09 June 2021

Earthdawn 4E: Rules Variant 23 - Teamwork

This is the twenty-third Rules Variant, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.


Various tasks can be performed by groups. Currently there’s minimal support for this in Earthdawn because 1) it’s never been present in previous editions and 2) it’s complicated to model. Design time being what it is, there isn’t always time to get everything you want accomplished. However, this blog is a chance to revisit those topics in some ways and see what can be done as a post-hoc rectification.

The truth is, I did get to sneak in some teamwork mechanics. Working as a group for enchanting (Companion, p. 130). The difficulty with teamwork mechanics is balancing between allowing people to contribute v. making contributions too powerful to make the challenge meaningless. This strikes a balance by making the most skilled character the star of the show—as they should be, they invested the most to get there, it’s their time—allowing other characters to participate beyond everyone throwing dice and seeing who gets the magically highest result (aka D&D 3.X), and keeping contributions meaningful, but not overwhelming.

This post adapts those mechanics to general purposes rather than just enchanting. Gamemasters should have some discretion on what activities can benefit from teamwork and there are no clear and simple delineations on what should or shouldn’t be allowed. For example, working together to pull something heavy is definitely something where teamwork applies, but sneaking down a hallway, not so much. That’s a situation where the more people involved, the worse it gets.

Teamwork

One character is designated the leader for a task, typically the character with the highest rank in the relevant ability. The maximum number of participants allowed is equal to the leader’s rank in the relevant ability. This number includes the leader. Thus, a leader with rank 1 can’t get assistance. They wouldn’t really know what to do with it because they barely know what they’re doing. This limitation shouldn’t apply in situations where no ability reasonably applies, like hauling a big rock.

Each assistant makes a test with the appropriate ability at Difficulty 10 before the leader. Each success gives the leader a +2 bonus to their test. Any given assistant cannot give more successes than their rank in the appropriate ability. Again, this last limitation shouldn’t apply if there is no appropriate ability.

For example, Dougan and Dvarim are attempting to decipher the nearly incomprehensible scrawlings of a clearly deranged individual. They realize they’re going to have to work together to get this done. Dougan is the leader and Dvarim is the assistant as the former is slightly better with Patterncraft. Dvarim makes a Patterncraft (10) and gets a 24 as the result: three successes. Since Dvarim’s Patterncraft rank is greater than 3, all the successes can benefit Dougan’s Patterncraft test, giving a +6 bonus. A significant bonus, but not one that makes the task trivial.

24 March 2021

Earthdawn 4E: Rules Variant 19 - Revised Initiative (Part 1)

This is the nineteenth Rules Variant, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Rolling for Initiative each round is something somewhat but not entirely unique to Earthdawn. It’s also a common point to look at ways to simplify this process because it is another set of rolls, followed by organizing Initiative, action declaration (at some tables), etc. While this may not take much time with a practiced group, it can feel like it takes a while to some.

While it may seem like an easy fix, it’s not. That process is deeply embedded in the system. Some abilities boost Initiative, while others require a higher result, and others provide a bonus based on the difference. There’s also the element of chance where you can’t exactly plan out subsequent turns because the order is an unknown. This adds to the chaos and danger of a conflict. The shifting tides of battle are a good thing.

However, this rules variant attempts to simplify the process without fully removing the tactical element and shifting Initiative based on the actual events of the conflict.

Below is a list of the changes:
  • Determine Initiative at the beginning of combat.
  • Initiative is not determined at the beginning of each round.
    • Initiative results carry over through each round.
    • Temporary bonuses to Initiative affect only the next round (or the specified duration).
    • Talents that specify successes do not reduce the Initiative result when these successes are spent. They didn’t before, just making this clear.
  • Rounds are still tracked.
  • If a target is successfully attacked and could suffer damage, they suffer a -2 penalty to their Initiative.
  • Penalties from Harried and Wounds affect characters’ current Initiative result.
    • Bonuses from Fury improve their current Initiative result.
  • Creatures which aren’t animal companions don’t pay Strain to use the “Take the Initiative” combat option.
What Do These Changes Mean?

