29 November 2013

Earthdawn: Anatomy of a Thread Item 20 - Spike Gauntlets

This is the twentieth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.

Found in the Gamemaster's Guide (pg. 141), Spike Gauntlets are a Thread Item first introduced in the original Earthdawn book (pg. 277). Always the bridesmaid and never the bride; Spike Gauntlets seemed to be relatively common, but rarely got the attention of many of their more exciting peers. Which may be odd when you consider that they are spiked gauntlets that go all Wolverine. 

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

Spike Gauntlets
Spell Defense: 14
Legend Point Cost: Journeyman

The Spell Defense is normal, but with eight Thread Ranks, this is certainly beyond the guidelines on Journeyman tier and into the Warden tier.

Thread Rank One
Effect: +1 Physical Defense.

Standard effect, but always a welcome one.

Thread Rank Two
Effect: +1 Spell Defense.

Another standard effect, and another good one. So far everything is within the guidelines.

Thread Rank Three
Effect: +2 to Physical and Spell Defense.

Two standard effects at Thread Rank Three. That's a Rank Seven effect. So it's a little outside of where it should be. Also, very good.

Thread Rank Four
Effect: For 1 Strain, the spikes lengthen and can be used as a STR + 4 weapon. Additionally, for every 1 Strain, the wearer may add +1 to the result of a successful Attack Test; up to Thread Rank Strain can be spent this way each round.

This is probably too powerful for a Rank Four effect all together. It would be more appropriate for at least a Rank Five effect. However, it isn't that big of a deal since this particular ability isn't likely to come up very often. It's worth noting that the secondary ability can only be used in conjunction with using the gauntlets as a weapon.

Thread Rank Five
Effect: +3 to Physical and Spell Defense.

We're back to two standard effects before Rank Seven. If this was a Warden or Master tier Thread Item, it may not be a thing to find this at Rank Five. However, it's a Journeyman item with eight ranks total. Which is a considerable amount of power for a low cost.

Thread Rank Six
Effect: The gauntlets can become a STR + 6 weapon.

This is pretty solid. It builds on the keystone ability to this Thread Item (even though the Defense bonuses are really where it is at) and is entirely reasonable for the Rank.

Thread Rank Seven
Effect: +1 to Social Defense and +4 to Spell Defense.

Two standard effects, but that is appropriate for this Rank. It isn't really appropriate for there to be this many Thread Ranks on a Journeyman tier item by the guidelines - which is the larger issue. That and the appropriateness of a bonus to Social Defense, which feels strange.

Thread Rank Eight
Effect: +2 to Social Defense and +4 to Physical Defense.

The same story as the previous Thread Rank in every way.

How does it all stack up? Well, what should be the most notable effect of this Thread Item, spikes turning into a secondary weapon, is actually forgettable in the face of the huge Defense bonuses. If you actually remove the spikes and any mention of them and move the Defense bonuses to those Ranks, this becomes a very standard Defense boosting Thread Item. A little dull, but effective. The only issue there is that the tier is screwy. Warden tier and a little shuffling of abilities and this becomes entirely workable.

Putting this Thread Item into your game isn't likely to cause any major issues. The ability it introduces isn't particularly noteworthy (which is really the greatest tragedy). If your game has some fine balance on Defenses, then the bonuses to those could present some issues. While there isn't a whole lot else going on, they get fairly big rather quickly and at a low cost. More than anything, think about how those could change things before introducing this Thread Item.


This is a decent Thread Item to use for ideas. As mentioned previously, the biggest problem is that the defining ability is significantly less interesting that the bonuses to the point that the ability could be removed and it would still be good. With the Social Defense bonuses, it almost seems to start losing its way on what to do with a wariness to giving more Physical and Social Defense bonuses, but not willing to commit further to the ability it grants.

There is a good Thread Item hiding in here somewhere. It just needs to be found. Maybe a future piece will look into finding it, or at least offering some different visions of how it could be implemented.

How does the 3E version compare to the 1E version? Let's find out:

Spike Gauntlets (1E)
Spell Defense: 14
Legend Point Cost: Journeyman

Everything here is the same.

Thread Rank One
Effect: +1 Physical Defense.

No change.

Thread Rank Two
Effect: +1 Spell Defense.

Same here.

Thread Rank Three
Effect: +2 to Physical and Spell Defense.

Again, nothing new. Also, still very good.

Thread Rank Four
Effect: For 1 Strain, the spikes lengthen and can be used as a STR + 6 weapon. Additionally, for every 1 Strain, the wearer may add +1 to the result of a successful Attack Test; up to Thread Rank Strain can be spent this way each round. For 1 Strain, gain +3 to Unarmed Combat for the Attack Test.

So this is clearly better than in 3E. The damage is two higher and it has a boost to Unarmed Combat. Which makes this effect crazy good for many adepts that use Unarmed Combat. Particularly if they don't have access to a native damage boost for that.

Thread Rank Five
Effect: +3 to Physical and Spell Defense.

We're back to parity between the editions.

Thread Rank Six
Effect: The gauntlets can become a STR + 8 weapon.

The effect is the same (+2 to damage), but the damage in 1E is significantly higher, particularly when you consider that damages in 3E tend to be higher.

Thread Rank Seven
Effect: +1 to Social Defense and +4 to Spell Defense.

Same effects here.

Thread Rank Eight
Effect: +2 to Social Defense and +4 to Physical Defense.

Again, the same.

How do they stack up? Except for Rank Four, they are identical. Rank Four was toned down quite a bit in 3E, but in doing so the "interesting" part of the Thread Item was lost in favor of just the bonuses. This just adds some more interesting data to a potential rework of this Thread Item and what it could be. Including breaking out Rank Four somewhat and spreading out among the Thread Ranks, taking the emphasis away from the Defense bonuses and placing it on the spikes.

26 November 2013

Earthdawn: Anatomy of a Thread Item 19 - Lightning Mace

This is the nineteenth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.

Found in the Gamemaster's Guide (pg. 136), the Lightning Mace is a Thread Item first introduced in the original Earthdawn book (pg. 275). A weapon with interesting visuals and themes that never seemed to gain much popularity despite its longevity. 

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

Lightning Mace
Spell Defense: 14
Legend Point Cost: Journeyman

The Spell Defense is normal, but with eight Thread Ranks, this is certainly beyond the guidelines on Journeyman tier and into the Warden tier.

Thread Rank One
Effect: Damage Step 7.

