Showing posts with label Swordmaster. Show all posts
Showing posts with label Swordmaster. Show all posts

13 January 2017

Earthdawn 4E: Companion Discipline Preview 07 - Swordmaster

This is the seventh 4E Companion Discipline Preview, 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.

And the pendulum swings back, bringing with it Swordmaster! This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

Swordmasters are a hybrid Discipline, having one foot in the social arena and the other in a fight. Though a stylish fight to be certain. I think those are called "conflicts" or "duels". Each combat Discipline has a particular style that emphasizes how they go about their particular brand of violence. As they advance in Circle, the Swordmaster begins to evolve. The first half of their Circles were devoted to precision and timing, controlling the tempo of a conflict. Now they leverage that expertise in dangerous new directions.

But first, a look at their Discipline abilities. Warden features Blood Bound Blade, which is very similar to the previous Master ability, Keen Blade. Which was a perfectly fine ability, though a bit expensive and underpowered for when it showed up. With a few changes, it works great as a Warden ability. This provides a continual damage boost, much like Spot Armor Flaw, which helps support their multiple attacks while keeping Strain costs low. Which is important considering Swordmasters tend to have lower Toughness than their other close combat specialist counterparts. One particular change is it can be used on two weapons, which is only appropriate for a Discipline that prominently features Second Weapon as a key talent.

With the Master ability moved up, the Warden ability is clearly gone. Which is okay, because there's a spell with a very similar function and it was a neat ability, but too specialized. Nonetheless, this opened up for a new Master ability: Audacious Bravado. Which is just fun for everyone. It encourages players to get into trouble, following the Swordmaster's lead, and gives everyone a bonus along the way. There's a time and a place for the black op, but sometimes the best plan is when the Swordmaster sees underthings drying on a line and asks someone to hold their drink, "I've got a plan..." Of course it's a stupid plan! But it's going to be a lot of fun as it goes wrong.

Going back to their new talent spread, it's different. Plenty of talents aren't around anymore: Infuse Blade, Mind Armor, Mind Blade, Missile Twister, Pin, Shield Beater, Shield Charge, Vital Strike, and Whirlwind. Most of those simply aren't talents anymore for differing reasons. Gone, but not forgotten. Some are available earlier: Impressive Strike (now Impressive Display) and Spot Armor Flaw. Others were moved from Discipline talents to talent options: Champion Challenge and Ethereal Weapon. The last two deserve a little discussion. Champion Challenge is fitting for the Discipline, but it's not a talent that will necessarily come up in every game and there are other talents just as fitting for Swordmaster. Ethereal Blade works with their theme to master the blade, but it doesn't support their particular style as some other talents.

Talents like Critical Hit and Momentum Attack that benefit strongly from being able to deliver an attack with plenty of extra successes. Or Defensive Posture which serves to boost Riposte. Vicious Wound emphasizes their precise attacks and how they can control a conflict, along with Cutting Words - a social attack with a knockdown rider. And Fluid Movement, enhancing their already excellent access to mobility and letting them really explore the area. With stylish violence.

Swordmasters still looking to improve their social abilities have talent options working for them, such as Bardic Voice, Empathic Sense, Undermine, and Witty Repartee. Of those, Undermine is incredibly effective in their hands. There are, of course, options for the more conflict oriented, providing different offensive and defensive options. Chilling Strike gives an edge to adepts built around high initiative, while Aura Armor, Life Check, Lion Spirit,+ Relentless Recovery, Resist Pain, Soul Aegis, Unflinching Fortitude, and Vital Ward provide different defensive options. Finally, Ethereal Weapon, Matrix Sight, and Spirit Strike are for those who want more offensive options, particularly against opposing spellcasters.

These adepts have a variety of tricks up their sleeves and are at their best when creating openings and pressing the advantage. They can be comparatively complex, but with the ability to contribute significantly to both conflicts and social activities, stylishly, they are all about getting the maximum time in the spotlight.

11 November 2014

Earthdawn 4E: Anatomy of a Discipline 12 - Swordmaster

This is the twelfth 4E Anatomy of a Discipline, 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.

Looking at where the Swordmaster was in the previous edition and where it is now in Earthdawn Fourth Edition (ED4), it hasn't changed much. This is likely due to the discipline always having a clear direction on what it is supposed to be. ED4 development took this and refined it, looking at how the mechanics supported their various themes.


Their two strengths have been combat and social abilities. While not a Troubadour, a Swordmaster with the right talent selections makes a great face for any group; they get access to the social talents you are going to want. Even by focusing almost entirely on social talents, they are still a force to be reckoned with on the battlefield.

Most of their changes during development were to their combat talent options. Previously, their only way to improve damage was through Surprise Strike and Conceal Object. This didn't have a "Swordmaster" feel - this is the discipline which can face a talent crisis for sneaking around. Simply removing them doesn't solve the larger issue of damage (which is their biggest combat weakness). Spot Armor Flaw fits the bill perfectly: it improves damage, though a lower amount for a longer time, relies on something other than brute strength, and goes with their combat theme of precision. The fact it has a duration makes it excellent for extended duels - this reduces the overall Strain burden.

These adepts have always been seen as a light fighter, but never actually behaved that way. There was little specific benefit from getting a high initiative. To support the idea of a light, fast combatant, Cobra Strike was added to their talent options. This talent also goes with their building precision theme.

