Showing posts with label Anatomy of a Thread Item. Show all posts
Showing posts with label Anatomy of a Thread Item. Show all posts

22 August 2014

Earthdawn 4E: Anatomy of a Thread Item 01 - Es'caliban

This is the first 4E Anatomy of a Thread Item, 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.

Part One and Part Two (3E) of this series.

The numbering for the series has restarted as this is the first entry in the series for the new edition, Earthdawn Fourth Edition. The design parameters have changed and this item will be updated to go along with them. This also represents a good opportunity to bring development of the item to a close.

Maximum Threads: 3
Mystic Defense: 16
Legend Point Cost: Warden

Thread Rank One
Key Knowledge: The wielder must learn the sword’s Name.
Effect: The sword is now Damage Step 6.


There is no longer a standard effect of applying the maximum Forge Weapon bonus to thread items. This is being changed to a simple damage bonus.

Thread Rank Two
Effect: The wielder gains +1 rank in Inspire Others. This talent may be used simply by brandishing the weapon.

This is getting moved up a Rank to go with the trend in 4E which encourages weapons to have more than just damage bonuses.

Thread Rank Three
Key Knowledge: The wielder must learn the Name of who created the sword.
Effect: The sword is now Damage Step 7.


I was going between a damage bonus and a rank to Tactics for this rank. Ultimately the damage bonus won out because I didn't want to stack too many different effects on the same item. There is a place for items with a number of different bonuses to talents, but the place is when this is the theme for the item in question.

Thread Rank Four
Effect: The wielder now gains +2 ranks in Inspire Others.

Increasing the bonus to make it more usable and builds on the theme for future use.

Thread Rank Five
Key Knowledge: The wielder must learn the Name of whom commissioned the sword.
Deed: The wielder must earn the approval of a member of the Landis royal family in good standing.
Effect: The sword is now Damage Step 8.


It is still a weapon and should be good at the whole being a weapon thing. The previous version had an additional bonus here, but this has been cut to be in line with the current thread item standards.


Thread Rank Six
Effect: Brilliant Edge: For 2 Strain, Inspire Others may be used as a Simple Action instead of a Standard Action.

An interesting ability which I like to play with uses this general template. It takes a talent, then improves it with an additional cost. The warning to go along with this is it can unintentionally break the game. Talents which encourage teamwork are more likely to get the pass from me if they may be too powerful since I am all for anything which encourages a player to take actions which benefit their group more than them. The other bonuses here were cut to keep this in line with the current guidelines. Also, Lion Heart is no longer just a fun talent - it is a very good talent.


Thread Rank Seven
Key Knowledge: The wielder must learn Name of the last keeper of the sword.
Deed: The wielder must perform a significant service for the Kingdom of Landis.
Effect: The sword is now Damage Step 9 and the wielder now gains +3 ranks in Inspire Others.


A little more of everything. Bonuses and abilities are getting switched around to create a capstone ability, rather than just ending with bonuses. 


Thread Rank Eight
Effect: Brilliant Edge may also cause fear in the wielder's enemies. This is resolved using the same Inspire Others test result and functions as the Battle Bellow talent (causing only penalties). The wielder may spend an additional Karma point on Inspire Others tests.

This is a very nice capstone ability. It improves a previous ability, which I like to do for Warden and higher thread items. The ability is good, since all of the costs are already being paid, but isn't terribly powerful since the wielder is only gaining half of the benefits from the talent. Allowing another Karma point on the test is a nice boost and something a bit different than just a rank bonus. For a talent like Inspire Others, it probably comes in just below an additional rank, even though it is +4 when used, since most players will save Karma for other tests and it is a finite resource.

20 May 2014

Earthdawn: Anatomy of a Thread Item 60 - Horn of the Seven Winds

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

Found in Nations of Barsaive II: Serpent River (pg. 112), Horn of the Seven Winds is a Thread Item first introduced in The Serpent River (pg. 129). I dimly recall this item from long ago. It never graced the table, perhaps because of the first sentence of the first effect. We'll get to what it is shortly.

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.

Horn of the Seven Winds
Spell Defense: 18
Legend Point Cost: Warden

Nothing notable here - Spell Defense is as expected and with seven ranks, it is one shy of expectations, but I have a feeling the number has more to do with a theme.

Thread Rank One
Effect: The item may be used like a crystal spell box to capture one Elementalism spell.