Standard Rank One weapon effect (Damage Step 4 + Size 3). Though largely unrelated, I have often wondered why maces only have a Damage Step of 4, which is below the established "norm" of Step 5 for Size 3 weapons (the typical formula for Damage Step is Size + 2).

Thread Rank Two
Effect: For 1 Strain, gain +3 to Damage Tests for a number of rounds equal to Thread Rank.

This is a solid effect, perhaps verging on too powerful for the Rank based on the duration.

Thread Rank Three
Effect: Damage Step 8.

A standard effect.

Thread Rank Four
Effect: For 2 Strain, the wielder may shoot a number of bolts of lightning equal to the Thread Rank. This is done with a Spellcasting Test against Spell Defense and the bolts must have different targets. Damage Step WIL + 5 against non-metal physical armor.

Well, this is a reason why it probably isn't popular in 3E. While this is a pretty powerful effect, even for 2 Strain - multiple attacks against weak to no armor - this weapon probably won't end up in the hands of the characters that will make the best use of it. Which is spellcasters. A melee combat character that also dabbles in spellcasting (or vice-versa) can get some good use from this. For everyone else this is not so great.

Thread Rank Five
Effect: Lightning bolt Damage Step WIL + 7.

A good effect. It only works on a previous ability and Thread Rank Five indicate that it should be more than a simple +1 Damage Step increase.

Thread Rank Six
Effect: +1 to Physical and Spell Defense.

This is two standard effects, which is normal for Rank Seven, but this is a little early for that to be showing up. While a Warden or Master tier Thread Item may get a pass on that, this already has some fairly powerful effects going for it.

Thread Rank Seven
Effect: Damage Step 9.

Here is one standard effect at the Ranks when two is the norm. This would be better served switched with the previous effect.

Thread Rank Eight
Effect: +2 to Physical and Spell Defense. Lightning bolt Damage Step WIL + 9.

This is essentially three standard effects, and one hell of a way to close this Thread Item out.

How does it all stack up? If there is a character that is a spellcaster and a melee weapons character (such as an Elementalist/Warrior), they are likely to be a lot of mileage from this weapon. In the hands of such a character, this is a pretty potent weapon for the costs associated with it. The basic damage is nothing spectacular, but the other abilities and effects can more than make up for that. At Rank Eight, for 2 Strain you get eight good attacks against what may very well be low armor ratings. That is outstanding. Any character outside of that particular combination is probably going to be disappointed - combat characters more so than spellcasters.

Putting this Thread Item into your game could cause some issues. Depending on how you adjudicate the Rank Four effect, one roll v. individual rolls, it can take a long time to resolve and overshadow other characters with the sheer volume of attacks that it can lay down. Deciding if Willforce can apply to this will also be important. The rest of the effects, while good, are unlikely to cause any real issues.


This is a great Thread Item to use for ideas. It presents two different abilities and builds on the defining ability of shooting lightning bolts with later effects. Everything is tied thematically tied together (tenuously for the Defense bonuses) and it creates an evocative picture. The actual effects at each Thread Rank could likely use some more tuning to bring them in line with "guidelines".

How does the 3E version compare to the 1E version? Let's find out:

Lightning Mace
Spell Defense: 14
Legend Point Cost: (Journeyman)

Everything here is the same, including the Spell Defense, tier and number of Thread Ranks.

Thread Rank One
Effect: Damage Step 5. For 1 Strain, gain +3 to Damage Tests for a number of rounds equal to Thread Rank.

The Damage Step is a little lower, but that is generally normal between the editions. What did change is where the bonus damage is introduced; it got pushed back a Rank in 3E. Also the wording was changed. The 3E version is considerably cleaner and was preserved for the sake of clarity. How this ability works is functionally the same. This is a pretty powerful Rank One effect.

Thread Rank Two
Effect: Damage Step 6.

A standard effect, bringing this is just one Step below the 3E version.

Thread Rank Three
Effect: Damage Step 7.

Another damage boost, the same between editions.

Thread Rank Four
Effect: Damage Step 8. For 2 Strain, the wielder may shoot bolts of lightning at a number of targets equal to the Thread Rank. This is done with a Melee Weapons Test. Damage Step STR + 5.

This Rank has a lot of small differences, starting with the standard effect. That's right, it gets a damage bonus, putting it equal to the 3E version. The ability has some key differences. There is no provision against metal armor. Which is less powerful. However, it uses Melee Weapons and Strength for the Damage Test. Those more than make up for the other differences. This is an amazingly solid weapon for melee characters. Almost certainly overpowered give the relatively low costs and consistently good effects.

Thread Rank Five
Effect: Lightning bolt Damage Step STR + 7.

The same effect, just keying off of Strength instead of Willpower.

Thread Rank Six
Effect: +1 to Physical and Spell Defense.

Again, the same effect here.

Thread Rank Seven
Effect: Damage Step 10.

It has now surpassed the 3E version in basic damage with two standard effects at this Thread Rank. Taken in a vacuum, that is appropriate by 3E standards. Looking at it as a whole, that is crazy good.

Thread Rank Eight
Effect: +2 to Physical and Spell Defense.

Mostly the same, but without the final increase to lightning damage. Which is probably for the best - this thing is a monster as it is.

How do they stack up? With a few minor exceptions, the 1E version is hands down better. It misses out primarily on the power of the lightning bolt itself in terms of damage, but the character types that can make use of the 3E version are also fairly limited. Whereas the 1E version is going to be useful for any melee character. Which may answer the original question of why it never seemed terribly popular - most GMs probably didn't let this beast into their game.

22 November 2013

Earthdawn: Anatomy of a Thread Item 18 - Purifier

This is the eighteenth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.

Found in the Gamemaster's Companion (pg. 37), Purifier is a Thread Item first introduced in the original Earthdawn book (pg. 280). Above all others, (imho) this is the quintessential weapon from 1E. It plays with expectations by appearing as an old, rusted sword, but is truly one of the most powerful weapons against Horrors ever.

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

Purifier
Spell Defense: 18
Legend Point Cost: Master

It sits near the middle of the Spell Defense range for Legendary items, which is probably low given the tier. With only six Thread Ranks, this is actually pretty spartan for what it is. The trick here is that technically Thread Items that are specifically crafted can only be up to Warden tier, while only true Legendary Items can be at Master tier. There can be a little forgiveness for a lot of this since you have to dispel an Eleventh Circle spell (!) just to start weaving threads.

Thread Rank One
Effect: Damage Step 8 and anyone can wield it.