Initiative is determined once for the encounter. After that, only abilities that specifically modify Initiative and getting hit need to be tracked. Which can be simple tally marks in practice. This offers some small disincentivization for ganging up on one opponent at a time, as the others gain a small Initiative boost, while it also allows backline characters to slowly increase how quickly they act as they can take a greater view of the conflict since they aren’t under attack as frequently.

It also makes a high Initiative character acting as the tank more risky, particularly if they are relying on that high Initiative to maintain their talents that provide Defense bonuses. It also makes high armor, low avoidance more difficult when paired with high Initiative. This aspect is a question, but nothing is going to come out exactly the same with major changes. However, Gauntlets aren’t going to care at all—the end of the order is where they live.

High Initiative characters can get more out of Take the Initiative with some knacks, however it’s not free. Initiative boosting talents (where that is their focus) also last for the entire encounter. The hope is this streamlines the process while still adding some tactical complexity and depth, even if it is a different sort than was around previously.

Some abilities changed and there are new knacks based on these updates. Most abilities are unaffected, but it’s possible I missed something.

I don't know if this variant is a good idea or not, but it hopefully achieves the goals of being simpler than rolling Initiative every round and still having tactical depth and meaning. Figuring all this out involves actual testing in play.

This variant introduces a lot of keywords. Don't worry about them, they are shorthand and covered in the text of the abilities. Their meaning should be clear from context, but they don't impart any additional meaning to the abilities either.

Talents

Air Dance
Step: Rank+DEX
Action: Free
Strain: 3+
Skill Use: No
Keywords: Air. Exclusive. Karma. Replacement.
The adept floats on a thin cushion of air, allowing them to perform quick, gliding movements, and rapid attacks. Air Dance requires the adept be able to move. Windlings may use this talent while flying, but it cannot be combined with other talents that use forms of magical flight, such as Gliding Stride. This talent does not allow an adept to remain suspended in midair, move over surfaces that would not support their weight (e.g., water or a rickety floor), or do anything to reduce falling damage.

The adept replaces their Air Dance Step for their Dexterity Step when making their Initiative test and applying any other bonuses to Initiative (e.g., Discipline bonuses). Each round, the adept may spend 1 Strain as a Simple action to compare their current Initiative result to a target within close combat range. If the adept has three successes, the adept may make an additional close combat attack (use Melee Weapons or Unarmed Combat) against that target. This attack is made as a Free action after the target completes their turn. This talent lasts for the encounter and cannot be used with Cobra Strike.

Chilling Strike
Step: Rank
Action: Simple
Strain: 1
Skill Use: No
Keywords: Impairment. Water-Cold.
The adept plunges their weapon into freezing temperatures, causing frost to appear on it. In addition to normal damage after a successful close combat Attack, the adept causes a penalty equal to their Chilling Strike rank to the target’s Initiative result during the next round. This cannot reduce the Initiative result below 1.

Cobra Strike
Step: Rank+DEX
Action: Special
Strain: 3+
Skill Use: No
Keywords: Exclusive. Karma. Replacement.
The adept attacks suddenly and unexpectedly. The adept substitutes their Cobra Strike Step for their Dexterity Step when making their Initiative test and applying any other bonuses to Initiative (e.g., Discipline bonuses). Each round if the adept’s first attack is close combat, the adept may spend 1 Strain as a Simple action and compare their current Initiative result to their target. The adept gains +2 to the Attack for each success. This talent lasts for the encounter and cannot be used with Air Dance.

Tiger Spring
Step: Rank
Action: Free
Strain: 3
Skill Use: No
Keywords: None
The adept reacts more quickly than normal in combat, adding their Tiger Spring rank as a bonus to their Initiative test. Tiger Spring can be used with other talents that improve Initiative, such as Air Dance and Cobra Strike. This talent lasts for the encounter.

Wing Blitz
Step: Rank
Action: Free
Strain: 3
Skill Use: No
Keywords: Air-Electricity.
Electricity crackles along the adept’s body and they move as a lightning strike. The adept adds their Wing Blitz rank as a bonus to their Initiative test. Wing Blitz can be used with other talents that improve Initiative, such as Air Dance and Cobra Strike. The adept must be flying under their own power. This talent lasts for the encounter.