And there it is. Even back in '96 when I was much, much younger, I didn't want anything to do with this. The decision may have been premature and based entirely on prejudice, but it was a well-founded prejudice based on empirical evidence. Nonetheless, it's a more limited version of a cheaper item.

Thread Rank Two
Effect: +1 Rank to Spellcasting and Willforce talents for capturing spells into the horn and casting spells from the horn.

This is pretty similar to the equivalent crystal spell box rank (so this entry into the series may get a little recursive), though a greater emphasis on power than making it work. For my Legend Points, I would rather have the Spellcasting bonus so I don't end up with something terrible up in my business on accident.

Thread Rank Three
Effect: The horn can hold up to two Elementalism spells.

Again, just like the crystal spell box, only one quarter as useful.

Thread Rank Four
Effect: For the purpose of capturing or casting an Elementalism Air spell, the Rank bonus to Spellcasting and Willforce is +3.

Even more specific and a bigger bonus. This is almost cripplingly specific and makes me want to count the number of Air spells which are either threatening or worth capturing. So I did. Only two, and just barely: Winds of Deflection and Lightning Bolt. The former to store for your own use and the latter in case some silly Elementalist is using it instead of Ice Mace and Chain. In which case you should really encourage them.

Thread Rank Five
Effect: +2 Ranks to Battle Bellow.

If you felt this bonus came out of nowhere, you may be right. This is a good bonus (two effects) to a powerful talent. However, it's problematic in that if you don't already have the talent, you will not be throwing a lot of dice and the overall effect is going to be pretty weak because of the low ranks.

Thread Rank Six
Effect: The user may cast an Elementalism spell into the horn.

This rank directly acknowledges the shenanigans players get up to with a crystal spell box and removes the necessity for your friend to cast spells at you. However, the character with the horn probably isn't an Elementalist, because the Elementalist is the one casting spells at it. So the ability to directly put your own spells in the horn isn't quite as good. However, if there are already two spellcasters in your group, odds are they will pick up at least one other spellcasting discipline. Probably two.

Thread Rank Seven
Effect: The horn holds three Elementalism spells. Once per year, the user may summon a pack of 16 storm wolves for 24 hours as an escort.

The crystal spell box gets four spells by this point, but you also cannot cast directly into the box. The pack of storm wolves is pretty awesome, but with a limit of once per year, it is pretty limited.

How does it all stack up? Eh, I would rather have a crystal spell box. It does the whole capturing spells thing much better in every way. Not the least of which it can capture spells other than Elementalist spells. For the costs associated with this item, it cannot actually do much. That being said, I still wouldn't bring it into a game for all of the same reasons I wouldn't introduce a crystal spell box: it will bring only pain.

This isn't a particularly good example to build items from. It copies an item already in existence, yet manages to be both more expensive and worse. The interesting bonuses are too limited to be truly useful and in doing so becomes worse at the primary function of the item.

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

Horn of the Seven Winds (1E)
Spell Defense: 14
Legend Point Cost: (Warden)

The only change is the Spell Defense.

Thread Rank One
Effect: The item may be used like a crystal spell box to capture one Elementalism spell.

Nothing different here.

Thread Rank Two
Effect: +1 Rank to Elementalism, Spellcasting, and Willforce talents. If the wielder is not an Elementalist, they do not gain these bonuses.

This is considerably different. Instead of bonuses to capturing, the character gains three good effects. As long as they are an Elementalist.

Thread Rank Three
Effect: The horn can hold up to two Elementalism spells.

Same here.

Thread Rank Four
Effect: +3 Rank to Elementalism, Spellcasting, and Willforce talents when casting an Air spell. If the wielder is not an Elementalist, they do not gain these bonuses.

This is pretty good. While it may not be worth screwing around with capturing Air spells in the box to unleash later, a blanket bonus to casting them is something else entirely.

Thread Rank Five
Effect: The wielder may use Battle Bellow with at CHA +5.

A much more useful bonus for anyone who does not have the talent. Which will almost certainly be the character using this horn.

Thread Rank Six
Effect: The horn mimics the effects of the Hold Thread talent for 1 Elementalist spell. The step number of the test is PER + Thread Rank.

These two effects are completely different. The ability to cast a spell into the horn pleases me more because of how self-aware it is, but it is also more powerful. Hold Thread is good, but not terribly difficult to pick up eventually.