A standard Rank One effect (Damage Step 5 + Size 3) along with a variable benefit. For most adepts it isn't noteworthy; if you don't have a Strength of at least 10, why are you attaching Threads to a broadsword at around Warden? However, for a windling, that is amazing, as a two-handed weapon comes in at Damage Step 6 at this rank. A particularly generous GM may even allow it to be used one-handed...

Thread Rank Two
Effect: +3 bonus to Damage Tests against Horrors and Horror constructs.

Given the specific target, it is perfectly fair for this to be better than a straight +1 to Damage Tests, particularly given the tier of the Thread Item.

Thread Rank Three
Effect: Damage Step 9.

Standard effect for the rank. Solid, but not much else to say here.

Thread Rank Four
Effect: +6 bonus to Damage Tests against Horrors and Horror constructs.

The same thing as seen at Rank Two. This is starting to pile up some big bonuses to damage against Horrors and their ilk, though it isn't close to done yet.

Thread Rank Five
Effect: Detect those corrupted by a Horror.

This may be as close as you are ever going to get to a game changer on a Thread Item. It's nearly impossible to put a value on this kind of effect. After your players get a hold of this, the way events unfold is going to change in a fundamental way. Also, to answer the question I posed up at Rank One - because of this effect. The detection ability runs off of the Spellcasting talent. Even then, if you are going to be swinging Purifier around, at least try to have a not terrible Strength.

Thread Rank Six
Effect: +9 bonus to Damage Tests against Horrors and Horror constructs. For 4 Permanent Damage, the wielder may gain an additional +19 bonus to Damage Tests against Horrors and Horror Constructs. If at least 1 Damage Point is scored, the attack inflicts a minimum of 10 Wounds.

For the most part, this is just a continuation of all the other even Thread Ranks. However, for the conflict that probably marks the end of a significant story arc, that is a hell of a thing. The damage is certainly impressive, but by that time it may not be fight ending. No, the real jaw dropper are the Wounds. With the bonus damage, that is probably going to work out to a -11 penalty for the rest of the fight. Might as well pack it up and go home if you don't have anything to mitigate those penalties. 

How does it all stack up? This is something of a hard one to evaluate because of how focused it is and there isn't much in the way of analogs to the later effects it grants. Ignoring Rank Five, it is probably underpowered. For the number of Legend Points each rank costs, what is gained (for the most part) is a little on the underwhelming side, even if it strictly (more-or-less) follows the guidelines up through Rank Four.

As far as using this as a template for other Thread Items, it's not a great pick. Part of the reason for the increased cost of higher tier items is that they have access to more Thread Ranks, which means that the total bonuses from a given Thread Item will be greater given the number of Ranks and that the higher ranks grant better bonuses. Since this lacks Rank Seven+, where the bonuses really start to get impressive, you are paying a surcharge for less. Despite being mechanically a poor choice, it is thematically a very interesting one. There is a reason that almost every Earthdawn fan knows Purifier. It is iconic because of things beyond the mechanics.

The bonuses against Horrors and Horror constructs are incredible, and this would make a great back-up weapon for those encounters, but it falls short as a primary weapon. It stalls out at Damage Step 9 against anything that isn't a Horror or Horror construct, including undead. The Rank Six effect is mentally hard to use unless you absolutely need to, though it will heavily stack the deck in your favor when used (assuming that the adversary in question isn't immune to effects of Wounds). Really, Rank Five is what Purifier is all about. For that alone it is worth being wary of handing this to a player.

Any plot revolving Horror mysteries has a shortcut to the end. If steps are taken to block off that particular road, players may feel offended that you are specifically denying the use of an ability that significant investment was made towards getting. That feeling isn't entirely unfair, either. Which means that events have to be planned with all of that in mind. While none of this is inherently bad, it requires a different way of crafting those events. However, if you are kicking down doors and raiding kaers, it probably doesn't matter much.

Handing this to your players is tempting fate. They may be amused by the antics of this little guy, or they may feel like they are throwing good resources after bad as they try to figure out when it is going to get useful. Their initial research into the carpet may return stories of it having legendary fights with its owner and carrying a literal ton of stuff! Which are all true, but the reality is significantly less impressive than the legend.

How does the 3E version compare to the 1E version? Let's find out:

Purifier (1E)
Spell Defense: 18
Legend Point Cost: (Master)

Same Spell Defense, tier and number of Thread Ranks (six).

Thread Rank One
Effect: Damage Step 6 and anyone can wield it.

The Damage Step is lower, but that is largely to be expected when comparing 3E and 1E. Otherwise, the same.

Thread Rank Two
Effect: Damage Step 7.

A standard effect that is different from its successor, though they will both have this exactly once.

Thread Rank Three
Effect: Damage Step 8 against Horrors and Horror constructs.

A small bonus against a limited set of targets, significantly smaller than what is seen in 3E.

Thread Rank Four
Effect: Damage Step 9 against Horrors and Horror constructs.

The same thing as the previous rank. Also, not very good.

Thread Rank Five
Effect: Detect those corrupted by a Horror.

The same effect in both editions, still the best thing this weapon has to offer.

Thread Rank Six
Effect: For 4 Permanent Damage, the Damage Step becomes 35 against Horrors and Horror Constructs. If at least 1 Damage Point is scored, the attack inflicts a minimum of 10 Wounds.

Except for the constant bonus, this is mostly the same as 3E, though the 1E bonus is a little higher. 

How do they stack up? Quite frankly, except for the Rank Five effect, the 1E version is pretty terrible. All it offers is bonus damage, which is entirely underwhelming, particularly given the Legend Point costs associated with it. Even with the issues in 3E, it represents a whole sale improvement on the item. It gives roughly the same kinds of bonuses, though moves them around a little bit and the specific bonuses against Horrors and Horror constructs are attractive enough to entertain using Purifier as a backup weapon.

19 November 2013

Earthdawn: Anatomy of a Thread Item 17 - Whip of Defense

This is the seventeenth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.

Found in the Gamemaster's Guide (pg. 143), the Whip of Defense is a Thread Item first introduced in the original Earthdawn book (pg. 278). Here's the part where I normally write some banal fact about the item in question, but this is a curious entry and I am left wondering if any PC has actually used a whip as their primary weapon. 

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

Whip of Defense
Spell Defense: 13
Legend Point Cost: Journeyman

The Spell Defense is a bit on the low side of normal, but nothing notable. As well, the six Thread Ranks is entirely appropriate for the tier.