Knacks

Air Boost
Talent: Air Dance
Requirements: Rank 5
Restrictions: None
Step: NA
Action: Free
Strain: 1
Skill Use: No
Keywords: Unrestricted.
The adept gains +2 an additional when they use the Take the Initiative combat option. When this is used, it is not considered using a knack for limitations on knack or ability usage.

Cobra Boost
Talent: Cobra Strike
Requirements: Rank 5
Restrictions: None
Step: NA
Action: Free
Strain: 1
Skill Use: No
Keywords: Unrestricted.
The adept gains +2 an additional when they use the Take the Initiative combat option. When this is used, it is not considered using a knack for limitations on knack or ability usage.

Burning for You
Talent: Fires of Gahad
Requirements: Rank 8
Restrictions: Fire Eater rank 4
Step: NA
Action: Free
Strain: 1
Skill Use: No
Keywords: Unrestricted.
The adept adds their bonus from gahad to their Initiative result this round. This must be used at the beginning of the round. When this is used, it is not considered using a knack for limitations on knack or ability usage.

Set the Tempo [Special Maneuver]
Talent: Tail Dance
Requirements: Rank 5, Unarmed Combat rank 5
Restrictions: Tail Dancer rank 5
Keywords: Special Maneuver.
Set the Tempo (Adept, Tail Dance): The adept can spend additional successes from a Tail Dance test to give +2 to their Initiative result for the round per success.

Tiger Boost
Talent: Tiger Spring
Requirements: Rank 5
Restrictions: None
Step: NA
Action: Free
Strain: 1
Skill Use: No
Keywords: Unrestricted.
The adept gains +2 an additional when they use the Take the Initiative combat option. When this is used, it is not considered using a knack for limitations on knack or ability usage.

Combat Options

Take the Initiative
The character takes 1 Strain and gains +2 to their Initiative. This can only be used as a Free action at the beginning of a round.

Opponents

This applies broadly to any opponents which are not built as full NPCs. If an opponent has some ability that relies on high Initiative, it should also have a corresponding ability that improves their Take the Initiative bonus to +4 (at least). Higher tier opponents may also have abilities that increase the Initiative penalty inflicted by a successful attack. This can also go for opponents with cold-based or entangling abilities. Below are some example creatures with modifications:

Deathless Reaver
 [Companion, p. 371]
Hampering Strike (4): The deathless reaver inflicts a -4 penalty to Initiative when it successfully attacks an opponent.
Initiative Boost (4): The deathless reaver gains +4 to Initiative when using Take the Initiative.

Jehuthra
 [Gamemaster's Guide, p. 475]
Icy Limbs (2): Targets affected by Frost Web suffer -2 to their Initiative. This is in addition to a penalty from damage.

Kriktikik
Sticky Mess (4): Targets affected by Web Trap suffer -4 to their Initiative.

Scar’kek
Initiative Boost (4): The scar’kek gains +4 to Initiative when using Take the Initiative.

Snow Badger
 [Gamemaster's Guide, p. 339]
Icy Limbs (2): Targets affected by Freezing Aura suffer -2 to their Initiative. This is in addition to a penalty from damage.

Spider, Giant Trapdoor
 [Gamemaster's Guide, p. 340]
Sticky Mess (2): Targets affected by Web suffer -2 to their Initiative.

Spider, Giant Weaver
 [Gamemaster's Guide, p. 341]
Sticky Mess (2): Targets affected by Web Trap suffer -2 to their Initiative.

Spider, Kaer [Companion, p. 311]
Sticky Mess (4): Targets affected by Web Trap suffer -4 to their Initiative.

17 February 2021

Earthdawn 4E: Musings 04 - The Importance of Canon

This is the fourth part of Musings part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

It’s cliche, but let’s start this discussion of canon with what it is. I find it useful to define the terms I’m working with at the beginning of a discussion so everyone has a common frame of reference. This is also quite relevant to the topic at hand. We have two definitions, one given by a dictionary and another more casual from Wikipedia:

“A collection or list of sacred books accepted as genuine.” - Oxford Languages

“... the material accepted as officially part of the story in an individual universe of that story.” - Wikipedia

Canon is essentially the shared version of the setting. This is important because it gives everyone a common frame of reference to discuss the topic. Without that, things can quickly lead to misunderstandings or worse. That’s the key and the value of canon: it provides a clear starting point to discuss and alter things.