Thread Rank Seven
Effect: Once per year, the user may summon a pack of 16 storm wolves for 24 hours as an escort.

The ability to hold another spell is missing in 1E, otherwise it is the same.

Overall, the 1E version is the more powerful version. This is due wholly to the bonuses to the caster, rather than to screwing around with capturing and releasing spells. What is particularly notable here is how divergent the 3E version is from the 1E version. Of the two, I would be far more likely to include the 3E version in a game; it is open to more characters, not just Elementalists, and the bonuses are going to be less abusive overall. All of this being said, I still don't really care for the item. Never again.

16 May 2014

Earthdawn: Anatomy of a Thread Item 59 - Dagger of Ishkarat

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

Found in Nations of Barsaive II: Serpent River (pg. 110), Dagger of Ishkarat is a Thread Item first introduced in The Serpent River (pg. 127). One of these has never shown up in a game over the years for the fairly simple reason I've never had a t'skrang from that particular aropagoi.

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.

Dagger of Ishkarat
Spell Defense: 12
Legend Point Cost: Journeyman

The Spell Defense is on the low side, but the thread ranks is spot on with six. I never particularly cared for the idea that every member of House Ishkarat got one of these upon entry. Instead, I used them as a cue on NPCs for a particularly dangerous character.

Thread Rank One
Effect: Damage Step 3.

While it is the standard effect, it is rather uninteresting on a dagger.

Thread Rank Two
Effect: +1 Rank to Avoid Blow.

This is much more like it and good for something which isn't going to be a primary weapon. Particularly if the GM allows the bonus if it is just worn, and not held as a weapon.

Thread Rank Three
Effect: +1 Rank to Riposte.

Another good effect which is also appropriate. This one isn't as universally useful as a bonus to Avoid Blow, but Swordmasters are certainly going to appreciate it a great deal.

Thread Rank Four
Effect: +1 to Physical Defense.

A good effect which is within guidelines and fits the defensive theme of the item.

Thread Rank Five
Effect: Damage Step 4, and Retributive Strike. 1 Strain, add Willpower Step to all Damage tests made for the dagger against an opponent who has caused harm to House Ishkarat, and may spend 1 Karma on the Damage test if no other ability allows the use of Karma.

Well, there are two effects here and it isn't Rank Seven. Retributive Strike is very powerful. However, since it must be performed with the dagger, which is a sad weapon, it's not too bad. The damage is probably going to come out around Step 10, which may not be better than the adept's normal weapon. In all, this ability ends up being underwhelming at this point.

Thread Rank Six
Effect: 1 Strain, Retributive Strike may be used against any enemy of House Ishkarat. Retributive Strikes are automatically Armor-Defeating Hits. Additionally, up to 3 Karma may be spent on the Damage test. However, the dagger shatters after the first Damage test.

There is quite a bit going on here. First, the expansion on who Retributive Strike can be used on is a bit strange. Specifically, I'm uncertain where lies the distinction between someone who has caused harm and is just an enemy. Next, the attack is extremely powerful. However, it can only be done once and this is quite the investment to simply throw away. There is a strange follow-up to the ability about killing someone in a single hit, taking their weapon, and an Ishkaratan Weaponsmith making a "remarkable threaded weapon". It indicates this has never been done before, so an interesting place to hide a plot hook with no guidance?

How does it all stack up? It's decent enough looking for three of the six ranks, then it starts to go a little sideways. This item would never be classified as being powerful, it actually may struggle to be considered good. It has some interesting flavor, particularly building on the reputation of House Ishkarat, but it suffers from being wrapped up in a weapon which isn't likely to see use as a weapon. 

Starting a character out with this may cause some problems from the simple angle that no one else starts with a thread item. However, it isn't going to cause any issues beyond that point. It gives some minor bonuses, but nothing remotely powerful. The big effects are plot related, rather than player-controlled.

Themes of this item are good. It plays up the nature of the House and the basic abilities of a Swordmaster. The defensive bonuses acknowledge that a dagger isn't going to be the weapon of choice for a Swordmaster (who really is the target audience). The final two abilities are certainly interesting and can be used for inspiration, but could easily lead to problems if attached to a more effective weapon without some adaptation first.


The weapon forging thing is neat, but it would be better if there was some guidance beyond "it has probably never been done before". It's good to offer players a chance to be the first, but what makes it remarkable? Can it even be done? How does this process empower the Weaponsmith? So many questions which may be asking too much of GMs for what amounts to a throwaway line; it requires the sacrifice of a thread item for a possible, not guaranteed, reward.