Thread Rank One
Effect: Damage Step 4 and produces 1 cord. Cords add a bonus to Physical Defense equal to the number of cords, against a number of attacks equal to the number of cords.

Right away, this is a strange entry for effects. Typically a weapon will be fully Forged at Rank One, which would be Damage Step 6 (Damage Step 3 + Size 3). Instead, it gets a standard effect of +1 Damage Step. As well, it gets the somewhat gimmicky effect which this Thread Item largely takes its name from. The Physical Defense bonus simply is not as good as the equivalent standard effect of +1 to Physical Defense, so this gets a pass for this Rank.

Thread Rank Two
Effect: 2 cords.

+2 to Physical Defense against 2 attacks per round. It's not very good.

Thread Rank Three
Effect: +1 Spell Defense.

A standard effect and, tragically, the best effect yet on this Thread Item.

Thread Rank Four
Effect: Damage Step 5 and three cords.

The same effect as Rank One, and just as underwhelming. Granted, there is more going on here than just a bonus to the Damage Step, but it has just reached the lofty heights of a broadsword at Rank Four, even if it has a range of 3 yards.

Thread Rank Five
Effect: +2 to Spell Defense and four cords.

This is actually a pretty good effect. Since we have hit Rank Five, effects tend to be a little more powerful. A standard effect with a boost is pretty appropriate here. The bonus to Spell Defense is always welcome and the bonus to Physical Defense is starting to become (ish) equivalent to just a straight bonus. Still not there yet.

Thread Rank Six
Effect: +3 to Spell Defense and five cords.

The exact same thing as Rank Five. Which is perfectly fine, though I always expect there to be something wacky that the cords do when you get to the end.

How does it all stack up? It's pretty underwhelming as a Thread Item. Anything that takes a hand to use had better be worth it, and the cords require you to be wielding the whip. For a weapon, the damage on this is extremely disappointing. The bonuses to Spell Defense are good, but would be probably have a better home on a non-weapon Thread Item - which is a fact that defines many of the problems with the Whip of Defense.

The cords mechanic is neat, but requires too much work for too little benefit. It requires keeping track of how many times your Physical Defense has been attacked in a given round, then adjusting it after that magic number has been reached. It's almost certain that a few minutes every game (if you have a combat or two) will be lost to trying to sort out how many times someone has been attacked in a round. The visuals it produces are fun and there is something to be done with the idea, this just isn't a very practical implementation. I'm also a strong believer that weapons should be proactive in what they do. They tend towards being a projection of force. This is entirely passive in function. 

Putting this Thread Item into your game isn't likely to endanger any carefully crafted balance. If anything, this is underpowered and an adept that invests in it may be disappointed with the results. Magicians may get more out of it, as they are unconcerned with weapon damage. However, they should be looking for Thread Items that improve their Spellcasting and Willforce talents


This is actually a decent template to use for getting Thread Item ideas. It does some interesting things, which is always a good thing when looking for examples, but there is nothing unbalancing about the various effects. It isn't suggested as a template to use directly for design, but as an example of some different things that can be explored.

How does the 3E version compare to the 1E version? Let's find out:

Whip of Defense (1E)
Spell Defense: 13
Legend Point Cost: (Journeyman)

Nothing different here: same Spell Defense, same tier and same number of Thread Ranks.

Thread Rank One
Effect: Damage Step 4 and produces 1 cord. Cords add a bonus to Physical Defense equal to the number of cords, against a number of attacks equal to the number of cords.

The same effect between the two editions. 1E does tend towards lower damage overall, so that is slightly better than the 3E version. Technically the wording on how many cords are produced is different (the number is equal to the Thread Rank), but the actual effects are exactly the same.

Thread Rank Two
Effect: 2 cords.

Again, the same.

Thread Rank Three
Effect: +1 Spell Defense.

Nothing new.

Thread Rank Four
Effect: Damage Step 5 and three cords.

Ditto.

Thread Rank Five
Effect: +2 to Spell Defense and four cords.

Still the same.

Thread Rank Six
Effect: +3 to Spell Defense and five cords.

At the end, nothing is different.

How do they stack up? They are essentially identical. With the generally (but not always) lower damage of 1E, it is slightly better in that department, since it can be improved with Forge Weapon still. However, it suffers from all of the same issues as the 3E version.

15 November 2013

Earthdawn: Anatomy of a Thread Item 16 - Monturk's Carpet

This is the sixteenth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.

Found in the Gamemaster's Companion (pg. 33), Monturk's Carpet is a Thread Item first introduced in the original Earthdawn book (pg. 280). It was part of a not uncommon trend in 1E to create magic items that play with expectations for those coming from D&D. This one obviously played with the idea of a flying carpet. Interesting in concept, though with somewhat mixed results.

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

Monturk's Carpet
Spell Defense: 19
Legend Point Cost: Warden

At the upper end of the range for Spell Defense (16 - 20), but nothing particularly notable about that. With only six Thread Ranks, Warden items can go up to eight, this comes in somewhat below expectations for potential. That doesn't mean that this is the end of the story, since Legendary ranks are still available. However, this Thread Item may meet with mixed reviews, depending on your players.

Thread Rank One
Effect: The carpet comes to life and can act independently, but can only carry up to five pounds. Also, it doesn't like to carry things.

So, right off the bat this isn't what you thought it was going to be, as most people would likely expect a flying carpet. With the appropriate research, this shouldn't come as a surprise to players. Shouldn't. It might anyway. Well, what can it do? At this point, not much. Besides a freakish Toughness (Step 13!), there isn't anything notable other than it can fly. Not fly quickly, just fly.

Thread Rank Two
Effect: It can make tones and whistles in an attempt to communicate. +2 to Initiative, Attack and Damage Tests.

It can start to communicate (which I imagine is a lot like communicating with R2-D2), which might be useful if it could be a decent scout. A generous GM may give it that by fiat, but it's abilities don't support that beyond they ability to fly at a reasonable pace. The bonus to Initiative (Step 10 now) makes it go pretty quickly. But the entirely lackluster Attack (Step 8) and Damage (Step 6) Steps means that it doesn't really have anything to do.

Thread Rank Three
Effect: Transfer Recovery Tests to the owner with a Spellcasting Test against the owner's Spell Defense. Use the carpet's Toughness Step for the Recovery Test (which cannot be improved in any other way). A maximum number of Recovery Tests may be transferred per day equal to the Thread Rank.

