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.

07 November 2014

Earthdawn 4E: Anatomy of a Discipline 11 - Sky Raider

This is the eleventh 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.

The changes to Sky Raiders in Earthdawn Fourth Edition (ED4) are rather subtle, but have some greater implications to them. The most immediately notable is Air Sailing is no longer a discipline talent. More subtly, Shield Bash (once Shield Charge) is no longer a discipline talent, replaced by Fire Heal.


This is another problematic discipline. Unlike Cavalryman, it isn't the mechanics, but the accessibility. There can be Cavalrymen everywhere, but hauling their mount around is troublesome. Sky Raiders have a great mechanical theme, but their inclusion in the setting is very limited - they are pretty much synonymous with crystal raiders. Including a non-troll Sky Raider may require back story contortions, pleading, and some leniency from a GM. Which is a bad place to be for one of the core disciplines.

Changing Shield Bash to a talent option was an easy, if not necessary decision. As it was, Sky Raiders were forced into either using a shield, or being forced into investing in a talent which they would never use. This opens the discipline up for the entirely appropriate character who uses a two-handed weapon; embracing the adage the best defense is a good offense.

Including Fire Heal was part of the thematic focusing which happened for every discipline during development. Simply, it is a great fit for the discipline. There is mechanical synergy between it and Fireblood - one of the signature Sky Raider talents. Even more important, it supports the overall themes and feel of the Sky Raider. Fire is a strong elemental connection and part of the overall aggression. The concept of a group of Sky Raiders performing Fire Heal as part of a pre-raiding ritual to grant strength is a powerful image - forging bonds in addition to being quite practical.

Moving Air Sailing from the discipline talents to talent options does two useful things: it removes the obligation for players to take a talent they may never use and is the first step in divorcing the mechanics from the lore. They now become a useful discipline for anyone who wants to create a very aggressive adept; perfect for raiders anywhere.

There are still vestiges of the origins in their talent options, Air Sailing and Wind Catcher. Similar to Air Sailor, these can be adapted. Water-based raiders would use Pilot Boat/Sailing and Swimming, and for land-based raiders they would use Trick Riding and Tracking. Half-magic can be adapted to caravan and river trade routes. Even Sky Weaving can easily become Raid Weaving.

The goal here is not to inherently change the landscape of Barsaive, but instead to make a discipline with solid flavor and mechanics more accessible to any interested player. If you want an adept who is all about offense, intimidation, and mobility, there is almost certainly something here for you.

Novice

First Circle
  • Battle Shout
  • Climbing
  • Fireblood
  • Melee Weapons
  • Sky Weaving
Abilities
  • Durability 7
Second Circle
  • Great Leap
Third Circle
  • Wound Balance
Abilities
  • Karma: Recovery Tests
Fourth Circle
  • Fire Heal
Journeyman

Fifth Circle
  • Battle Bellow
Abilities
  • Overwhelming Force: The adept no longer takes Strain when using the Aggressive Attack combat option. If another effect grants the same bonus, the adept instead reduces the penalties by 1. 
  • Karma: Damage tests using melee or thrown weapon at or above the adept's one-handed size limit.
Sixth Circle
  • Steely Stare
Seventh Circle
  • Down Strike
Eighth Circle
  • Momentum Attack
Offense: it isn't just a Sky Raider's default move, it is nearly their only move. Which means an encounter with a one of these adepts is almost certainly going to be harrowing because they are going to come hard and fast. Their Journeyman ability means they can aggressively attack all of the time, relying on Battle Shout and Battle Bellow to both reduce their opponent's offense and defense. This allows them to mitigate the downside of aggressive attacks by reducing their opponent's ability to capitalize on it, while maximizing their own benefit by reducing their opponent's ability to defend. Not only are they powerful, but Fireblood along with Fire Heal give them staying power like few others.

There is no slowing down the freight train which is a Sky Raider, and there is also no escaping them. They are the shock troopers of Earthdawn and coupled with all of their offensive power is superior mobility. Climbing and Great Leap ensure there is little which can keep them away, and Sprint as a talent option gives them access to just about anywhere on the battlefield.

In combat, Sky Raiders want to stay on the offense as much as possible and keep the on the pressure. The diminishing returns on Battle Shout means you want to seal the deal as soon as possible and quickly move on to a new opponent. While there is very little a Sky Raider cannot overpower, you need to be careful about getting tied up against something you cannot overwhelm and outlast. Even apex predators know better than to mess with the proverbial badger.