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

Dagger of Ishkarat (1E)
Spell Defense: 9
Legend Point Cost: Journeyman

The Spell Defense is very low and there is one less rank than the 3E version. It is worth mentioning right now: these items are going to be pretty different at each rank.

Thread Rank One
Effect: Damage Step 4, use Avoid Blow twice a round. If the wielder doesn't have Avoid Blow, add the Thread Rank to Avoid Blow tests.

Keeping in mind you only got one Avoid Blow test a round, this was very powerful. Particularly for characters who did not have the talent. There is also a two Step damage boost here. A lot of bonuses for only 200 Legend Points.

Thread Rank Two
Effect: Damage Step 5.

The damage on this is starting to get respectable, but still not in the realm of a primary weapon.

Thread Rank Three
Effect: +2 Steps to Riposte. If the wielder doesn't have Riposte, they can use the talent with a Step equal to DEX + 3 + Thread Rank.

Two ranks is good, granting Riposte at that step to characters who don't have it is quite a thing.

Thread Rank Four
Effect: +1 to Physical Defense.

This is actually the same.

Thread Rank Five
Effect: Retributive Strike: 1 Karma, the next attack against an enemy of House Ishkarat is an Armor-Defeating Hit. The Damage is STR + WIL + 8, but the wielder takes the same amount. The dagger breaks during the strike

Similar-ish to the 3E version, though this is in one rank while the other is spread across two. The fact that you are going to be taking the same damage makes this distinctly unappealing. 

For the most part, the 1E version is better across the board, particularly for characters who don't have the talents natively. The Retributive Strike ability, however, is not so good. Which is possibly a little generous. Without a doubt, the 3E version marks an improvement over the 1E version, though it could still use a little help. It is good to see some of the designs taking some steps back from the original and adapting the overall intent to the proposed guidelines. At least mostly doing so.

13 May 2014

Earthdawn: Anatomy of a Thread Item 58 - Armor of Elemental Water

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

Found in Nations of Barsaive II: Serpent River (pg. 110), Armor of Elemental Water is a Thread Item first introduced in The Serpent River (pg. 126). This particular item never showed up as written in a game, but the description of it is memorable. In a good way. The mechanics were a little problematic for me to introduce, but it was modified.

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.

Armor of Elemental Water
Spell Defense: 18
Legend Point Cost: Warden

The Spell Defense is as expected for the tier, though it is one rank shy of the full eight I would expect. Without a thread attached, the numbers are a little sad (PA: 4, MA: 0, IP: -2, Weight: 30), but this shouldn't be a big deal. Right?

Thread Rank One
Effect: Physical Armor 5, Mystic Armor 1, and Initiative Penalty -1.

For 300 Legend Points and one rank, it is the equivalent of non-magical hide armor. Thread hide armor would be 6/2/-1. What I'm saying is: this is not good.

Thread Rank Two
Effect: No Initiative Penalty and if fully immersed in water, the wearer floats.

This is really two effects, but the first rank is bad enough it can have a pass. The wording on the second effect is troublesome, however. By a literal reading, and it is pretty specific, anyone wearing this armor would be bobbing up and down in the water; sinking to fully immersed, then floating until they are no longer fully immersed, then sinking, and repeat. Common sense can easily correct this, but so could thinking about the incredibly specific wording for one more moment.

Thread Rank Three
Effect: Physical Armor 6 and Mystic Armor 2.

Another rank with two effects. The good news is this armor is now equivalent to thread hide armor of the same rank. Assuming the whole floating thing is an effect for its own rank.

Thread Rank Four
Effect: Physical Armor 7 and Mystic Armor 3.

And two more effects.

Thread Rank Five
Effect: Physical Armor 8 and the Result Level required for Armor-Defeating Hits increases by one.

So this is 2+ effects. The Armor-Defeating Hit thing is a very powerful effect. Seeing it this early with another effect and no other strings attached is somewhat problematic. Very problematic.

Thread Rank Six
Effect: Mystic Armor 4 and +1 to Initiative. The wearer can communicate with the spirit in the armor. If treated well (?), it can Aid Summoner on the wearer once a week.