Anyone looking to play a character effective at both combat and social encounters should look no further than the Swordmaster. There is a reason I have never run a game without at least one in the group: they are simply fun and get to be involved in a lot. Their general philosophy also lends itself to getting into trouble, rather than executing a perfectly detailed plan. Expect your group's Scout to glare at you quite a bit.

Novice

First Circle
  • Avoid Blow
  • Maneuver
  • Melee Weapons
  • Taunt
  • Weapon Weaving
Abilities
  • Durability 7
Second Circle
  • First Impression
Third Circle
  • Riposte
Abilities
  • Karma: Interaction tests
Fourth Circle
  • Heartening Laugh
Journeyman

Fifth Circle
  • Second Weapon
Abilities
  • Size Up: 2 Strain, make a Weapon Weaving test against a Namegiver's Mystic Defense. If successful, ask one question about one of the target's traits (like Creature Analysis).
  • Karma: Melee weapon damage tests.
Sixth Circle
  • Disarm
Seventh Circle
  • Resist Taunt
Eighth Circle
  • Second Attack
Despite being a social and combat discipline, Swordmasters skew heavily towards combat. With Durability 7, it makes sense - they are expected to hold their own at all times. They have the basic abilities to contribute in social situations, First Impression and karma on Interaction tests, with the ability to easily take the mantle of a primary social character, or provide as backup based on the needs of the group.

As a melee combatant, Swordmasters are duelists - they are at their best when facing a single opponent, preferably wielding a weapon (though probably not for long). They are not powerful, being the only combat discipline (one with Durability 7) without a discipline damage boosting talent. What they do have is a lot of different tricks which can change the tempo of a conflict. Riposte and Disarm are two excellent talents for this, the former allowing for an off-turn attack, while the latter can do anything from delaying an opponent to effectively removing them from the fight.

Mechanically, they have good defenses and excellent accuracy. Avoid Blow and Riposte provide two active defenses, with Maneuver and Acrobatic Defense or Anticipate Blow (both talent options) improving Physical Defense. Maneuver also serves to improve a Attack test, and when combined with the right talent options (Anticipate Blow and Cobra Strike) they can push the bonus to a single attack above an Archer.

Most combat disciplines tend towards a low Social Defense, which makes Taunt an effective tact in general against them. There are a number of debuffs which prey on this very fact, though the Swordmaster is somewhat unique in their ability to ignore them and protect their allies. Their naturally high Social Defense and discipline improvements are the first line of defense, followed by Resist Taunt, then Heartening Laugh for a group buff. 

Their fighting style tends to favor patience, for the most part. Their stacking bonuses can be frightening when the opportunity presents itself and both Taunt and Spot Armor Flaw have a multi-round duration. This is particularly true against opponents who favor sheer aggression, such as a Sky Raider. Since they are unlikely to ever land a decisive blow, it is important to control the tempo of a flight and rely on their multiple attacks. Against a larger number of opponents, they can start to flounder somewhat. To mitigate this, it is best to isolate a single, strong opponent if at all possible. Even if you cannot take them on your own, the Swordmaster has the defensive abilities to occupy the target while their allies eliminate the other threats, thus allowing the group to focus on the major remaining threat.

Flourish was the previous Journeyman ability and it was on the chopping block for a variety of reasons. The replacement ability, Size Up, builds on the idea Swordmasters are the premier duelists of Barsaive. It functions similarly to Creature Analysis, however it is weaker in pretty much every way except a very important one: there is no other ability which allows for such a usage on other Namegivers (which includes dragons).
  • Acrobatic Defense - One of the two defense boosters you will probably want. This one works best if you are going to be the primary combatant for the group and taking on multiple opponents, or don't intend to take both Tiger Spring and Cobra Strike
  • Anticipate Blow - The other of the two defense boosters, which also improves offense. Part of the requirements for this are a good initiative, so this will appeal more to dedicated combat characters.
  • Danger Sense - It is undeniably helpful to mitigate surprise rounds as much as possible. If you are playing the role of a bodyguard, this may be key. Particularly since you don't get Awareness.
  • Distract - With the impressive array of active defenses and Physical Defense boosts, this can be incredibly effective.
  • Impressive Display - A perfect fit for nearly any Swordmaster. This lets you leverage your Melee Weapons prowess into a social bonus. The investment requirement is also minimal.
  • Speak Language - If you are the primary social character in the group or have an extra talent option, this is worth considering. If you are fulfilling any major combat duties regularly, there will probably be better options.
  • Tiger Spring - Vital for any combat specialists, or Swordmasters investing in Anticipate Blow. This is effectively a requirement to get the most out of Cobra Strike.
  • Unarmed Combat - T'skrang will want this for their tail combat, other Swordmasters are likely to find something else.
  • Winning Smile - Excellent support for the swashbuckler archetype and a good social boosting talent. It provides a rare bonus to Interaction tests and is worth noting it no longer has gender requirements associated with its usage. They were simply awkward even with the very best wording and didn't make them game appreciably better. There are still racial modifiers, however.
  • Wound Balance - Combat specialists will almost certainly want this talent. Other adepts may give this a pass. Since it has low investment requirements, it can still be a winner for anyone who has an open talent option.
Outside of actually playing and figuring out which talents will best fit your character, play style, and the campaign you are a part, there are a few different generic "builds" which can help show off themes and different decisions.