In terms of Earthdawn (though this can apply to anything), the canon setting is the currently published version of the setting. Reboots reset that canon (e.g. Battlestar Galactica) and new editions may retcon portions of it (e.g. Star Wars). There’s nothing wrong with discussing previous versions, but it’s important to establish that up front because the default assumption is to work with the most recent version, unless there’s context to indicate otherwise.

Statements like “everyone’s game is canon” are not helpful or useful. It takes a very useful term, “canon,” and strips it of all value. Indicating they are canon to the campaign isn’t useful because that’s an already known fact and a misuse of the term. What happens at your table is awesome, but not officially part of the setting.

This is not to impune or look down at what happens at individual tables with the setting or in fan fiction (which is in some ways what we’re creating)—that’s literally the point of the game in the first place. I always change elements of settings I’m familiar with because they’re so familiar. There’s often some aspect I want to play with and use that to subvert my players’ expectations. Their familiarity with things their characters don’t know is a way to make things surprising and new, even in small ways.

Canon is important conceptually, but less so once you get to your table. You do you. Have fun and be awesome. But in doing this, let’s not misuse the word and see it for the value it brings: clear communication and reference point to discuss and deviate from.

In practical terms, the canon for Earthdawn Fourth Edition is everything released by FASA from 1E, Redbrick from Classic and 3E, and obviously 4E. Which excises the material produced by Living Room Games. There may be some similarities between Barsaive at War and the history presented in the 4E Gamemaster’s Guide, though this is because they started from the same place and moved in different directions. Which is to say: the events in Barsaive at War are not canon, but you should absolutely use them at your table as you see fit.

If something isn’t specifically addressed in a 4E book that covers a topic (e.g. the windling tribe in Blood Wood), this doesn’t mean it was removed, but is left to each table and campaign to determine its fate and relevance. Another example along these lines is the material from the unpublished 1E Dragons manuscript. It was published by Living Room Games as part of their 2E run. Much of the material from the 1E manuscript was incorporated into the 4E Gamemaster’s Guide, but not all of it. What does this mean for the material omitted from the unpublished 1E manuscript? Well, it isn’t canon. However, it doesn’t mean you cannot use it—you absolutely should use it as you see fit! There’s material in 4E that relies on pieces of the unpublished manuscript as the setting moves forward. Which pieces remain a secret because that ruins the surprise.

10 February 2021

Earthdawn 4E: Musings 03 - Failing Forward and Success with Cost

This is the third part of Musings part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Failing sucks.

Whether in real life or in a game, it’s not fun to fail. However, without failure there isn't that sweet, sweet dopamine rush from success. Oftentimes, the harder the success, the better it feels when you arrive. The results from failing a single test in gaming can range from wasting your turn to failure to move the plot forward or character death.

Two similar, but distinctly different concepts in gaming arose to address these topics: failing forward and success with a cost. Because the gaming lexicon is hardly uniform and more of a cobbled-together jargon, there is almost certainly different terminology and definitions for these ideas. For the purpose of this post, I’m going to use that terminology and define them as follows:

Failing Forward: The failing result from an action benefits future attempts at that action.

Success with Cost: The action meets the minimum requirements for success, but there is a significant cost associated with this success.

The benefits from failing forward don’t necessarily have to be for the character who failed. They should ideally be for the same overall goal, preferably supporting the original tactic as closely as possible, but this may not always be practical. After all, there may be a good reason it failed the first time and not to try the same thing again.

Failing forward is best used in situations where time is of the essence. Combat is likely the most common example, but whenever turns are an important resource can apply, such as a chase or ending a ritual effect.

At the same time, always mitigating failure goes back to making success feel meaningless. Even if you don’t get everything you want, you cannot really fail. This makes all the victories a little anticlimactic and failure as a concept toothless. Like with most things, the right answer is somewhere in the middle.

The mechanics of Earthdawn can make failing forward challenging to include. However, they’re already present in my Pack mask and opponent groups found in Empty Thrones. Below are two knacks to strike a balance between failure and successes, where you technically succeeded, but may as well fail. Offering some concessions for that effective failure. These can also help with a bit more diversity for otherwise low damage options. There are some restrictions on them to keep them true to their intentions and not become wholesale replacements.