This is somewhere in the order of three effects. The Aid Summoner is a bit hard to sort out, due to the time limitation and requirement to treat it well (intelligent items never go well), but it is a very powerful ability.

Thread Rank Seven
Effect: Permanently gain +4 to Mystic Armor, +1 to Initiative, and access once per week to Aid Summoner.

Depending on who you are, this is either amazing or terrible. You destroy the armor and free the spirit, gaining some permanent bonuses in the process. However, the Legend Points invested are lost forever. High Circle characters will find this to potentially be a cheap way to gain some permanent buffs and then get into some custom armor. Lower Circle characters will certainly be loathe to give up all of the benefits for not much in exchange.

How does it all stack up? Once you get beyond the initial three ranks, this becomes very good armor. Too good, honestly. It looks at the guidelines, gives them the bird, and then does its own thing. Which bears no resemblance to those guidelines at all. For an appropriately powerful group, this represents a way to gain some permanent bonuses. Which is one of the reasons this has never seen a game with all of the mechanics intact. 

Unless other characters have access to items of similar (long-term) power, this is going to cause problems. The bonuses are very good, the Armor-Defeating Hit effect is quite potent, and Aid Summoner can make quite the difference. Some games may be balanced to deal with an item of this power, but the default assumptions presented in the Gamemaster's Companion (and then promptly ignored) will find this a little unbalancing. 

There isn't much mechanically interesting here. It is a bunch of pretty standard bonuses doled out in inadvisable ways. The spirit interactions are interesting and can often make items more fun (for the GM at least). Beyond that and the description, there isn't much to draw inspiration from on this item. Even the themes are pretty weak.


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

Armor of Elemental Water (1E)
Spell Defense: 15
Legend Point Cost: (Warden)

The Spell Defense is lower in 1E and it has one less thread rank at six. It's worth noting going into this that the two items are actually pretty different, so I won't be doing as much of a direct comparison.

Thread Rank One
Effect: Physical Armor 6 and Initiative Penalty -2.

So, the 1E version manages to be worse out of the gate. Well, that's a thing.

Thread Rank Two
Effect: No Initiative Penalty and the wearer floats if immersed in water.

The same net effect, but this has three for the rank. What is notable is how the text for the floating ability doesn't create a terrible perpetual motion machine of drowning. Why was that one word added in 3E?

Thread Rank Three
Effect: Physical Armor 8 and and Extraordinary success is required for an Armor-Defeating Hit.

This is a lot of Physical Armor and 3+ effects in total. The incredibly powerful effect shows up a full two ranks earlier in 1E.

Thread Rank Four
Effect: Physical Armor 9.

Just one effect; couldn't space those earlier bonuses out a little better?

Thread Rank Five
Effect: Mystic Armor 2.

Two effects here. What is interesting is Mystic Armor has shown up for the first time here. I would expect armor constructed entirely of a True Element and empowered by an elemental to have significantly more mystic mojo. Clearly, I was wrong.

Thread Rank Six
Effect: +2 to Initiative.

This has the same clause as the 3E version, where you destroy the armor, but the bonuses you end up with are quite a bit better: 4 Physical Armor, 2 Mystic Armor, +2 Initiative, and the whole floating thing. It does cost 2 Permanent Damage, but it is worth it.

The balance on the 3E version is ever so slightly better because there is one more rank and the permanent benefits are less, even if it does have the Aid Summoner ability once per week. What is strange is this item was clearly redeveloped during the edition change. However, it really wasn't redeveloped enough. All of the same problems are still present, just spread out a little more.

It was a lost opportunity to bring this item in-line with the 3E guidelines. To be honest, it was yet another lost opportunity in a long and proud line of lost opportunities. As I write these every week, I often wonder why those guidelines were even written. If I were in charge, things would be different. Oh, wait...

09 May 2014

Earthdawn: Anatomy of a Thread Item 57 - The Robe of Dianuus

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

Found in the Gamemaster's Companion (pg. 42), The Robe of Dianuus is a Thread Item first introduced in Arcane Mysteries of Barsaive (pg. 89). This is the third of three items in a set known as The Talismans of Dianuus. They are accompanied by a lengthy and tragically uninteresting story which adds nothing in particular to the item. This is brought up only because, unless there is something particularly interesting, neat, or fun, less is often more for this part. If nothing else, it makes it makes it that much easier/forces the GM to develop their own story tailored to their game. A lot can be implied by the right leading statements. Nonetheless, the do create a set of items, which can often be neat.