Swordmasters have had what are probably the two most popular specialists since First Edition: bladesman and gallant. The bladesman is a combat specialist, while the gallant is a social character. Along with the ubiquitous "jack-of-all-trades", a character who wants only to get the most utility from every talent selection, these are the three character builds I will be putting together.


As combat specialists, Bladesman will want one of Acrobatic Strike or Anticipate Blow, and Distract, Tiger Spring, and Wound Balance. The selection between Acrobatic Strike and Anticipate Blow depends on the role you will be fulfilling in your group. If there is already a Warrior who is more than willing to wade into the violence, Anticipate Blow is going to help with single targets. If you are going to be regularly occupying multiple targets, Acrobatic Strike will have less of a Strain cost. The suggested order is mostly the same as they read, but with Distract moved to Fourth Circle.

Gallants, on the other hand, will want Impressive Display and Winning Smile. After this, it gets somewhat tricky. One of Acrobatic Defense/Anticipate Blow is likely in order, though which depends on whether or not you want Distract or Tiger Spring. You are still going to be competent in combat, but are not going to be quite as tough as bladesmen.

A jack-of-all-trades will want Anticipate Blow, Impressive Display, Tiger Spring, and either Distract or Winning Smile, depending if they want to lean more towards combat or social. This is going to take advantage of many of the Swordmaster's strengths and allow them to contribute meaningfully in two different areas.
  • Cobra Strike - Did you take Tiger Spring at the previous tier? If so, you will almost certainly want this talent to go with it. This will make you even faster and provide bonuses to your next Attack test.
  • Engaging Banter - This will primarily be of interest to social characters, and particularly those who get up to shenanigans with their group.
  • Etiquette - If you are the face of your group, you will want this talent.
  • Gliding Stride - This talent can bring some wuxia to your character and open up a world of mobility both in and out of combat. It is also simply fun.
  • Graceful Exit - Normally retreating isn't something PCs are prone to do. This talent makes it a more viable tactic by providing protection during your strategic withdrawal and allows you to bring all of your companions with you.
  • Lasting Impression - Another key talent for social characters. This one benefits from recurring characters and operating from a few locations, rather than being strictly nomads like the A-Team. Only you actually kill things instead of just hosing down all of the non-fleshy things in the area.
  • Lion Heart - This is not only your go to talent for resisting various control effects, it is the only talent Swordmasters get access to for resisting control effects. Combat specialists are likely to appreciate this the most, but the low investment requirements mean virtually everyone should at least consider this talent.
  • Spot Armor Flaw - The only damage boosting talent Swordmasters gain access, which makes it get a second look on that basis alone. It isn't likely to provide a big boost, but it will last for multiple rounds and improve all of your attacks, which can be a thing if you are making three a round.
  • Sprint - For those looking to improve their mobility and it combines with Gliding Stride for extra airborne combat.
  • Swift Kick - If you have Tiger Spring and Cobra Strike, this may be worth considering. If you don't, the requirements mean it likely isn't going to be worth taking. If you are evaluating this talent, there are two important things to remember. The first is this is best used when attacking to knockdown your opponent - the damage isn't likely to do much against anyone wearing armor, but a downed opponent is always good. Second, don't use this as your first attack. Otherwise, all of the bonuses you have stacked from Anticipate Blow, Cobra Strike, and Maneuver will be wasted. This is best when used to give your follow up attacks a bonus since they won't benefit from the other bonuses.
Going back to the three builds, bladesmen will want Cobra Strike, Lion Heart, Spot Armor Flaw, and Swift Kick. Cobra Strike and Spot Armor Flaw are key offensive abilities and Lion Heart provides some important defense against control effects. This especially important if you plan on tying up an opponent for a while, as the control abilities start to kick in after a couple of rounds. Swift Kick provides more control and adds to your additional attacks, but isn't going to work well against opponents with Wound Balance. It can be switched out for either Gliding Stride or Sprint for improved mobility.

A gallant will want Etiquette, Lasting Impression, and Spot Armor Flaw. The first two are key social talents for a character dedicated to the role and Spot Armor Flaw gives a good offensive punch. The fourth talent can be nearly anything, though if you took Tiger Spring previously, Cobra Strike is the logical choice. If not, depending on the character and the game, Engaging Banter, Gliding Stride, Graceful Exit, and Lion Heart are all worth considering for various reasons. Sprint and Swift Kick aren't likely to be as helpful as the other talent options.

The jack-of-all-trades should look at Cobra Strike, Gliding Stride, Spot Armor Flaw, and either Sprint or Lion Heart. Lion Heart is the more defensive choice, some would call it practical, but Gliding Stride and Sprint are just awesome. It provides mobility which few other disciplines can match and allows access to virtually the entire conflict. Particularly hard to read opponents who like to fly above the battlefield.

For a discussion over the general themes of the Swordmaster how they can function in game, see the Third Edition Anatomy of Swordmaster. Example characters: t'skrang and windling.

28 May 2014

Earthdawn 4E: Example Character 02 - Windling Swordmaster

This is the second Example Character in an ongoing series about Earthdawn. Introduction and Index.

The windling Swordmaster is a popular combination. What isn't to like about playing a feisty swashbuckler with gossamer wings? There may be things not to like about dealing with one, however. There can commonly be a problem with this character struggling to be contribute in combat. Below is what an example of an Eighth Circle windling Swordmaster, along with equipment and play suggestions.