This is a good effect, granting you potentially six bonus Recovery Tests at Step 13. If you don't have access to regular healing magic, that is going to be awesome. However, the carpet's Spellcasting Step is 7. Which means that you will probably need to reduce your Spell Defense to make that anything other than an exercise in frustration. Even then, one out of the six Recovery Tests will likely fail the transfer.

Thread Rank Four
Effect: +4 to Initiative, Attack and Damage Tests; +1 to Physical and Spell Defenses.

That is a big pile of bonuses, taking Initiative to Step 12, Attack to 10 and Damage to 8. Which is still pretty sad for a Group that is likely Journeyman at this point. The Defenses are also unimpressive, at 8 and 10 respectively. To be fair, it's unlikely that anyone would actually consider the carpet a real threat. Keep in mind we are just shy of 3000 Legend Points into this Thread Item. 

Thread Rank Five
Effect: Telepathic link with owner up to 250 yards; +2 to Physical and Spell Defense.

Now you can effectively communicate with the carpet. It's defenses aren't terrible, but why bother? This Thread Rank also requires 2500 silver in repairs to the carpet, in addition to the 2100 LP (bringing us up to 5000 total).

Thread Rank Six
Effect: Levitate up to 2000 pounds in a 3 x 6 yard area behind the carpet, maximum altitude of 10 yards. The area of levitation follows behind the carpet.

Flying carpet! Ish. Not quite, but practically. Just couldn't back away entirely from the premise that it's not a flying carpet, which is fine. However, it took 8400 Legend Points to get there.

How does it all stack up? Well, you may have noticed that I never bothered referencing the guidelines once things got underway. The reason for that basically comes down to: what do you even compare this to? It's a separate entity, and beyond Rank 3 and Rank 6, not a very good one. So even though the bonuses were continually huge, they still weren't worth it.

The problems with this Thread Item are largely indicative of the issues with animal companions in general. They don't really have a niche to fill and are never actually useful, particularly in combat. Even at it's peak, I would rather have a First Circle Windmaster in my corner - they can even fly faster than the carpet. To put it bluntly, it is expensive and ironically doesn't pull it's own weight (right up until Rank 6). It tragically doesn't even have any abilities to support its owner in combat, like Distract or Buzz. All it can do is damage. Poorly.

Handing this to your players is tempting fate. They may be amused by the antics of this little guy, or they may feel like they are throwing good resources after bad as they try to figure out when it is going to get useful. Their initial research into the carpet may return stories of it having legendary fights with its owner and carrying a literal ton of stuff! Which are all true, but the reality is significantly less impressive than the legend.

How does the 3E version compare to the 1E version? Let's find out:

Monturk's Carpet (1E)
Spell Defense: 19
Legend Point Cost: (Warden)

Same Spell Defense, tier and number of Thread Ranks (fsix).

Thread Rank One
Effect: The carpet comes to life and can act independently, but can only carry up to five pounds. Also, it doesn't like to carry things.

The basic effect is the same, but the attributes are different. They are worse. That's right, this thing was pretty much improved across the board (except for movement, which was reduced).

Thread Rank Two
Effect: It can make tones and whistles in an attempt to communicate. +2 to Initiative.

Similar, but only a bonus to Initiative, raising it as well to Step 10.

Thread Rank Three
Effect: Transfer Recovery Tests to the owner with a Spellcasting Test against the owner's Spell Defense. Use the carpet's Toughness Step for the Recovery Test (which cannot be improved in any other way). A maximum number of Recovery Tests may be transferred per day equal to the Thread Rank.

The same effect and probably the best one available. Unfortunately, there are still better Thread Items out there for this kind of effect. Better in every way.

Thread Rank Four
Effect: Initiative Step 12, Spellcasting Step 8, +50% movement.

The Initiative bonus is the same, but the other two are different. Given the limitations, this is probably the better set of bonuses, since they actually improve two things you may want. 

Thread Rank Five
Effect: Telepathic link with owner up to 250 yards; +50% to movement.

A very similar story to the previous Thread Rank. Even with the high speed, there isn't much to do with it.

Thread Rank Six
Effect: Levitate up to 2000 pounds in a 3 x 6 yard area behind the carpet, maximum altitude of 10 yards. The area of levitation follows behind the carpet.

Exactly the same, which is both good and disappointing because this is still underwhelming.

How do they stack up? They're pretty similar. Unfortunately, it's in all of the worst ways. The 1E version is significantly faster and slightly better at transferring Recovery Tests (but that bonus Step reduces the chances of failure against the minimum Spell Defense of 3 to just rolling snake eyes). Which makes it a little better, but almost certainly not worth the investment to get there.

12 November 2013

Earthdawn: Part 28 - Comparison of 1E and 3E Part 2: Core Talents

This is the twenty-eighth part in an ongoing series about Earthdawn. Introduction and Index.

Below is a list of all the Talents found in the 1E core book and the 3E Player's Guide. The list was compiled from both sources to note new Talents, not just missing ones, that may have been pulled from another source (1E Earthdawn Companion, or Denizens of Earthdawn), or never appeared in 1E at all.

Right now it is just a list, though if there is a desire for it (which means leave a comment to that effect) I can add some commentary and thoughts on the changes between editions. 

Abate Curse - Now uses Willpower instead of Perception. It works on any item, not just weapons. The range has increased to Rank, instead of 3 yards. The difficulty is based on the curse itself, rather than the Spell Defense of the weapon.

Acrobatic Strike - Now a Simple action (rather than Standard) that does not require Karma, but also no longer includes an attack. Now requires an activation roll against opponents and does not work if Knocked Down, or their movement is constrained.

Air Dance - Changed from double the Initiative, to an Excellent Result on Initiative.

Air Sailing - Discrete ranks have been removed. Difficulty increased. 

Air Speaking - Now a Simple Action (rather than Standard). Costs Strain. Works on anyone, not just Elementalists. 

Animal Bond - No longer targets the higher of Spell and Social Defense, just Social Defense. Now requires increasing Result Levels to improve attitude. No longer has Rank requirements for loyalty. 

Animal Companion Durability - Talent new in 3E. It is functionally the same as Durability (Mount)/Mount Durability, but can be used one any animal loyal to the adept.

Animal Possession - Test is now against Spell Defense, instead of Willpower Step. The adept now suffers damage and an unwilling animal is allowed more resistance. There is more structure around what is and is not allowed during the possession.

Animal Training - Now has attitude minimum of friendly to teach tricks. Now targets just Social Defense, instead of higher of Spell and Social Defense. Now has a maximum number of tricks. 

