08 July 2020

Earthdawn 4E: Musings 01 - Custom Enchanting

This is the first 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.

This is the first entry in I suppose a new category where I share thoughts on various topics. Be aware, there will be rambling, asides, digressions, rabbit holes will be chased (as with waterfalls, but I'm not cool enough to actually know what that means), etc. Prepare for things to wander.

That being said, the first topic is relatively tight. Though it was verbose enough it was cut from the Companion because space is always a premium. However, between myself and Google, I can hoard everything. I have over a gigabyte of documents, designs, thoughts, variants, examples, etc. on Earthdawn. This particular cut was on custom enchanting and I hauled it out of the vault because it was relevant to a discussion taking place on the FASA Games Discord. But here it is saved and available for everyone.

Blood Charms

Blood charms have two additional factors beyond the effects: Blood Magic Damage and reusability. Generally disposable blood charms get a little more effect for the cost compared to reusable blood charms, while charms like desperate blow straddle between the two, but are treated mostly like disposable charms as they cannot be used from round to round. At least they aren't designed or intended that way.

If the proposed blood charm is proportionally better or worse than an existing blood charm, adjust the rank and associated Blood Magic Damage proportionally as well.

A custom pattern for a discount absorb blow charm that can take 6 Damage Points should be Rank 1 and cost 1 Blood Magic Damage, while a more powerful version that can take 24 Damage Points should be Rank 4 and cost 4 Blood Magic Damage. Since the base item is consumed when used, so is this. Evaluating this for impact, it should be low and there many very well be custom absorb blow charms for sale.

Not everything is this straightforward. A slightly more complicated example:

Elmod wants to create a custom enchanting pattern for a human friend that is an eye with heat sight, low-light vision, and a targeting eye. Heat sight is already a new effect, but it’s similar enough to low-light vision we will treat it as the same. Which gives two darksight eyes and a targeting eye. There’s nothing here with any synergy despite having three different effects. The limiting factor is how many eyes the character has. This means the easiest way to deal with it is by adding them together, giving Rank 9 and 6 Blood Magic Damage.

It isn’t entirely unreasonable to look at the rank requirement and wonder if it’s appropriate - the resulting blood charm is useful, but is it that powerful? There isn’t a good answer here, but an alternative approach is to take the rank of the highest base item (Rank 5, targeting eye) and halve the rank (rounding up) of each additional effect being added. The end result here is Rank 7 instead of Rank 9. This gives a reduction based on lumping a number of effects together. Alternatively, the perspective may be putting so much into one eye and bypassing the limitation on how many eyes a character has deserves an increase in rank, resulting in a Rank 10 requirement, putting this at the very edge of what can be accomplished with the Alchemy skill. Regardless of which approach is preferred, be wary of altering the Blood Magic Damage as it is the major balancing factor present for the effects. Since these charms are all reusable, so is the custom charm.

Both examples use existing and mostly unaltered blood charms as their base. For the final example, we’ll look at something more exotic.

Now Elmod wants to create a custom blood charm that reduces the Initiative Penalty of armor by 1 as a constant effect for his windling friend who loves her crystal plate, but also loves speed. The closest analog for this effect is an initiative booster charm, so we will start with that: it’s a Rank 8 pattern with 4 Blood Magic Damage. This charm’s impact on the game is significant, though the impact on the setting is minimal - it is unlikely to introduce any changes in warfare doctrine due to cost and availability. The reason for the game impact being high is Initiative Penalty is the primary balancing factor for heavy armor, and this provides an easy bypass for it. Which means Blood Magic Damage.

To start assessing how much Blood Magic Damage, there are two examples: blood pebble and living crystal armor. Blood pebble offers 5/3/-1 for 4 Blood Magic Damage, while living crystal offers 6/3/-2 for 5 Blood Magic Damage. Comparing these to other armor shows reducing an Initiative Penalty costs 4-5 Blood Magic Damage per point. However, there are two limitations inherent to this benefit: it cannot be transferred to different armor and it is obvious. This means the minimum cost for the proposed blood charm should be at least 6 Blood Magic Damage.

Going back the the initiative booster, it offers +1 initiative for 1 Strain, with no upper limit. This means you can get an analogous effect by paying 1 Strain every round in combat. Since this is a fixed value, rather than being open ended, this is a limitation imposed on the final blood charm. There is an additional potential benefit as it allows characters with an insufficient Initiative to wear more armor than would normally be allowed since you cannot voluntarily reduce your Initiative below Step 1, allowing that obsidiman with Initiative Step 6 to wear crystal plate and have a footman’s shield. Weighing these factors together, it’s worth guessing this total benefit is worth about 2 more Blood Magic Damage, on top of the initially ventured 6 Blood Magic Damage, giving a total of 8 Blood Magic Damage, this can be varied depending on the perceived impact to the game.