Each Circle saw this character improve one attribute and take a new talent option. There are no Thread Items on this character, however unlikely it may be. 

Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.

Discipline: Swordmaster
Race: Windling

Attributes:
DEX: 19 (8) [+2]   STR: 7 (4) [+0]   TOU: 13 (6) [+2]
PER: 15 (6) [+1]   WIL: 10 (5) [+0]   CHA: 19 (8) [+2]

Characteristics:
Initiative: 4 (Recommended: Crystal Plate [-5])
Physical Defense: 14
Mystic Defense: 9
Social Defense: 14

Physical Armor: 14 (Recommended: Crystal Plate, Forged +7 [14])
Mystic Armor: 10 (Recommended: Crystal Plate, Forged +1 [8])

Damage: 15 (Recommended: 2x Windling Sword, Forged +8 [11])

Unconsciousness: 82
Death: 96
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 12
Karma: 48
Karma: Interaction tests and melee Damage tests.

Talents: 
Avoid Blow: 9 (17)
Maneuver: 9 (17)
Melee Weapons: 9 (17)
Weapon Weaving: 8 (14)
Taunt: 9 (17)
Winning Smile: 8 (16)
Astral Sight: 5 (11) [No Karma]
First Impression: 9 (17)
Impressive Display: 6
Riposte: 9 (17)
Distract: 8 (16)
Heartening Laugh: 8 (16)
Wound Balance: 8 (12)
Second Weapon: 8 (16)
Spot Armor Flaw: 8 (14)
Disarm: 8 (16)
Etiquette: 8 (16)
Resist Taunt: 8 (13)
Lion Heart: 8 (13)
Second Attack: 8 (16)
Lasting Impression: 8 (16)

This is a truly hybrid social/combat character, taking advantage of the windling's natural Charisma increase and acknowledging they will likely struggle in pure combat compared to other characters. The social talents given them a clear advantage in such arenas over most other adepts, with selections for a variety of needs.


In combat they take what may seem non-standard approach. Eschewing the speed of the t'skrang Swordmaster, the windling has focused more on defense and support. Heavy armor allows them to shore up their impressive Physical Defense, particularly with judicious use of Karma on active defenses. This allows them to make great use of the Distract talent, "encouraging" the target to focus on the Swordmaster, while allowing the heavy hitters to abuse them.

The battlefield mobility and number of attacks does allow them to engage and harass enemy support characters, such as Archers and spellcasters. Since they tend to have unimpressive armor, the lower damage and high number of attacks will allow them to be a successful skirmisher. Regardless of the target, Spot Armor Flaw will be key to improving the damage of all the adept's attacks for the duration. If pursing the tactic of harassing mystic attackers, improving Perception (Mystic Defense) is going to be a must, with the added benefit of improving Spot Armor Flaw as well.

27 May 2014

Earthdawn 4E: Example Character 01 - T'skrang Swordmaster

This is the first Example Character in an ongoing series about Earthdawn. Introduction and Index.

The t'skrang Swordmaster is probably the single most iconic archetype in the history of Earthdawn. It's no surprise, really: they are an evocative meeting of system and setting. This combination was meant for each other and it happens to be a mechanically good fit as well. Below is what an example of an Eighth Circle t'skrang Swordmaster, along with equipment and play suggestions.

Each Circle saw this character improve one attribute and take a new talent option. There are no Thread Items on this character, however unlikely it may be. 

Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.

Discipline: Swordmaster
Race: T'skrang

Attributes:
DEX: 19 (8) [+2]   STR: 13 (6) [+0]  TOU: 16 (7) [+2]
PER: 14 (6) [+1]   WIL: 10 (5) [+0]   CHA: 18 (7) [+2]

Characteristics:
Initiative: 7 (Recommended: Crystal Ringlet [-2]); 13 (with Cobra Strike); +8 (with Tiger Spring)
Physical Defense: 12
Mystic Defense: 8
Social Defense: 13

Physical Armor: 10 (Recommended: Crystal Ringlet, Forged +6 [10])
Mystic Armor: 8 (Recommended: Crystal Ringlet, Forged +2 [6])

Damage: 19 (Recommended: 2x Broadsword, Forged +8 [13]), 18 (Recommended: Short Sword, Forged +8 [14, Tail])

Unconsciousness: 88
Death: 103
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 6
Karma: 32
Karma: Interaction tests and melee Damage tests.

Talents: 
Avoid Blow: 9 (17)
Maneuver: 9 (17)
Melee Weapons: 9 (17)
Weapon Weaving: 8 (14)
Taunt: 9 (16)
Unarmed Combat: 8 (16) [Tail Combat]
First Impression: 8 (15)
Anticipate Blow: 8 (14)
Riposte: 9 (17)
Tiger Spring: 8
Heartening Laugh: 8 (15)
Impressive Display: 6
Second Weapon: 9 (17)
Cobra Strike: 8 (15)
Disarm: 8 (16)
Spot Armor Flaw: 8 (14)
Resist Taunt: 8 (13)
Lion Heart: 8 (13)
Second Attack: 8 (16)
Lasting Impression: 6 (13)

This character is designed primarily for combat, but with the ability to be the social character for a group as needed. This character is going to be accurate above all else, gaining bonuses from Anticipate Blow, Cobra Strike, and Maneuver. Between Second Attack, Second Weapon, and Tail Combat, this character has access to a lot of attacks, which is going to be important because you can expect damage to be somewhat problematic. Against opponents with low Physical Armor, this isn't a concern, but against opponents kitted out, this poses a challenge. Spot Armor Flaw and the bonuses to attack can help mitigate this with improved damage through finesse. Initiative is an important factor, as two of those talents require a high Initiative, but some speed was sacrificed in the name of greater protection (crystal ringlet).