Anticipate Blow - No longer incompatible with Air Dance. Now requires a Reserved Action to interrupt to gain the Attack Test bonus.

Arcane Mutterings - Success requirements have gone down from Good to Average. Now Harries target(s). Good result has same effect in both editions. Now the Harried penalty applies to Social Defense as well, instead of the Talent providing a bonus to other social interaction Tests.

Armor Mount - Now a Sixth instead of Tenth Circle Talent. Now uses Willpower instead of Toughness. 

Astral Sight - This has been expanded significantly. Let's leave it at that for now.

Avoid Blow - Can now be used a number of times per round equal to the adept's rank, instead of just once. Now requires a Good Result to succeed against ranged attacks. Failure no longer means you fall down.

Bank Shot - No longer requires line of sight on the previous action and can now destroy throwing weapons on a Pathetic Result.

Battle Bellow - Now has an effective distance for offensive uses and a reduced distance for bolstering allies. Now must either intimidate enemies or bolster allies, it cannot do both/the latter with a Good Result. No longer requires direct involvement in combat. Penalty now Result Level, instead of Rank. Bonus to allies no longer to Battle Shout Tests; instead it is a bonus to Social Defense equal to the Result Level. Duration is now in Rank rounds, instead of one round.

Battle Shout - Now has an effective range. Now targets only one character. No longer requires direct involvement in combat. Now requires only an Average Result, instead of a Good Result. Effectiveness of Battle Shout now decreases with each use on the same target.

Blade Juggle - Now a Journeyman, instead of Ninth Circle, Talent. Difficulty is based on the size of the largest weapon, instead of the number of weapons. Size now limited to one-handed weapon sizes. Blades are struck on any failed attack, not just if the blades made a difference. They can only strike close combat attackers. May now use blades for Throwing Weapon attacks.

Blood Share - Now works on any loyal creature, not just a mount. No longer costs a Karma to use on other characters.

Book Memory - Now memorizes at a rate of Rank pages a minute, instead of round. No longer requires memorizing the book in one sitting and lacks the prohibition on other actions. Time it lasts is now Rank months, instead of a year and a day. 

Book Recall - Difficulty has changed. Now recalls the entire book, instead of a page per Result Level. Duration is now Rank hours, instead of 24 hours, and no longer a prohibition regarding using Book Recall again. Book can now be restored to Book Memory, if desired. Now a penalty upon a Pathetic Result.

Borrow Sense - Now requires a Good Result, instead of increasing the Spell Defense by 5, to use on an unwilling animal. Now offers some example benefits.

Call Animal Companion - Similar to Call Mount, but for animal companions. Journeyman Talent instead of Ninth Circle. Range is Rank x 100 yards instead of Test Result x 50 yards. Now requires a Test against animal's Spell Defense.

Call Arrow - Renamed "Call Missile". Now costs Strain. Now works on all missile and throwing weapons, not just arrows. Range now Rank x 10 yards, instead of 100 yards. 

Called Shot - Renamed "Impressive Shot". Now affects all onlookers, not Rank number. Now improves Interaction Tests, instead of giving a penalty to Action Tests.

Cat's Paw - Removed and replaced with Silent Walk where relevant. Cat's Paw requires a Good Result to detect the adept, rather than the Average Result that Silent Walk requires.

Charge - Can now be used every turn, instead of every other turn (the off turns must be spent building momentum).

Claw Frenzy - Renamed "Frenzy". No longer requires Claw Shape. Now costs Strain. Additional attacks are now contingent on successful preceding attacks. Now a prohibition on other additional attack Talents while active.

Claw Shape - Step Number reduced by 3.

Climbing - Climbing rate has changed from Rank +3 to Rank yards per round.

Cobra Strike - Initiative penalties now apply. Instead of adding Rank to an Attack Test, it prevents active defense (except for Spirit Dodge).

Cold Purify - Now Tests against the higher of Spell Defense and Poison Step, instead of just Poison Step. No longer limited to only healing damage caused by poison (probably due to bookkeeping).

Conceal Weapon - Renamed "Conceal Object". Now has limitations on the size of items concealed and how many may be concealed. Item size no longer gives a penalty, but determines what kind of search it will offer concealment from. No longer gives an Initiative bonus, but grants surprise.

Conversation - Now a Talent instead of just a skill. Talent has duration in hours. Now has a maximum number of targets equal to Rank.

Creature Analysis - No changes.

Crushing Blow - Now costs Strain. No longer requires Battle Shout. Successful Battle Shout no longer grants bonus damage.

Dead Fall - Now generates a Disbelief Difficulty, instead of Testing against the highest Spell Defense. No longer explicitly allows of the effect to be maintained.

Detect Trap - No changes.

Detect Weapon - Alertness granted from success no longer has a time limit.

Direction Arrow - Now requires Karma and 2 Strain, instead of 4 Strain. Result Levels no longer reduce Strain.

Direction Sense - Talent new in 3E. Direction Arrow without archery trappings.

Disarm - Two-handed weapons now require an additional Result Level.

Disarm Mechanical Trap - Renamed to "Disarm Trap". Now includes penalty for a Pathetic Result and limit on how many times it can be used on the same trap without a success.

Disguise - This Talent has been removed.

Disguise Self - Range of increase/decrease changed from 25% to 50%. No longer considered an illusion (with Sensing and Disbelief).

Distract - Talent new to 3E.

Dominate Beast - Includes rules for competing domination effects.

Down Strike - Step reduced from Str + Rank + 3 to Str + Rank. Now requires 1 yard of height, instead of 2. No longer requires Adept to scream like a bird of prey.

Durability - Thief benefits increased to 6/5 from 5/4.

Durability (Mount) - Renamed "Mount Durability".

Eagle Eye - Moved to Warden tier. 

Earth Skin - No longer requires Wood Skin. Duration changed from 24 hours to Test Result hours. No longer improves Death Rating.

Elemental Hold - Ranged reduced from 40 yards to 20 yards. No longer requires Elemental Tongues. Now allows for the elemental to break free and to prolong the effect. Provision added for re-using (note, not prolonging) the Talent.

Elemental Tongues - Now requires Karma and costs Strain. Now allows communication with wood elementals. Now requires a Test to learn a language. Now includes duration of Rank minutes.

Emotion Song - Time required reduced from 30 minutes to 10 minutes. Now includes a maximum number of people that can be affected and a limit on how long the Adept may perform. Provision for Pathetic Result added.

Empathic Command - No changes.