Common Magic Items

Providing good guidelines for common magic items is more difficult than the other categories due to the breadth of effects they offer. This makes evaluating the impact to the game and setting even more important. There are still some general guidelines regarding the function of common magic items and the roles they fill.

These are the most accessible form of magic to the typical inhabitant of the setting because they have no requirements for use and aren’t necessarily prohibitively expensive like an adept guzzling down healing potions. The effects provided by common magic items should not have a significant mechanical impact on the game, particularly since there are no costs associated with them and are only rarely consumable. Such effects are best saved for blood charms where the impact can have an appropriate associated cost.

Instead, these items are best used to add depth to the setting and display differences in affluence and general access to such small wonders. This means their greatest impact should be to the setting, which may need to be carefully managed. For the most part, these items represent conveniences or interesting effects, rather than significant mechanical benefits.

When designing common magic items, it’s encouraged to select the design aspects like a thread item: using the various traits to create the final effect. Since this is magic treated like a science, basic logic is good, but it just needs to sound plausible. In some ways, this may be the most interesting part of the process.

Long, long ago, Aren was an Elementalist tired of leading expeditions to find True air lodes. She had made countless divining rods when she was a Novice and considered if the design could be improved to detect True element lodes. The effect she wanted doesn’t quite fit into any category and there’s nothing precisely comparable. Looking at other common magic items for their effects and impact, it’s probably around the order of huntsman boots. They combine two effects, dry boots and additional travel, which overcomes the limitation of only having one set of feet. The impact on a typical game is likely low, since they are adepts and don’t need such things, but the final item would be invaluable to True element miners without access to such adepts. This could give anywhere from Rank 6 to 10, depending on the perceived impact. The lower end assesses it less because it replicates what adepts can do, without actually expanding anything. While the upper end assesses it higher because it opens up something once exclusive to a very small group to anyone with the drive to learn. Taking the balance, Rank 8, makes these items very rare, but by no means unheard of - they are an important part of the economy and treasured, but not something vanishingly rare that only the very best alchemists can produce, which is about where to strike it.

To improve the original design, she creates a long, hollow rod with the element in question at one end, True air in this case, and the element in opposition at the other end - True water. They are separated by a film of orichalcum, but connected by a thread of orichalcum passing through the diaphragm, forming a perfect seal. The rod can be twisted slightly at either end, tuning the kernels within, adjusting their relative distance, and the tension on the thread. The relative pressure on the diaphragm slowly adjusts an inset dial. The True element kernels are attracted to or repelled by the lode, as appropriate, allowing a skilled user to determine a rough direction and intensity of the lode.


Healing Aids, Potions, and Other Consumables

All items in this category are consumed after use, which tends to give them more potency than reusable items, but they may also have a duration to factor into their evaluation. When compared to blood charms, they do not have Blood Magic Damage as a balancing factor, which means the improved version of an existing item will have diminished increases for a higher enchanting pattern rank, compared to the proportional increase of blood charms.

Grammercy wants to make a better booster potion, which is a Rank 1 pattern. Her desired custom enchanting pattern gives a +12 bonus to Recovery tests, instead of the usual +8. To evaluate at the impact to the game, looking at what other healing aids provide at other ranks, salve of closure is Rank 4, and a healing potion is Rank 6, it seems like giving a +2 bonus for each increase in rank is appropriate. The impact here is how much a single Recovery test can be improved, as booster potions don’t stack. With an escalating cost (a Rank 3 booster potion costs 75 sp to make), it means these are only going to be popular with those who need to squeeze all the healing they can get from every Recovery test. Which is to say, the impact to the setting is low.

A more complicated example:

Grammercy needs to provide boosted healing in those awkward moments, like when someone is trying to kill you. Towards this end, she’s looking to improve on a healing potion. There’s two things she wants to do: one is have a healing potion that heals two Wounds, rather than one, and have a different healing potion that offers a better bonus/Recovery test (Step 10). For the former, the impact on the setting is nil, but it can have an impact on the economy of the game, by allowing an additional Wound to be healed in the span normally limited to one and without spending a Recovery test. A skeptical gamemaster may simply respond, “no”, due to this impact, while a more generous gamemaster may allow it. If allowed, it is certainly a Rank 10 custom pattern, combining a healing potion (Rank 6) and a salve of closure (Rank 4). Even then, it may be a bargain.