This reveals the major weakness of this character: Defense. The sacrifice for crystal ringlet was made in the name of magical defense, which is non-existent. Hide armor or padded leather could be traded out for characters looking to nurse every bonus to Initiative they can (5/1/-1 and 4/0/0 respectively), but this can be dangerous ground. This particular character is also weak to knockdown effects as they lack Wound Balance. This can be selected from the Novice talent options, and would likely feature on non-t'skrang adepts, but the value of an additional attack (even at -2) is significant.

13 November 2012

Earthdawn: Part 17 - Versatility

This is the seventeenth part in an ongoing series about Earthdawn. Introduction and Index.

Versatility is the racial ability for humans in Earthdawn and it is the most powerful and most complicated racial ability available. In most settings humans represent a relatively simple, baseline character to become familiar with the setting and system. This is not the case in Earthdawn and effective leverage of their Versatility Talent requires a significant degree of system mastery and an unusual level of character planning will also be useful in getting the most out of this unique Talent. The only drawback of Versatility is that heavy dabbling will stunt character advancement.

For those that are not entirely familiar with the system, Versatility allows you to purchase Talents which you may not normally have access to. There are three primary limitations to this: 1) You may have a number of Talents through Versatility up to your Rank in Versatility; 2) You may not acquire a Talent through Versatility which is a Discipline Talent for one of your Disciplines. Though if you acquire an additional Discipline with a Talent that you purchased through Versatility as a Discipline Talent, it will become a Discipline Talent when you achieve the appropriate Circle and free up a Versatility "slot" after the Discipline Talent is raised to the same rating as the Talent gained through Versatility; and 3) All of these Talents must be taught by an adept that knows them (not necessarily as a Discipline Talent) and you must have at least the Circle when your teacher learned it. For example, if the Warrior teaching you Swift Kick learned it at 6th Circle, then you must be at least 6th Circle to learn it and will raise it as a Journeyman Talent, despite that a Warrior can learn it as early as 2nd Circle as a Novice Talent.


What this functionally means is that humans can bypass the traditional structure where every other Namegiver learns Talents: Disciplines. They can cherry pick Talents to suit their character and acquire what may be key Talents without learning additional Disciplines. The human restricted Journeyman Discipline is an apotheosis of this idea: all they have is two Versatility Talents. This Talent is best used in a two different ways: to provide a greater range of abilities (width) or increase effectiveness in a particular field (depth).

By far the most common and intuitive use for Versatility is for additional functionality in a Discipline. This can include a Nethermancer that wants to dabble in being a merchant and the social game, or a Swordmaster that sees themselves as a hard-boiled fantasy detective. This goal is also relatively easy to attain; it involves determining what areas you would like to expand into and what Talents would be most effective for that. It is always worth weighing if it is worth investing the resources for width if it can be accomplished with a skill to the same degree. If you are looking for no more than 4 ranks, then a skill (if available) is going to be a better choice in the long run. The advantages of Talents are long-term and will likely not be fully realized for minor purchase. No matter what your end goal with Versatility is, having a plan is important.

For the aforementioned Nethermancer, that would include Evaluate and Haggle to be a merchant, but the social Talents will require more time. First Impression is always a good place to start, but from there things can get tricky as there are a number of options (Etiquette, Flirting, Impress, Lasting Impression, Seduction, Winning Smile, etc) and may or may not be appropriate for what the goal for that character is; perhaps a skill may be better for some of these Talents. The Swordmaster is in a similar situation as there are a great number of Talents to gather information in different ways, from Astral Sight, to Direction Arrow, to Evidence Analysis and on to Search. As you can see, having a plan is important.


Here is an example: Erich, a human Warrior, has decided that while being a Warrior is sweet, he wants more to do than just murder. He would like to be more involved in social situations and able to gather useful tactical information for the group. For social Talents, he feels that Etiquette and First Impression will maintain his Warrior persona well, conveying a sense of decorum and strength, while allowing him to contribute. His other goal is a little trickier, but in the end he decides that Call of Harrow (for Horrors and Horror Constructs) and Creature Analysis (for most everything else) will be useful. He considers Astral Sight, but is uncertain how often he would actually benefit from the information, but keeps it in mind. Empathic Sense and Thought Link really appeal to him and what he could do with them, but he has quite a bit for now and isn't certain how he will pay for what he wants already.

Improving the depth of an adept through Versatility is a trickier proposition and there are two ways of going about it: Find what will make you better at what you are already good at, or find the weaknesses in what you are good at and fill those out. A simple example of getting better at something you are already good at is for every spellcaster: learn the Thread Weaving Talents of the other spellcasters. With Nethermancy, Spirit Hold, Spirit Talk and Summon [Ally Spirits], a human Elementalist could easily fake it as a Nethermancer. Now, there are some caveats to this: despite being explicitly allowed, not all GMs might be a big fan of this plan, and with good reason - it represents an amazing expansion of what you can already do, both width and depth. Within setting, most spellcasters will be hesitant to give up their secrets so easily. To minimize your weaknesses, look at what your Discipline does well, then figure out what it does poorly in that realm. Sky Raiders, despite the use of Fireblood, don't actually have much in the way of defensive Talents. A human Sky Raider might think about Life Check and Temper Self, or even Air Dance for both initiative and potentially another attack (both things they aren't so great at).