Empathic Sense - Now allows for gathering a general sense of a person, not just attuning to them. Meditation time required increased from 3 minutes to 30 minutes. Blood Magic Damage required for each character attuned. Arc reduced from 90 degrees to 60 degrees.

Endure Cold - Now Warden tier. 

Engaging Banter - No longer works in combat. Duration now in minutes, not rounds. Now Harries and gives a Perception Test penalty to the target, instead of a -1 to Action Tests and Defenses. Provisions for using Talent again are different (fundamentally different assumptions).

Enhanced Matrix - No changes.

Evaluate - No longer restricted to t'skrang. Can no longer replace Social Defense with Evaluate Step when haggling or trading. Effect added for a Good Result.

Evidence Analysis - Difficulty increases for each day, not just a flat +1 for over a day old. More explicit instructions regarding questions (such as, a number questions based on Result Level are explicitly asked). 

False Sight - Now adds a flat Rank modifier to the Disbelief Difficulty of illusions, instead of requiring a Test against the affected targets to gain the bonus. No longer has a duration.

Fast Hand - Now uses Dexterity. Now limits movement to two items. No longer a specific restriction on how far apart the targets may be. Now creates a Difficulty, instead of Testing against Spell Defense + number of objects moved. 

Fearsome Charge - Requirements to affect witnesses have increased from Average and Good to Excellent and Extraordinary. Now limits the number of characters that may be affected.

Fence - Replaced with Haggle

Fireblood - No changes.

Fire Heal - Time requirements reduced. Minimum Recovery Tests reduced from two to one. Difficulty has changed. Provisions for a Pathetic Result have been included.

First Impression - No longer requires Karma. Now improves attitude instead of adding to Charisma Tests.

Flame Arrow - Strain reduced from 2 to 1. Step reduced from Rank + Willpower + 3 to Rank + Willpower. 

Forge Armor - Eighth Circle, instead of Eleventh Circle, Talent. Now costs 2 Strain. Now requires Physical + Mystic Armor Ratings days, instead of one month. Difficulty now Physical + Mystic Armor Ratings + 9, instead of Physical + Mystic Armor Ratings. Maximum forgings now also limited by half (rounded up) of initial armor values. Price now based on level of increase, instead of Circle of Weaponsmith.

Forge Blade - Renamed to "Forge Weapon". Now costs Strain. Time changed from 1 week to days equal to the weapon's size. Difficulty changed from Damage Step to Damage Step + 9. Failed attempts no longer count for how many times it may affect a weapon. Now a maximum additional Steps equal to the weapon's Size. Now a duration for how long the effects last. Pricing has changed. May no longer affect Thread Items. 

Frighten - No longer takes one round to setup. Now has provision to end the effect.

Frighten Animal Servants - Renamed "Frighten Animals". Now has maximum number of targets. Difficulty now increases for more than one animal. Now has provision to end the effect.

Gliding Stride - Total vertical distance has been reduced. Now costs Strain for Talent use, not just vertical movement. Reduces total distance fallen, instead of providing armor against falling damage. 

Graceful Exit - No changes.

Great Leap - Now costs Strain. 

Haggle - Now has a provision for one transaction per merchant on any day. Now also includes Fence.

Heal Animal Servant - Renamed "Heal Animal Companion".

Heartening Laugh - No changes.

Hold Thread - Now costs Strain. Now explicit that you can only hold one Thread. A failed Test now allows the magician to lose the spell, rather than just being forced to cast it.

Hypnotize - Now costs Strain. Characters may only be affected by one Hypnotize at a time now.

Improve Blade - The closest analogs are the Infuse Weapon and Infuse Blade Talents at Warden tier.

Impress - Talent new to 3E

Incite Mob - Now Warden tier. Provision added for Pathetic Results.

Incite Stampede - Now Warden tier. Provision added for Pathetic Results.

Item History - No longer Thread Rank of Key Knowledges no longer limited by Talent Rank. Removed references to Pattern Knowledge.

Karma Ritual - The mechanics of this system are pretty different, though still recognizable.

Lasting Impression - Difficulty now increases for additional targets. Duration reduced from a year and a day to weeks equal to Rank. No longer limits the number of targets.

Leadership - Talent new to 3E.

Life Check - No changes.

Lifesight - Range has been doubled. Lifesight now has a duration in rounds, instead of a minimum time of a minute.

Lion Heart - Now has a prohibition against the use of Resist Taunt with Lion Heart.

Lip Reading - Now lasts for minutes equal to the Test Result, instead of Rank minutes. No longer has a maximum range as long as you can see the target.

Lizard Leap - Removed in 3E.

Lock Pick - Renamed "Lock Picking". Added effect on a Pathetic Result.

Lock Sense - Removed in 3E.

Long Shot - Talent new to 3E.

Maneuver - No changes.

Melee Weapons - No changes.

Memorize Image - Moved to Warden tier.

Metal Ward - Now Warden tier. Now requires Karma. Not longer costs Strain. Step now Rank + Perception instead of Rank + Perception + 5. Duration now in rounds instead of hours.

Mimic Voice - Now based on Charisma, instead of Perception. Tests against Social Defense, instead of Spell Defense. Duration now Rank hours, instead of 24 hours. Now creates a Detection Difficulty, instead of testing against Social Defense to fool listeners. No longer affected by multiple listeners. No longer has provisions about physical evidence that the voice is being mimicked.

Mind WaveNow Warden tier. Now requires Karma. Not longer costs Strain. Step now Rank + Willpower instead of Rank + Willpower + 5. No longer requires higher Initiative Result. The range is now two yards instead of one yard. Level of inaction is now more significant. Willpower Test to resist each turn now allowed. Can now be used in combat.

Momentum Attack - No longer applies to Melee Weapons Tests only. Now requires Good Result, not Extraordinary Result. Now specifically limited to once a round.

Mount Attack - Fundamentally different mechanics. Now improves attack instead of damage.

Mystic Aim - Now works with any ranged combat Test, not just Missile Weapons Tests.

Orbiting Spy - Now requires success on a Test to conjure the spirit (Difficulty 6). Now has more explicit instructions.

Parry - Talent new to 3E.

Performance - Talent new to 3E.

Picking Pockets - Now Tests against Physical Defense, not Spell Defense. Detection is now based on Perception, not Willpower.

Poison Resistance - Now also reduced the Effect Step in addition to the Difficulty of the poison.

Power Mask - No longer ork only. Now requires Karma. No longer costs Strain. Duration now hours, instead of days. No longer makes user appear downtrodden.