Baiting Strike [Special Maneuver]
Talent: Melee Weapons, Missile Weapons, Throwing Weapons, Unarmed Combat
Requirements: Rank 2
Restrictions: None
This knack can be purchased multiple times for each talent. It can only be used with attacks associated with the appropriate talent. For example, to use it with a t’skrang tail attack, the adept must purchase it for Unarmed Combat, even if they have a knack that allows them to use their Melee Weapons Step.

Baiting Strike (Adept): If the adept fails to inflict damage after armor reduction with a successful Attack test, the next Attack test against the same target and same Defense gains a +2 bonus per success spent on this special maneuver. The initial success and additional successes spent to increase damage can be spent on this special maneuver. This special maneuver is used after the Damage result is determined. The initial Attack test must be capable of inflicting damage—e.g. it cannot use the Attacking to Knockdown combat option—and cannot be used with entangling weapons.

Spell Package
Talent: Patterncraft
Requirements: Rank 2
Restrictions: None
Step: NA
Action: Free
Strain: 0
Skill Use: No
If the adept fails to inflict damage to all targets after armor reduction with a successful Spellcasting test, the adept can affect the targets with a Spellcasting knack they know (e.g. Fluster). The spell must be capable of inflicting damage and did not affect an area (e.g. Chilling Circle) nor inflict damage over a duration (e.g. Flame Flash).


The timing implications from these two knacks can seem at odds with how the fiction proceeds and actions resolve in Earthdawn and other traditional games, but the shift in perception is minor and still consistent with how actions are interpreted and resolved. In this case, instead of the Damage result narrating the injury inflicted, it turns out the character was never trying to injure the opponent, but set them up for a later attack or with a different effect hidden within the spell to impair the opponent. Looking strictly at the fiction generated at the table, this makes it more interesting and fluid; attacks set up allies, rather than just being strikes to injure, even if determined after the fact.

Success with cost is complementary to failing forward, but they shouldn’t both be applied to the same tests. While failing forward works best when each action is critical, success with cost works best when either time isn’t a factor at all, or when failure carries a disproportionate weight or provides a story block.

Dungeons & Dragons Third Edition introduced “taking 20” as a way to deal with tasks where the character can repeat them without consequence until they maximize their chances of success. At which point it becomes a binary yes/no. Either you can do the thing or you cannot. This doesn’t quite work in Earthdawn with the existence of bonus dice. Allowed functionally infinite time and no consequences for failure, they always succeed and it becomes an exercise in real world patience of rolling dice. An excellent example here is picking a lock.

In this case, limits on the number of attempts can be placed, but this may feel artificial and if characters fail through poor luck, the story may not be able to proceed. Failure in gathering required information is a common example of blocking the story. This is an entirely separate discussion from GM planning. This is a mitigation strategy.

The other instance I indicated is when failure carries disproportionate weight. These are typically things like a character’s fate resting on the result of a single test, which feels out of step with the shared narrative. When what should be a simple Great Leap test or an important Climbing test results in the character’s death, and quite possibly a body that cannot be retrieved. No last chance salve for you.

In all these instances, utilizing success with a cost is quite likely the best way to go. This may not feel right for some groups (including failing forward), particularly in the last example. In which case, you do you, but that’s not what this is about. Allow the character to pick the lock—particularly if it is important to the story—but provide teeth to the failure of their test. Someone else knows they picked the lock, or it cost them significant precious time (if it is important), or even a combination of factors. There have to be consequences to this failure or it’s not really a failure and why bother?

The failure to gather information: the group gets the information, but their enemies know what they’re looking for and have an ambush for them later. Perhaps they’re stymied later on, have to call in a favor, or owe one to someone they find very distasteful. The story proceeds, but they have to really hope they succeeded the first time. Allow the character to make the jump or climb, but they suffer serious injuries in the process. They’re not dead, but they require time and resources to get better.

Having a cost for failure, even while offering the success is paramount. The goal is to always keep the story moving and not have the players feel as though they can’t proceed, but there are real consequences for failing their tests.