Here is an example: Elena, a human Swordmaster, has decided that being a Swordmaster is sweet, but she wants to kick even more ass (also be less in danger of falling unconscious constantly). She has a few problems to tackle, but damage, initiative and toughness are the biggest ones. She decides that Cobra Strike will be her best bet on initiative - she is having a hell of a time against Parry and most of her Swordmaster opponents already have a good initiative, so getting an Excellent result will be difficult, but just beating them shouldn't be that hard. Damage is trickier, but Down Strike and Great Leap will be dependable solutions. She has also seen her sister use Swing Attack and wants in on that - it increases damage and is awesome. For taking additional damage, Wood Skin is attractive, but forethought isn't really her wheelhouse, so she goes with Fireblood.

Hopefully this discussion on Versatility will useful in showing how it can be used (perhaps abused) in any game and new ways to think about what can be accomplished with it. As usual, any questions or additional information is always welcome in the comments.

23 October 2012

Earthdawn: Anatomy of a Discipline 03 - The Swordmaster

This is the third Anatomy of a Discipline in an ongoing series about Earthdawn. Introduction and Index.

Overview

The Swordmaster is probably the single most popular Discipline in Earthdawn. I have never run in a campaign that did not include at least one (my current game has two). What isn't to like about them? They are flashy, useful in combat, flashy, useful in social situations, flashy, and a perfect fit for t'skrang (who are very flashy). The downside is that they are mechanically complex, requiring patience and timing to get the most out of, and are focused on tying up one foe rather than dealing with hordes of mooks. This strange dichotomy can be at odds with what many players are looking for in the Swordmaster.

Swordmasters are equal parts social and combat Discipline (barring Specialists) and are truly at home in both arenas. To be successful as a Swordmaster, you must engage in both. As a Discipline, they are rather obsessed with rankings, formal or informal, and competition in general. Tournaments are common affairs and no Swordmaster can resist the chance to show off their techniques and brag talk about their exploits. Many other Disciplines will look down on this, but it is through this process that they engage with their fellow adepts and their Discipline. Those that are successful will attract successful students and the notice of powerful mentors, while those that are unsuccessful will find their careers stagnant. In this way, the Swordmaster is always evolving to remain competitive.

While it is easy to find a Novice instructor that will train you, once you become a Journeyman, you will have to convince them it is worth their time. You will have to prove that you are worthy of their tutelage, which means that your philosophies should be similar to theirs, or at least intrigue them (so that they can show you the folly of your ways). For a Discipline that is somewhat individualistic, this means that you cannot stray too far out of the box. After all, someone had to Initiate you, which means their teachings and philosophy became and intrinsic part of who you are, as will the lessons of all the future instructors that train you. What this means is that a Swordmaster is still an archetype, in essence, and you cannot stray too far from that archetype before you are no longer portraying it.

When making a Swordmaster, your weapon is an important consideration. To a Swordmaster it is more than just a tool, it is an extension of their Discipline and who they are. It should reflect something about them. There is an optional rule regarding the "soul sword", the weapon which perfectly matches their inner self. As with all Disciplines, the particular philosophy the Swordmaster subscribes to will be important. It is a Discipline about adventure, excitement and romance - living life to the fullest and leaving something behind to let everyone that follows know you were there. Towards this end, the relationships that a Swordmaster establishes will be important to them. Who Initiated you and how is your perspective different than theirs? What was their personal style and how have you adapted it? What were their rivalries; which will you carry on and which will haunt you? What is your trademark that everyone will come to know you by? These are some things to consider when making a Swordmaster.

Discipline Violations

These are best employed not as a stick, but as a chance for the player to take a deeper look at what it means to follow their Discipline. Swordmasters are incapable of ever doing anything the easy way. The shortest point is also the least interesting point - there is nothing notable about the man that walked to Throal on the safe merchant road, but if they traversed troll-capped peaks and stole aboard a drakkar to get there, now we're talking. This means they should always choose flair over plain and complicated over simple. They exist to make everyone's lives more difficult and more exciting. Their plans should always be overly ambitious, fraught with opportunity to go horribly wrong, but just as likely to snatch victory from the jaws of defeat.

Like most of the combat Disciplines, the Swordmaster has something of a code of conduct that helps to prevent them from immediately descending to the lowest common denominator in a conflict. They are as incapable of missing an opportunity for a flourish or insult as they are of cold blooded murder. There is no art or beauty in a knife in the back, and everyone deserves a chance to fight back (it will never be fair, however, not against you). No conflict should ever be boring; that is the gravest insult - they are dying for your art, give them one last, masterful performance to send them off to Death's kingdom.

In many ways, their Discipline Violations are a different nature than most others. They tend to be less introspective than most, but that does not prevent from taking an opportunity to do so. Show the consequences of this carefree attitude and how it can affect others. Swordmasters are adrenaline addicts and they, quite literally, cannot help it - it is who they are. It is all fun and games until someone gets seriously hurt. Earthdawn is a setting of high fantasy and high action, but also of Horror and harsh realities. No other Discipline has the opportunities to have those realities crash down on them quite like the Swordmaster. Be warned, use this sparingly or it will deform the character.