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.

The Robe of Dianuus
Spell Defense: 19
Legend Point Cost: Warden

The Spell Defense is appropriate for the tier, but the thread ranks are under where it should be at five. They are quite the ranks, however.

Thread Rank One
Effect: +2 bonus to Spellcasting tests and a Spell Matrix Object.

Three effects, any one of which would be a solid entry at this rank. This is an ominous beginning.

Thread Rank Two
Effect: +3 to Mystic Armor.

Another three effects and again these are solid.

Thread Rank Three
Effect: +2 to Elementalism tests.

A mere two effects and disappointingly specific. Still, there is plenty here to like for any spellcaster. Just not as much for non-Elementalists.

Thread Rank Four
Effect: +3 to Physical Armor.

Once more with three effects.

Thread Rank Five
Effect: +2 bonus to Summon (Elemental) tests.

Another rank with just two effects. This is specific to Elementalists as well and I am happy it isn't +2 Ranks to Summon (Elemental). It would have gotten ugly.

How does it all stack up? Very good. For an Elementalist, everything here is fantastic. For another spellcaster, you still get nine effects over four ranks and I hear picking up Elementalist is a popular thing to do with the kids these days. 

Even with the number of bonuses, there is nothing here which is likely to unbalance a game. However, unless others at the table are getting equivalent benefits, there is likely to be some jealousy. Nothing here is couched in strange abilities; they are unequivocal big numbers. It's pretty easy to look over and see the dwarf Elementalist is getting much more for their Legend Points. 

Mechanically, there is nothing interesting to see here. No abilities, no neat arrangement of effects. It is a bunch of different bonuses which occur once and are never seen again. The theme seems to loosely be "bonuses which are generically good for Elementalists and big". Which is uninteresting at best and doesn't help when looking at the guidelines.


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

The Robe of Dianuus (1E)
Spell Defense: 19
Legend Point Cost: Warden

Everything is the same here.

Thread Rank One
Effect: +2 bonus to Spellcasting tests (grants Spellcasting to characters who do not possess it) and a Spell Matrix Object.

This is very nearly the same, but the 1E version grants rank to characters which don't have Spellcasting, though not to characters who do have Spellcasting. Ultimately it's probably unimportant - spellcasting is rarely (in my experience) something which is dipped into without picking up a discipline.

Thread Rank Two
Effect: +3 to Mystic Armor.

The same.

Thread Rank Three
Effect: +2 to Elementalism tests; grants Elementalism if it isn't possessed.

Now the same slight difference at Rank One is in effect here, but it is a wholly different outcome. This gives non-Elementalists (and non-humans) access to Elementalist spells. This is a big deal and make this very appealing to all spellcasters. Removing this was a solid decision, though making it a generic bonus would have been the next logical step.

Thread Rank Four
Effect: +3 to Physical Armor.

The same.

Thread Rank Five
Effect: +2 bonus to summon elemental spirits Half-Magic tests.

This is effectively the same, accounting for differences in the base mechanics between editions.

While they are virtually identical, the slight twist in Rank Three makes the 1E version significantly better. For an item which needs little to make it more tempting.

06 May 2014

Earthdawn: Anatomy of a Thread Item 56 - The Dagger of Dianuus

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

Found in the Gamemaster's Companion (pg. 42), The Dagger of Dianuus is a Thread Item first introduced in Arcane Mysteries of Barsaive (pg. 89). This is the second of three items in a set known as The Talismans of Dianuus. They are accompanied by a lengthy and tragically uninteresting story which adds nothing in particular to the item. This is brought up only because, unless there is something particularly interesting, neat, or fun, less is often more for this part. If nothing else, it makes it makes it that much easier/forces the GM to develop their own story tailored to their game. A lot can be implied by the right leading statements. Nonetheless, the do create a set of items, which can often be neat.

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.

The Dagger of Dianuus
Spell Defense: 16
Legend Point Cost: Journeyman

The Spell Defense is appropriate for the tier, but the thread ranks is just a bit under where it should be at five. 

Thread Rank One
Effect: Damage Step 3.

A standard effect, but a poor one. Who really cares about improving the damage on a dagger designed for a spellcaster?

Thread Rank Two
Effect: +3 bonus to Damage tests against physically manifested spirits, including Horrors.