Read and Write Language - Now includes Theran on the list of languages.

Read and Write Magic - No longer limits on reading and writing magical script (does not include spells).

Research - Now a Talent in addition to being a skill.

Reshape Object - Now Warden tier. Difficulty may now be based on Physical Armor, Spell Defense, or 6 (whichever is highest), instead of just Physical Armor, or Barrier Rating or Spell Defense if the object is magical. Now requires 10 minutes and may require higher Result levels if a more intricate object is desired.

Resist Taunt - Now works against anything targeting Social Defense, not just Interaction Tests. Limit changed from once per opponent to Rank times per turn.

Riposte - No longer requires Karma. Now requires Good Result on Riposte Test to make counterattack and all attack benefits (e.g. Armor-Defeating Hits) require one Result Level higher. Now cannot be used if Blindsided or Surprised. Can now use Rank times per round, instead of once - can still only counterattack once a round.

Safe Path - No changes

Search - Talent new in 3E.

Second Attack - No longer has prohibition against use with other Talents that give additional attacks.

Second Shot - New Talent in 3E. The same as Second Attack, except for ranged combat.

Second Weapon - Weapons may now be the same size.

Sense Poison - Sealed poison now requires a Good Success, instead of increasing the Difficulty by +5.

Shield Charge - Knockdown Difficulty now increased by Rank, instead of +7. Now the shield no longer protects when used in this way.

Silent Walk - Movement rate now halved.

Slough Blame - Now costs 1 Strain instead of 2. Difficulty now increases for each additional character involved.

Speak Language - No longer requires Karma. Now includes Theran in the list of languages.

Spellcasting - No changes.

Spell Matrix - No changes.

Spirit Dodge - More elaboration on functionality.

Spirit Hold - Step reduced to Rank + Willpower from Rank + Willpower + 5. Increases range from 10 yards to 20 yards. Provision added for re-using (note, not prolonging) the Talent.

Spirit Mount - Can now sink two feet, instead of six inches, into the ground. Statistics of the mount have changed.

Spirit Strike - Now Warden tier. Now allowed without some form of astral sensing, though with a -5 penalty to the Attack Test. Now has a minimum Difficulty of 6. 

Spirit Talk - Now costs Strain. 

Spot Armor Flaw - Now requires Karma. Now reduces Result Level necessary for an Armor-Defeating Hit, instead of increasing damage.

Sprint - Now requires Karma. Movement rate adjusted to new movement rates. No longer doubles for running. Cannot be used with other movement-enhancing Talents.

Steel Thought - Now costs Strain. Now acts as an active defense for Spell Defense, instead of replacing Mystic Armor. No longer has a duration.

Steely Stare - Duration now in minutes, not rounds. Provisions added to resist the effect with a Willpower Test and that it ends if attacked.

Stopping Aim - Now works with any ranged weapon. Provision added that adept cannot perform other Standard Actions while this Talent is in use.

Summon - Now Fifth Circle instead of Tenth or Eleventh Circle. Now requires Karma. No longer costs Strain. No longer requires weaving a thread. No longer requires a one hour ritual. 

Sure Mount - No longer helps gain control of a mount.

Surprise Strike - No longer requires Karma. Now costs Strain. Step now based on Strength, not Dexterity. Now replaces Strength Step for a Damage Test, not used in place of an Attack Test and adds +7 Steps to damage. Now requires target to be Surprised, instead of one use per target in a combat.

Swift Kick - No changes.

Swing Attack - Talent new in 3E.

Tactics - Now a Talent in addition to being a skill. Attitude requirement for troops is now Friendly, instead of Loyal. May be offensive or defense, instead of just offensive. Test is made against enemy commander (if there is one), instead of highest opposing Social Defense. Bonus for offense can be to Attack or Damage. Bonus for defense can be to any one Defense. Bonus now based on Result Level, not Rank. Number of troops that can be commanded is Rank x 20, instead of Rank x 5. Provision added for Pathetic Result. Now has a duration of Rank minutes. Now only works on NPCs.

Taunt - Now a Simple, instead of Standard, Action. Penalty now equal to Result Level, instead of Rank.

Temper Other - Now has a prohibition against suffering from any current damage. Now minimum Difficulty of 6. Specifically can only be affected by one Temper Self or Other at a time.

Temper SelfNow has a prohibition against suffering from any current damage. Now minimum Difficulty of 6. Specifically can only be affected by one Temper Self or Other at a time.

Temperature - Dimensions affected changed to Rank yards in any dimension, rather that a fixed 10 x 10 x 8 ft. Spell Defense higher of the room's Spell Defense, or the highest of the targets in the room, instead of just the room. Specifies how long it takes for the room to revert to original temperature (1 round).

Thread Weaving - Swordmasters now have Weapon Weaving, instead of Blade Weaving.

Throwing Weapons - No changes.

Tiger Spring - No changes.

Tracking - Difficulty now based on lowest Dexterity of group, instead of target's Spell Defense. Day old trail now increases the Difficulty by +2, instead of +3. If it is a week old, or more, now add +3 to the Difficulty per week, instead of a flat +10. Weather obscuring tracks now requires a Good Result. May now be used to counter other Tracking attempts.

Trap Initiative - No longer additional rules and costs for use in combat.

Trick Riding - No changes.

True Shot - No changes.

True Sight - No longer costs Strain. Functionally the same rules.

Unarmed Combat - No changes.

Unshakable Earth - Removed.

Versatility - Prohibitions changed slightly to allow for Talent Options (now just for Discipline Talents). Additional prohibitions for Talents learned this way, then learned through an additional Discipline.

Warp Missile - Now Warden tier. Now has a maximum range of Rank x 20 yards.

Weapon History - Replaced by Item History.

Wheeling Attack - Now costs Strain. Functionality modified. No longer usable with missile weapons.

Wheeling Defense - Now reduces movement and lasts for one round, instead of Test Result rounds.

Willforce - Now costs Strain. Slightly more restrictions now on when it may be used for resistance.

Wind Catcher - Test to direct fall became slightly easier/no changes (depending on 3E or 3ER).

Winning Smile - Provision added for gender preference. Duration now Rank hours, instead of 24 hours. Bonus now applies to Interaction Tests, not all Tests against Social Defense. Now can only be used once per target each day, instead of three times.

Wood Skin - Now Requires Karma. Duration now Rank hours, instead of 24 hours. 

Wound Balance - Provision for supporting your own weight added.