Specialists

There are three Swordmaster specialists, Bladesman, Gallant and Slasher, and what should be considered a sub-specialist, the optional two-handed Swordmaster. The Bladesman focuses on combat, while the Gallant emphasizes the social aspects of the Discipline, while the Slasher becomes something more brutal.

For Bladesmen, the Acrobatic Strike Talent becomes a 1st Circle Discipline Talent, while Taunt becomes an Initiate Talent Option. Physical defense bonuses are gained at Circles where social defense bonuses would normally be gained, and vice versa. Between Acrobatic Strike and a good physical defense (which Acrobatic Strike will only improve), the obvious strength of the Bladesman is that they have significantly more defense in combat. The downside is that their single target potential is diminished (effective loss of Taunt), and they will not be quite the social character they were previously.Indeed, the entire demeanor of the Bladesman is more somber (though this may not be saying much) and dedicated to their weapon. The Troubadour is always a thematically popular Discipline combination for Swordmaster, but there is perhaps too much overlap between the Disciplines to make the cost worth it; the Bladesman, however, makes an excellent compliment to Troubadour and allows the Swordmaster to explore some interesting territory by combining the two ethos.

The Gallant exchanges First Impression and Maneuver, making the former a 1st Circle Discipline Talent and the latter an Initiate Talent Option. This happens for Winning Smile and Heartening Laugh, and Lasting Impression and Disarm as well: each Talent Option becoming the Discipline Talent at the associated Circle (2 and 6) and the Discipline Talent becoming a Talent Option for the appropriate tier (Novice and Journeyman). The Gallant Swordmaster goes the other direction from the Bladesman, becoming a hybrid combat and social adept. For most Groups this is a very useful character, bringing both strong combat and social options with reduced combat complexity. Their combat options are significantly reduced, as is their emphasis on a single opponent.

A Slasher replaces Maneuver with Close-In as a 1st Circle Discipline Talent, while Maneuver becomes a Novice Talent Option and Winning Smile is removed. The 7th Circle ability to spend Karma on all melee damage rolls is replaced with one to spend Karma on any melee or thrown damage roll with weapons smaller than the one-handed size limit. The Slasher is an interesting take on the Swordmaster; they use small weapons and delight in a brutal and personal fighting style. The change in Discipline Talents makes them more aggressive and less patient; they get a pay off for Close In immediately, though it is over all lesser. I was not a fan of Close In for Windmasters, but I think this is a good option for a Swordmaster, particularly a windling (though the loss of a social Talent is more keenly felt by them). Swordmasters only have access to one Talent that boosts damage, Surprise Strike, which is best used in conjunction with Conceal Object. Given Swordmaster's limited damage potential, especially windlings, there can be rewards for exploring this option.

Two-handed Swordmasters are an optional rule for any Swordmaster that uses larger weapons. The Talents Second Weapon and Lion Heart switch positions. This option is fairly uncommon and frowned upon by many Swordmasters as they feel it shows a weakness in technique to place so much emphasis on a large and flashy weapon.

Talents

Initiate
Talent Options: Acrobatic Strike, Avoid Blow, First Impression, Speak Language, Wound Balance

First Circle
Discipline Talents: Karma Ritual, Maneuver, Melee Weapons, Parry, Taunt

Novice
Talent Options: Anticipate Blow, Detect Weapon, Haggle, Sprint, Throwing Weapons, Unarmed Combat, Winning Smile

Second Circle
Discipline Talent: Durability (7/6), Heartening Laugh

Third Circle
Discipline Talent: Riposte

Fourth Circle
Discipline Talent: Thread Weaving [Weapon Weaving]

Journeyman
Talent Options: Conceal Object, Etiquette, Graceful Exit, Lasting Impression, Lion Heart, Surprise Strike, Swift Kick, Tiger Spring

Fifth Circle
Discipline Talent: Second Weapon

Sixth Circle
Discipline Talent: Disarm

Seventh Circle
Discipline Talent: Resist Taunt

Eighth Circle
Discipline Talent: Second Attack

On the whole, the Swordmaster is a patient and defensive combatant. They are focused on engaging a single, powerful opponent and setting themselves up for a powerful offensive. Maneuver forms the backbone of the patient offense, with Taunt as a debuff whose use cannot be understated. Second Weapon and Second Attack provide the additional offense, but cannot capitalize on the opening created by Manevuer (it only affects the first attack), while Parry and Riposte are the active defenses to ensure the opening happens. Riposte is at its most useful when used against a mook to effectively gain an additional attack. Never forget to spend Karma with your active defenses (Parry and Riposte); if you are being hit, the odds are good you will need to roll well to avoid the attack and managing damage will always be a thing for the under armored Swordmaster.

Between Disarm and their 5th Circle ability, Flourish, Swordmasters can deal with nearly any opponent in one-on-one melee combat and have the capability to control the tempo of the fight and make certain it occurs on their terms. The Swordmaster, despite what the Discipline seems, is a very deliberate fighter. They don't have the raw damage and toughness of the Sky Raider or Warrior. They have to rely on a big bag of complicated tricks. At most Circles you get one new trick and that is a good chance to figure out how it works in your overall strategy.

