Before science, before history, an era of magic existed in our world’s dim past. Magic flowed freely, touching every aspect of the lives of men and women of the. Earthdawn is a fantasy role-playing game, originally produced by FASA in In it was .. The 3rd edition changes this by removing d4s and d20s from the system. Steps 6 through 12 (as listed above) form the basis of a 7-step cycle. Earthdawn 3e. Anyone have a lot of experience with this system? I’m going to be building myself a reasonably high op Swordmaster with strong.
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Earthdawn – Wikipedia
Results 1 to 17 of Thread Tools Show Printable Eafthdawn. Anyone know, if there is still an active ED3 froum? An link to old developer answers would be nice also. None I know of, but I love the Earthdawn world, and would love to talk about it. The goal is to arrive at the 33e, not at your preconception. If you need me to address a thread as a moderator, include a link. I was hoping to find a community to talk about ED rules and more.
Its such a great system with detailed sourcebooks and wonderful lore. Don’t get me wrong, I really like Earthdawn; the setting, the history, the cultures, the notion that not everything needs to be balanced or fair, the magic systems I can’t get on board with anyone that thinks the rules are up to scratch. It’s a truly arcane ruleset that takes a lot of mind-bending and brain-crowbarring to wrap your head around those sucka’s and while I like them on the whole, I think I’d struggle to find a group willing to delve deep enough into a game that takes as much player investment to learn both the rules and the setting sufficiently to really appreciate it.
I apologise if I come across daft. I’m a bit like that. I also like a good argument, so please don’t take offence if I’m somewhat Originally Posted by JellyPooga. I think I’d struggle to find a group willing to delve deep enough into a game that takes as much player investment to learn both the rules and the setting sufficiently to really appreciate it.
Anyone familiar with the Earthdadn Worlds version of the game? I’ve glanced through it, but haven’t played. No matter where eaarthdawn go What really struck us with the 1st edition Earthdawn hardbacks was the complexity in keeping track of dice pools by step I have Step 3 Strength and a step 2 weapon but I get a earthadwn step bonus because of this thingy Originally Posted by Mordar.
I’m a little surprised by this – I played 1st, 2nd and 3rd edition ED and don’t recall ever having much trouble with it. Yes, I grant that it may be that I didn’t have trouble later down the line because I learned the system in 1st edition. I’m not saying that the rules are end-all-be-all wonderful or anything like that What are the major issues you are having?
What are the other systems you know? I love discussions like this because I think it very interesting to see the game history of folks and how that impacts what they feel about other games. Originally Posted by Mark Hall. As I worked through this reply, I thought of something very important. I know I shouldn’t “bury the lead” but I am going to save the revelation for the end. But please, if you read nothing else, read the end. As I said before, I don’t want to come down too hard on the game; on the whole I 33e it, but here’s a quick run-down of the problem rules I’ve only played 3rd edition, for reference.
Earthdawn uses Dice Steps; a mechanic by which you either have to memorize the table of which step is what dice, or you have to look up which of a myriad of combinations of die-types you’re rolling for a given check Further, your character will have several earthdqwn abilities, each of which uses a different Step; remembering [what] you’re rolling isn’t exactly intuitive, especially when modifiying each of those This is a mess.
First you determine your basic attributes, then derive your 3d numbers, then derive Defence for some, Thresholds for others, Ratings for more things and so on and so forth.
And that’s before you even get into esrthdawn Discipline, Talents and Skills. Talents are magic, but they’re not casting spells Ok, I can dig that. Each one uses a different type of action They all trigger off different abilities Some cost Strain, others don’t Some cost Karma, others don’t Wait, you’re losing me.
They all do different things Alright, do I just have to remember all this? Except the ones that do very similar things Some have the same name or do the same thing as Skills, but they’re better I just have to look it up? There’s no less than 27 pages worth of these things Aboutgive or take Your character will start with half a dozen or so Can I get some look-up cards for these please?
Enough magic systems to learn? Technically, Talents are another Magic system, but they’re close enough to Skills that we can consider them “easy mode” Magic and not count them here. To illustrate just earthdawj much head-work it is to use any of these, I’ll quote the first sentence of “Using Thread Magic” So let’s have a look at Chapter 11; Spell Erthdawn At roughly 6 spells to a page, that’s approaching individual spells. And I thought the number of Talents was ridiculous.
You can’t just be a Fighter swinging his sword, esrthdawn a Rogue sneaking around because at the very least, if you want a “magic item” for example, you’ll have to learn all about weaving threads or Blood Magic and how that’s going to impact you’re character. I haven’t even gone earhtdawn any of the nitty-gritty of Disciplines, learning Talents or Spells, or character advancement and the hoops you have to send your head through let alone your character to do any of this in play.
As I’ve said, I like the game. In part because it’s arcane; I like systems that make you really think and as a result care about your character.
Anyone that deludes themselves that it’s an easy game though? Try grabbing your average FLGS-goer and run them through an introductory adventure and watch their brow furrow in concentration and confusion. For a player willing to delve deep into the system and setting, Earthdawn is a wonder, a piece of art almost, 3s the way it meshes it eartjdawn together.
For someone that’s got years of experience playing it, the various subdivisions of system, the look-up tables and myriad options are just second nature.
For the more casual gamer, or newbie roleplayer, though? It’s over-complex, too in depth and too much of a headache just to learn the basics, let alone achieve any kind of system mastery. So here’s that revelation I had along the way. None of what I have written, no matter how true I believe it all to be true really matters. The appearance of the complexity is all that is important.
I believe that an experienced GM can take new players and quickly get them up to speed and enjoying the game and mechanics inside of one session. But that doesn’t matter either. Most player groups don’t have an experienced GM to take them on the adventure.
Whether the system is actually earthvawn and difficult to master, or simply appears that way from the outside, the effect is the same. The barrier to entry looks stout. It doesn’t matter if the path on the other side is smoothly paved and lined with free ice cream, or a bramble-choked trail with poison darts, poison frogs and poison water at each step.
Don’t play Savage EarthDawn. If I find out you did I’ll come to wherever you are and weep openly and make everyone uncomfortable. Mostly because I think games should be played in their home system, in general I have fond memories of ED 1st edition. The step chart stopped confusing me the second I realized it was designed so that the average result of the dice at each step was the level of the step. As far as thread magic, talents vs skills, and the rest of it.
The trick to me was realizing that in ED earthddawn not so much managing your character, as managing your characters legend. Stories have power in ED and when your character weaves a thread, what he’s doing is taking a part of someone else’s story and making it his own.
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