The second custom healing potion has less impact on the action economy, but a healing potion is still much more potent than a booster potion by offering the potential for an immediate, bonus Recovery test. This versatility comes with a surcharge. Each +1 to the bonus/Recovery test should be an additional Rank, rather than the more efficient increase to the custom booster potion above. This gives a Rank 8 custom pattern for a custom healing potion with a +10 bonus/Step 10 Recovery test. The impact to the setting from either of these is minimal as the number of alchemists who can make them is quite small and the market is pretty niche.


Both the above example are clearly based on existing items.

Next, Grammercy wants to make something entirely new - a potion that grants +3 to Initiative. Finding an analog isn’t simple, but some exist. The wound balance blood charm is a decent place to start - it provides a bonus to some specific tests, though is reusable and has a Blood Magic Damage cost. Initiative has more impact on the game than Wound Balance due to prevalence - you are always making Initiative tests, even when Wound Balance tests may be individually more important. This gives a rough place to start of Rank 4. Taking this and comparing it to the impact of other consumables, it has less impact than a healing potion and is probably roughly on par with a salve of closure. With this, Rank 4 seems reasonable, though it still needs a duration. Giving it a long duration feels wrong, while too short and it’s not worth having. Five rounds is likely appropriate - it should last the duration of most combats, but wearing off during something lengthy only adds to the sense of desperation. The gamemaster wants to keep this rare, rather than something that shows up constantly, so they indicate the custom pattern requires a rare ingredient, increasing the price to create it, but also reducing the difficulty.

03 July 2020

Earthdawn 4E: Rules Variant 10 - Part 2 Armor

This is the second part of the tenth 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.

Following the first part of the Hindrance rules variant (introduced here), this part introduces modified armor and shields. The armors and shields available were rebalanced and reclassified to better reflect how Hindrance changes access to heavy armor and the effect this has on balance.

The biggest change is reclassifying blood pebble and living crystal as implanted armor, rather than traditional armor. This category also includes crystal skin (Iopos, p. 215). A character can only have one set of implanted armor and it cannot be forged. However, implanted armor can stack with all other armor. Implanted armor can be concealed, perhaps with a little effort, but it will make it into situation where armor is frowned upon. Obsidiman natural armor is considered implanted armor with Hindrance 1. It's a small balancing factor given the number of benefits they receive.

Next, espagra cloak is now an armor veneer. This includes cloaks, tabards, robes, etc; anything you wear over your armor, but isn't technically armor (anymore). Just like implanted armor, you can only wear one armor veneer and it cannot be forged, but it does stack with all other armor. As well similar to implanted armor, armor veneers can typically be worn into situations where armor would otherwise be frowned upon. A downside is if you encounter something that can destroy armor, your veneer may not be long for this world.

Allowing some shields to be used with missile weapons (bucklers and ferndask) while not others (everything that isn't a buckler or ferndask) and having that information in the description was often overlooked or misinterpreted. To simplify things: shields are incompatible with all missile weapons. Since all shields have Hindrance, this doesn't have a net impact to the total protection available. Shields also have a new modifier: Shield Bash. This provides a bonus to the Shield Bash test (not the associated Attack test using Melee Weapons), making larger shields a little better at bashing opponents. Quite a bit better if you hit them with a rock. It was a big rock.

Brief details for new armor and shields are provided below. Some are reclassified versions of previous entries to simplify descriptions and condense unnecessary entries.

Special thanks to Brett Bowen for helping with this project.


Blood Charms - Implanted Armor
TypePhysical ArmorMystic ArmorHindranceBlood Magic Damage
Blood Pebble1113
Crystal Skin4213
Living Crystal2226

Crystal Skin: See Iopos: Lair of Deceit, p. 215.

Common Magic Items - Armor Veneer
TypePhysical ArmorMystic ArmorHindranceCostWeight
Cloak, Espagra10120010
Cloak, Wyvern20250020

Cloak, Wyvern: Similar to an espagra cloak, but made from much heavier wyvern skin. The scales are typically less brilliant than espagra scales, but more expensive varities can be equally impressive. These are generally considered acceptable in polite company, though some groups may take a dim eye to them in the same way as wyvern skin armor.