To determine if this is bad or too good depends on if this bonus only applies to attacks with the dagger (bad), or to any Damage test at all (too good).

Thread Rank Three
Effect: +3 ranks to Matrix Strike.

Well now, this is three effects and a high Circle talent as well.

Thread Rank Four
Effect: +5 bonus to Damage tests against physically manifested spirits, including Horrors.

This increase is roughly a standard effect, though a rank early. Which is funny because you are now paying more for less.

Thread Rank Five
Effect: +3 ranks to Spirit Strike. The wielder can attack spirits in astral space that he can see using Astral Sight. When used in this manner, the wielder gains the bonus against physically manifest spirits.

There is a lot going on here and none of it is appropriate for a Rank Five effect. Another three effects with a different high Circle talent. Then an additional effect (or two?) on top of it. The indication seems to be this is all only for use with the dagger. Oh yeah, the Deed here? It's ridiculous, unless you summon a spirit just to job for you.

How does it all stack up? This is powerful in the strangest way possible. There are large bonuses to powerful talents, but the dagger is pretty useless as a weapon. If they can be used independently of the dagger (which the "wielder" text indicates against), then this is way too powerful. If you have to be using the dagger as your weapon, then it's worthless - a real weapon is a must when fighting the kind of critters this is effective against. 

The good news is any potential abuses from this item are incredibly easy to plan for. If the bonuses can be used independently from the dagger, there can be problems. Otherwise, not so much. 

Overall, this is a poor example. It does have an interesting theme (weapon for engaging with spirits), but the execution is poor. If you're going to go to all of this trouble, at least attach it to a weapon worth fighting with. The bonuses are also way too big and give access to powerful talents potentially very early in a character's career. The good news is a enterprising GM can salvage the ideas behind this and turn them into a perfectly functional item for their own game.


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

The Dagger of Dianuus (1E)
Spell Defense: 16
Legend Point Cost: Journeyman

So far everything is the same.. 

Thread Rank One
Effect: Damage Step 4.

It's pretty rare to see a 1E weapon do more damage at Rank One than a 3E weapon.

Thread Rank Two
Effect: +3 bonus to Damage tests against physically manifested spirits, including Horrors.

Worded differently, but the same effect. It's worth noting this makes it explicit the damage is for the dagger only.

Thread Rank Three
Effect: Matrix Strike using Dexterity Step and doing weapon damage.

This is considerably less powerful than the 3E version.

Thread Rank Four
Effect: +5 bonus to Damage tests against physically manifested spirits, including Horrors.

Again, worded differently, but the same.

Thread Rank Five
Effect: Can use Spirit Strike with the dagger. The wielder can attack spirits in astral space that he can see using Astral Sight. When used in this manner, the wielder gains the bonus against physically manifest spirits.

The same except for the less powerful Spirit Strike ability. 

They're similar, however the 3E version is quite a bit more powerful. More useful and potentially open to debate about how it functions as well. All of this being said, it's not very useful as an actual weapon. There are much better items to invest Legend Points and a thread.

02 May 2014

Earthdawn: Anatomy of a Thread Item 55 - The Amulet of Dianuus

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

Found in the Gamemaster's Companion (pg. 41), The Amulet of Dianuus is a Thread Item first introduced in Arcane Mysteries of Barsaive (pg. 88). This is the first of three items in a set known as The Talismans of Dianuus. They are accompanied by a lengthy and tragically uninteresting story which adds nothing in particular to the item. This is brought up only because, unless there is something particularly interesting, neat, or fun, less is often more for this part. If nothing else, it makes it makes it that much easier/forces the GM to develop their own story tailored to their game. A lot can be implied by the right leading statements. Nonetheless, the do create a set of items, which can often be neat.

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.

The Amulet of Dianuus
Spell Defense: 14
Legend Point Cost: Journeyman

The Spell Defense is appropriate for the tier, but the thread ranks is just a bit beyond where it should be at seven. 

Thread Rank One
Effect: +1 Spell Defense.

A standard effect, so far so good.

Thread Rank Two
Effect: +2 Mystic Armor.

And there it goes. Two effects, Rank Two, on a Journeyman item. Sometimes I wonder why there is even a set of guidelines.

Thread Rank Three
Effect: Spell Matrix equal to Thread Rank.

This is a fairly standard effect, even though it is rather powerful (being significantly better than a Spell Matrix Object).