The Initiate Talent Options for Swordmasters have some very good selections:
  • Acrobatic Strike - This is a good selection for most Disciplines if they are willing to continually improve it and have a good initiative. I'm of the opinion that Anticipate Blow is a better option for Swordmasters.
  • Avoid Blow - Largely redundant with Parry.
  • First Impression - One of the biggest strengths of the Swordmaster is how it brings excellent access to social Talents.
  • Speak Language - Low investment requirements and can be crucial to the plot, particularly in the hands of a social character like the Swordmaster. That being said, there are so many good options, check to see how important this will be for you to have. The skill is more-or-less just as good.
  • Wound Balance - Swordmasters tend to have low strength, low toughness and low armor meaning that taking Wounds and getting knocked down from that should always be a concern. The required investment is minimal and there can be considerable payoff.
Luckily (?) the choices from Novice aren't nearly as difficult in Initiate, which means you can revisit the Initiate Talent Options that were not previously selected:
  • Anticipate Blow - This Talent will add to the Swordmaster's complexity (see Warrior for a thorough discussion), but also has synergy with their patient fighting style. It does require continual improvement and a good initiative.
  • Detect Weapon - With so many other options, unless this is for a concept, I would give it a pass and leave it to a more paranoid Discipline - there is bound to be one.
  • Haggle - Somewhat similar to Detect Weapon, only replace paranoid with greedy/bean counting.
  • Sprint - At the cost of a Karma, this can get expensive, though the investment requirements are low.
  • Throwing Weapons - Normally a pass, though the Slasher Specialist can get significant benefits from this Talent.
  • Unarmed Combat - Similar to Throwing Weapons, except for t'skrang who can use tail combat.
  • Winning Smile - Another good social Talent for use with those attracted to the Swordmaster.
Journeyman holds a number of good choices and by now there may be some hard choices on what gets left behind:
  • Conceal Object - Not easy to pull off, as most Swordmasters will be using weapons at the limit of their one-handed size limit at this point. It does combine with their only native way to improve damage, Surprise Strike.
  • Etiquette - Yet another good social Talent. If you are playing a highly social Swordmaster, you will want all of these social Talents.
  • Graceful Exit - I don't think I have ever seen anyone ever use this Talent. Perhaps if it let the entire Group escape, but only the character using it. That being said, it could be a life saver.
  • Lasting Impression - With access to both Etiquette and Lasting Impression, the question becomes "which to get first?" It isn't easy to answer and depends on how things have been going. Etiquette will help establish a relationship, particularly in new situations, while Lasting Impression will help retain a relationship. It depends on which if the two has been proving more difficult.
  • Lion Heart - Low investment and always useful, though it does not stack with Resist Taunt.
  • Surprise Strike - Truly useful for the Slasher Specialist in combination with Conceal Object. Otherwise very difficult to use consistently.
  • Swift Kick - This requires constant investment and a higher initiative with a low damage pay off. Against an opponent that has been out maneuvered, however, this can be very useful. T'skrang deserve a special mention here: their tail can be used instead for Swift Kick.
  • Tiger Spring - The only initiative booster that Swordmasters gain access. This is often considered a must, and will aid in the usage of Talent Options that require a higher initiative (Acrobatic Strike, Anticipate Blow and Swift Kick).
Races

Some races fit the iconic mold of the Swordmaster more easily than others, namely the elf, t'skrang and windling. Humans lend themselves to any Discipline handily and can easily mitigate and weaknesses and capitalize on any strengths through Versatility - Swordmaster with Air Dance, Great Leap and Down Strike? Run! Others may have a slightly more difficult time of it, though ork and troll Swordmasters are well served by the Bladesman Specialist, and the Obsidiman as curious success there as well. Their natural armor combined with fernweave grants excellent protection with no initiative penalties and their strength and toughness make up for other areas Swordmasters traditionally have deficiencies.

T'skrang and windlings deserve their own section, though for different reasons. A t'skrang has the ability to capitalize on a number of the Talents available to Swordmasters in ways that other races cannot through their tail - it can be used for Second Weapon and Swift Kick, which can open up some interesting offensive avenues. Windlings have issues because of their size. The limitations on the weapons and reduced damage means that they will always be fighting an uphill battle on actually hurting anyone. This means a windlings Swordmaster will have to squeeze ever bonus to hit they can get in hopes of achieving an armor-defeating hit (through Maneuver or Close In), or go the direction of emphasizing the social aspects of the Discipline through the Gallant Specialist and work more as a support character in combat.


Equipment
The importance of choosing the right weapon was already discussed above; a weapon right at the one-handed size limit is pretty typical. It is worth mentioning that despite the name, Swordmasters do not have to use swords, those just happen to be the most common selection. Worth special mention here are the t'skrang flowing blades. They are (perhaps tragically) better than any other size 3 weapon, particularly for Swordmasters. You grant a penalty (Harried) to your opponent if you successfully use Maneuver them while wielding a flowing blade.

Most Swordmasters choose light armor to minimize initiative penalties, often sporting a light shield during Novice until they gain the Second Weapon Talent. An interesting thing about Swordmasters is that there is no Discipline Talent which requires them to wear light armor and only three Talents Options which actively benefit from it. Thought uncommon, there is little reason for a Swordmaster to not wear crystal plate and be the shiniest thing ever.

All of this falls by the wayside to a strong concept, of course. In the grand scheme of things, the bonuses and strategies that this post discusses are relatively insignificant.