By using your mobility to its fullest, you can easily retreat from an engagement which is not going in your favor, heal if needed, and find a new target. Opposing skirmishers and others who are prone to going after your supporting allies are prime candidates for a Sky Raider's particular brand of shock and awe.
  • Air Sailing - Adepts who want to be a crystal raider will want this talent. Everyone else will either pass or consider an alternative (see above).
  • Air Speaking - Useful for communicating during combat and while plummeting through the clouds to a target beneath you.
  • Avoid Blow - One of the few defensive talents available to Sky Raiders. The upside is penalties while using Aggressive Attack do not apply. However, the downside is the other Sky Raiders may make fun of you for dodging.
  • Danger Sense - If you are the primary combatant in your group, it can be important to always be on guards.
  • Navigation - Characters who are either wilderness types or involved in raiding may be interested in this talent. However, if someone in your group already has it, this doesn't tend to be a talent more than one person needs.
  • Shield Bash - If you are using a shield, this is worth taking. It is much easier for you and your friends to attack people who are on the ground.
  • Throwing Weapons - As long as the weapon is big, Sky Raiders can apply their karma ability for damage to Throwing Weapons. If you do pick up this talent, it needs to be regularly improved to remain competitive.
  • Unarmed Combat - Similar to Throwing Weapons with regard to improvement, though any t'skrang will almost certainly want this talent to make use of their tail combat.
  • Wilderness Survival - It is a generally useful talent to have and fits the "barbarian" theme which the Sky Raider can be used to model.
  • Wind Catcher - This is generally how crystal raiders launch their attacks - death from above. It is incredibly impressive and likely terrifying to be on the receiving end.
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.

Crystal raider is the classic version of this discipline and the archetype. Characters looking for this will want Air Sailing and Wind Catcher at a minimum. From here, there are a few directions to go. Avoid Blow is a must for anyone who wants to include some defense in their arsenal, and Shield Bash is a winner if you have a shield. If you want to play up the air sailing angle, Air Speaking and Navigation will be useful. The former setup will have a stronger combat angle, while the latter will be a good setup for a future leader.

If you want a classic "barbarian" with a big weapon, Avoid Blow, Danger Sense, Navigation, and Wilderness Survival. This will solidly put you at home in the wilderness and more defensive options. If you are using the alternate talent options, this would be a prime candidate to pick up Tracking (swapping for Wind Catcher) instead of Navigation.

The "jack-of-all-trades" who wants to have the most to do in the most situations will generally skew towards combat talents, while cherry-picking some of the better adventuring talents. Shoring up weaknesses is always important for this kind of character, which means Avoid Blow, Sense Danger, and Shield Bash (wanting the extra Physical Defense of a shield) are going to be important. Assuming no one else has it, Wilderness Survival or Tracking (if allowed). However, if you just want some crazy fun - Wind Catcher. It's not going to come up often, but you will feel awesome when it does.
  • Distract - Since you are already a big, threatening target who is drawing most of the attention, you may as well take advantage of this and give your friends some bonuses. Given the defensive limitations, this can be a dangerous talent to use, but quite powerful.
  • First Impression - The basic social talent. Anyone who wants to be involved in social interactions should consider this option.
  • Iron Constitution - Potentially a good to weak talent, depending on how often you see disease and poison in your game. The good news is it the talent is always active and even minimal investment can see benefit.
  • Leadership - Not generally a talent which PCs find useful. However, anyone looking to have their own ship or band will want this talent.
  • Lion Heart - Almost a requirement; it was very nearly a discipline talent, barely edged out by Steely Stare. This is a very useful talent, resisting fear and magic by sheer force of will, and very thematic to most Sky Raiders.
  • Second Weapon - Another attack is always good and even better when it also benefits from Aggressive Attack. If you want this talent, you should plan for it early and let your GM know. It obviously isn't going to work well if you have a two-handed weapon or have invested in Shield Bash.
  • Sprint - Another piece in the mobility puzzle. With this talent, Sky Raiders can project a lot of force nearly anywhere in a combat.
  • Swift Kick - A good talent, but potentially difficult for a Sky Raider to use. Since they don't have anything else which relies on initiative up to Journeyman, they tend to have heavier armor. Also, because they don't have much in the way of other defense. This leads to a lower initiative, making this talent have less availability for use. However, if you spend your time picking on other slow disciplines (Cavalrymen, spellcasters, Weaponsmiths, etc.) and have Tiger Spring, you can get some use here. If you do have this talent, use the Attack to Knockdown combat option.
  • Tactics - Another talent characters shooting for the leadership angle will want. This being said, nearly anyone can benefit from taking this talent as it affects other PCs as well. As long as the plan is being followed. So for a round or two.
  • Tiger Spring - In general, there isn't a lot of benefit from this talent. It's fun to go earlier, but it isn't free and you are probably wearing enough armor to be fighting for the end of the order. It may pay off later down the road, however, and is a requirement if you want Swift Kick.
Looking at the three archetypes we have, a crystal raider shock trooper will want Lion Heart, Sprint, Swift Kick, and Tiger Spring. Their goal is to hit fast and hit hard. Lion Heart helps against any shenanigans the opposition may try to pull, while the other three are important for dominating the tempo of the conflict. If you want Second Weapon, eschew Lion Heart for it. All offense, all of the time.

