how can this be fixed? First of all, determine the Half-Magic of a particular
discipline. Been thinking about the Air Sailor recently. Half-Magic is
essentially Climbing, Craftsman; Airship, and Discipline Lore; Air Sailor
skills. At First Circle, all of these skills gain 1 Rank. At Third Circle, all
of these skills become Rank 2, At Fifth Circle, all of these skills become Rank
3, and so on. At Fifteenth Circle, they would be Rank 8, within the maximum
parameter of Rank 10 for Skills. At First Circle, the Air Sailor discipline
gains Karma on Climbing, Craftsman; Airship, and Discipline Lore; Air Sailor
tests as a Discipline ability. Now we have Half-Magic except that we’ve split
it into magical discipline sources (Karma) and the raw skills. It should also
be easier to roll these tests with the ranks defined rather than figuring it
out via equation every time.
Disciplines
that have purely magical Half-Magic skills, like Elemental Weaving would gain
them as Talents at the appropriate Circle with 1 Rank automatic at that Circle.
After that it can be raised as any other talent of that Circle. This also means
an Elementalist can actually increase his Elemental Summoning and Weaving
abilities rather than relying on passive statistics.
On Journeyman
I
have tried a great deal many things to make this Discipline work. The
unfortunate truth is that the core problem is that the discipline concept
itself just doesn’t work. Essentially, it’s a Discipline based upon
Versatility, but none of the other racial Disciplines are based upon their
racial advantage. Nor does a Discipline based upon Versatility have the purpose
or focus that any of the other Disciplines do in the Earthdawn world. It
started out as essentially a munchkin class to pick up all the best talents in
the game, which I tried to cut down upon by the Journeyman path idea, rewarding
those who had a decent Discipline concept over pure munchkinism. It’s not that
hard to make a Journeyman character, but playing one is far too hard.
The
real truth of the matter was that anytime I played a Journeyman, having to up
Versatility to up my other talents forced my character to always be one circle
lower than the rest of the party and it was impossible to balance my character
out too. The fact that training via Versatility meant I needed 120 hours for
Second Circle versus 40 hours for other Disciplines meant I would never be able
to catch up to the rest of the group even in longer downtime periods. There is
also the fact that many of the journeymen paths can be accomplished merely by
having two Disciplines at high circles.
So
after eight years of gaming there is still no solution to all these problems.
Personally, I’m probably going to eliminate the Discipline entirely by our next
game and make any current journeyman pathways into full Disciplines up to Tenth
Circle in their own right.
On Vorst
The
Vorst get +1 to TOU and WIL, but get to have one of the worst attitudes and
double the time of everything they do. Seems a little unfair to me, especially
since they can only meditate once a day to every other characters two a day
meditations. I was wondering if anyone would rather the Vorst have a +1 to TOU OR
WIL and ignore the time penalty except for things that require perfection where
you actually make something substantial, like creation/forging of weapons or
artisan skill tests and of course keep the attitude problem. What’s everyone
think? I want feedback on this.
Unusual Discipline/Race Combinations Number 3
Elf Cavalryman
The first thing
that strikes me is that the elf probably will almost always want an elegant
mount, either a riding horse, war horse, or a Unicorn. A Female elf Cavalryman
on a Unicorn is definitely a fantasy classic.
Strengths of the
Elf here: Dexterity of +2 means that they have a higher chance to hit with
Melee Weapons than most Cavalrymen, especially if playing Earthdawn First
Edition. The +1 on all mental statistics is extremely useful, since Animal Bond
is based on Charisma, Spirit Mount on Perception, and the crucial Trick Riding
and Empathic Command on Willpower.
Weaknesses of
the Elf here: No strength modifier means the Elf is going to need high
Charge ranks to keep competitive with enemy TOU stats to avoid falling off or
dropping weapons. The -2 to TOU is not actually that big a deal, as the
Cavalryman’s 7/6 Durability is very good. Unfortunately, a lower TOU step means
the Elf will have less of an ability to use Blood Share to shift damage to his
mount or vice versa.
Attributes (66
purchase points)
DEX:
14+2=(16) 7/D12
STR: (13):
6/D10
TOU: 16-2=(14):
6/D10
PER: 11+1=(12):
5/D8
WIL: 13+1=
(14): 6/D10
CHA: 12+1=(13):
6/D10
All
but PER is Step 6, and it will be by Second Circle by adding +1 to it. By
Fourth Circle you probably should up PER again and CHA to 14, giving you 8 base
Social/Spell. After that I recommend +2 in Willpower to up Trick Riding, your
best evasive talent by Sixth Circle you’ll be at Step 7. You’ll definitely want
to put 2 Ranks in Charge and Trick Riding at First Circle, making only Animal
Bond Step 7, all else at Step 8. I recommend picking up Animal Training as a
Talent as Skill as soon as possible.
If
going for the Unicorn idea, don’t try it till Sixth Circle, when you have
Dominate Beast available and Durability [Mount] as well. Animal Training is a
plus too. Unicorn are dangerous foes, you’ll probably need a party to fight
them off if things go badly. Though the legends say the lonely lady is the
chosen of the unicorn…
This distribution is pretty good,
as by Second Circle, you can up perception to 13 to get +1 step. You can also
up willpower to 13 to get +1 step by Fourth Circle. This gives 4 Step 6 and 2
Step 7 stats by Fourth Circle. By Seventh Circle, adding +1 to perception,
willpower, and charisma will add +1 Spell and Social Defenses and +1 Mystic
Armor. Or you can decide to up dexterity to 16 to get +1 step and +1 Physical
Defense by Sixth Circle instead.
You should probably start out with
2 ranks in Dominate Beast and Unarmed Combat. Getting Karma Ritual and Claw
Shape up to 2 should be the next priority. Animal Bond needs to go up to 4 to
use Animal Training, but for now go to 2 and hold. Upon your level up, you’ll
gain +1 perception. Put up Tracking and Creature Analysis to 2 and hold. You’ll
spend a lot of LPs getting up Animal Bond and Animal Training to Rank 4, but
it’s worth it since it’s the only way weaker creatures can survive at higher
circles. After this you’ll breeze through to Third Circle fairly quickly, just
up 4 talents to 3. Since your dwarf doesn’t have really good dexterity, he
should concentrate on getting and training as many animals as possible to add
more attacks to the group.
No comments:
Post a Comment