Thread Rank Four
Effect: +2 Spell Defense and +4 Mystic Armor.

Three effects here. Multiple effects per rank is supposed to be limited to Rank Seven+, and the realm of Warden and Master tier items. No particular reason to mention this.

Thread Rank Five
Effect: +2 ranks to Elemental Tongues.

This is a little strange. It's two effects, but it's not a particularly good one. Something a non-Elementalist may be interested in, but Elemental Tongues isn't typically a talent in 3E anyone is excited about increasing. 

Thread Rank Six
Effect: +6 to Mystic Armor and +3 to Elemental Tongues.

That's another three effects. The bonus to Mystic Armor is officially approaching insane. Keep in mind crystal plate has Mystic Armor 7, the highest in the game.

Thread Rank Seven
Effect: Once per year, summon a Strength 3 elemental spirit from each of the five elements to perform a single service. If it is destroyed, the wearer permanently loses this ability.

There's more text here, but I didn't want to type it all out. This is reasonably powerful for a non-Elementalist, though not-so-much for an actual Elementalist. For the capstone, this is interesting, but hardly in comparison to what can actually be done with the Summon talent and the previous ranks. It is certainly very good, but the restriction is very rough. Also, the wording is strange. I cannot tell of the intention is for the wearer to be able to summon each elemental once per year, or there is one summoning and it can have a spirit from each element. English is tricky like that, but clarity is important.

How does it all stack up? This is powerful. The bonuses to Mystic Armor alone would be appropriate for six of the seven ranks. Then there is stuff to go along with it. The characters which will get the most from this are probably Illusionists and Wizards. The Spell Matrix creates a dead rank for any non-Spellcaster and Nethermancers already have their own summoning tricks. The other two magicians stand to gain the most from access to spirits, since they don't have that natively.

The magnitude of improvement to Mystic Armor could cause some problems. If nothing else, other players may be jealous of how many bonuses this provides (averaged to around 2 a rank) for the cost, which is very low. This has potential for abuse written all over it and should be carefully considered before it is included in any game. 

Amulets have traditionally had a protective theme and this supports it through the magically defensive bonuses. The increases to Elemental Tongues are the odd inclusion and seem to come out of nowhere, along with the spirit summoning. These aren't abilities an Elementalist would be likely to create a thread item to support. Not in the slightest. These are considerations I like to see when crafting an item - what would the creator actually invest all of the effort for? Elemental Tongues isn't likely to make the list, nor a summoning ability (weaker than their talent) which can be permanently removed so easily. If it isn't freakishly dangerous, why not just break out the Summon talent and do it the old fashioned way?

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

The Amulet of Dianuus (1E)
Spell Defense: 14
Legend Point Cost: (Journeyman)

Everything is consistent between editions here. 

Thread Rank One
Effect: +1 Spell Defense.

All the same.

Thread Rank Two
Effect: +2 Mystic Armor.

And again.

Thread Rank Three
Effect: Elementalist Spell Matrix equal to Thread Rank.

This is marks a change for the better in 3E - not limiting which discipline can use the spell matrix. There is also some nonsense in here about casting just using Perception and the Forced Spellcasting knack. Honestly, if an Elementalist can do all of this and they have to be woven to the item, why are they bothering to hand it off to a non-spellcaster? So they can spend an action fumbling around? There are almost certainly some edge cases where this proved to be useful that one time. However, I've never actually heard of this functionally playing out in that way.

Thread Rank Four
Effect: +2 Spell Defense and +4 Mystic Armor.

Same bonus here.

Thread Rank Five
Effect: +2 ranks to Elemental Tongues.

And again. 

Thread Rank Six
Effect: +6 to Mystic Armor and +3 to Elemental Tongues.

No change.

Thread Rank Seven
Effect: Once per year, summon a Strength 3 elemental spirit from each of the five elements to perform a single service. If it is destroyed, the wearer permanently loses this ability.

This is pretty much the same, but it costs 1 Permanent Damage. Since this is locked to an Elementalist, I don't know if it is actually worth it.

They are very similar, but the 3E version is better for two reasons. The first is no Permanent Damage on the Rank Seven effect. It had best be really good to have those costs. The second is fixing the spell matrix into something not silly. Keep it simple and don't go through incredibly complex mechanical gymnastics when they aren't necessary. It does make me wonder if this was born in a home game and introduced virtually unchanged into the wild. It would make a lot of sense, actually.