Armor
TypePhysical ArmorMystic ArmorHindranceCostWeight
Bark34310020
Brithan Hide51316035
Chain Mail70418040
Crystal Chain534170060
Crystal Juggernaut86830,000110
Crystal Plate76712,00090
Crystal Ringlet43350045
Crystal Scale666450075
Crystalweave33230025
Fernweave23112515
Hide4125025
Hide, Light3111015
Juggernaut1107850070
Leather4012020
Oathshar423500025
Padded Cloth20025
Plate1006300060
Reinforced Leather5024020
Ring Mail60311030
Scale80585050
Stone Disk6045560
Stone Net7059080
Thundra Beast Hide61460040
Trim Wood5035530
Wood Tile6049040
Wyvern Skin715200050

Bark: See The Adept's Journey: Mystic Paths, p. 362.

Brithan Hide: Similar to typical hide armor, but made from thicker brithan hide. It also smells of earth, musk and victory.

Crystal Chain: 
Living armor. A close cousin to crystal ringlet, but with finer links that provide better protection at the cost of some mobility.

Crystal Juggernaut: 
Living armor. If you read the description of crystal plate and thought, "Yeah, that's good and all, but I want more." And by more, it was pretty much more of everything. You found what you're looking for. If you hold real still, you could be mistaken for a crystal statue and not moving is the preferred mode of doing things while wearing crystal juggernaut for most people. Also why virtually no one tries to wear crystal juggernaut. That and the cost, which is like six orichalcum boxes. That's a unit of measure.

Crystal Scale: Living armor. Made with small overlapping crystal disks, though some are designed to look like dragon scales or some other animal. Because otherwise it tends to look more like a fish, which is pretty cool in its own right, what with the light catching the crystals just so and shimmering, but some people want a more badass look and dragons are about as badass as it gets. There's always Verjigorm, but using that as an inspiration for your armor - even for purely aesthetic reasons - isn't likely to get you the right kind of friends. No, even then they aren't the right kind of friends.

Crystalweave: See The Adept's Journey: Mystic Paths, p. 362.

Hide, Light: It's like hide armor, but made from lighter hides. Less tiger and more house cat. Except don't do that with your house cat. What's really imporant here is the hide isn't heavily treated, so it still retains some of the properties that give it Mystic Armor. Otherwise, this is just leather armor.

Juggernaut: Most people would call this an immobilizing amount of armor, but you aren't most people. You saw that huge pile of metal and only thought, "It will be mine." Now you stride across the battle field laughing at their puny attempts to damage you. Nothing is going to stand in your way! A veritable mountain who walks! Just, you know, watch out for snakes.

Oathshar: See Iopos: Lair of Deceit, p. 214.

Reinforced Leather: This was hardened leather, but that's a weird distinction to make since any leather you're turning into armor is hardened in some way. So this one now has additional reinforcement, including the once popular studded leather. Maybe it's still popular. I haven't played D&D in a long time.

Scale: Like crystal scale but made of metal and lower on the cool factor, but still cool for those of use who grew up reading the Dragonlance novels and seeing Caramon wearing it.

Thundra Beast Hide: Similar to typical hide armor, but made of much heavier thundra beast hide. So it smells strongly. Like a wet, hair dinosaur on fire. Or hurlg that went bad (which implies it was ever good). You're going to attract flies and lots of curious dogs.


Shield
TypePhysical DefenseMystic DefenseHindranceShield BashCostWeight
Bark2131208
Crystal, Small1120505
Crystal, Medium224115015
Crystal, Large325245030
Ferndask1231225
Large30325015
Medium20211510
Small101053
Stone,20341525

Crystal, Small: Living armor. This is a crystal buckler with a more generic name so categorizing it is easier for everyone. Hopefully this opens up some options on what they look like, even if the crystal raiders are voted most likely to use them in the setting (PCs are hardly typical in their preferences).

Crystal, Medium: Living armor. This is a crystal radier shield with a generic name so categorizing it is easier for everyone.

Crystal, Large: Living armor. Sized like a body shield, but made from crystal. Most popular with Namegivers who rhyme with "obsidimen" due to the massive hindrance. But sometimes you just need to hide behind your big crystal shield and yell, "I see you!" as you bash people in the face with it.

Large: Would a body shield by any other name protect as well? Turns out, yes, exactly as well. Also with a bonus to bashing.

Medium: The weird and arbitrary difference between footman's and rider's shields is gone. Now they're both medium shields and you can have it look mostly like whatever you want, as long as it can still be practically described as a shield and not "art project."

Small: Buckler was a little too specific and had some baggage to jettison (being able to be used with a missile weapon, that's gone now). It's still a shield, still small, you can even call it a buckler. No one cares.

Stone: See The Adept's Journey: Mystic Paths, p. 363.