Characters looking to be a crystal raider leader will be more interested in First Impression, Leadership, Lion Heart, and Tactics. This is a big departure, but at this point they are moving into management and while they can still play on the front lines, they need to keep the bigger picture in mind.

Barbarians are similar to the crystal raider shock trooper, but possibly a little more group oriented. Distract, Sprint, Swift Kick, and Tiger Spring are going to be winners. Using an enormous weapon will help with initiative since a shield isn't bringing it down, though this will involve a lower initiative overall. This character is going to play right into the classic trope of the barbarian fearing and hating magic. In no small part because they have no defenses against it, which is just more incentive to use their mobility and power to quickly crush opposing spellcasters.

The jack-of-all-trades has some difficult choices. However, given the basic goals of engaging in the as much of the game as possible, minimizing weaknesses, and enhancing the basic strengths of the discipline, there are some winners. Distract is going to benefit the entire group and the enhanced defense of this character will allow them to deal with the attention better. First Impression will open up social interactions as a possibility. Lion Heart will provide some defense against ongoing control effects. Finally, Sprint will enhance their battlefield mobility even more.

For a discussion over the general themes of the Swordmaster how they can function in game, see the Third Edition Anatomy of Sky Raider. Example characters: elf and troll.

04 November 2014

Earthdawn 4E: Anatomy of a Discipline 10 - Scout

This is the tenth 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.

When redeveloping the Scout for Earthdawn Fourth Edition (ED4), the primary theme was gathering intelligence in nearly any setting. As long as the setting isn't a library. Unless it has some sort of horrendous Golden Child-esque obstacle course required to gain access to the correct book.


Information is likely always going to be one of the most important commodities to any group, and this is truly where these adepts shine. Since the information they are gathering tends to have some resistance associated with it, they also have themes for adventuring, combat, and infiltration. This gives them a broad base of abilities to choose from - allowing them to specialize as needed for a given group.

Even though ED4 improved Scouts' access to combat talents considerably, it is important to realize they are not a combat discipline and simply do not have the ability to keep up with more specialized adepts. With the right choices and strategy, they can meaningfully contribute to their group - it simply is not likely where they shine brightest. 

What are the choices and strategy for the Scout? It depends in part on the weapon talent you want to use; they have two options: melee and missile. The good news is every combat talent option will support either of those choices equally. This isn't a coincidence and was a deliberate choice. Both of these options are equally valid to the archetype and their talent options should reflect this state.

From there, what Scouts have going for them is access to mobility. As a melee combatant, they can work best as a skirmisher who moves to support their allies as needed and never gets bogged down in the thick of things - which will likely end poorly - or move to harass archers, skirmishers, and spellcasters for the opposition. Ideally, you are either picking on someone weaker than you, or teaming up with someone so you will not be the primary target.

Those who took Missile Weapons will want the same targets, but they are going to use their mobility to stay out of harm's reach. Climbing, Great Leap, and Sprint are all going to be useful towards this end. You don't just want someone to not be able to reach you, but you want them to waste their actions trying. The more time which is focused on you is more time they aren't doing something productive like slowing down the obsidiman freight train, or stopping your Wizard friend from dropping razor orb. On the flip side, if they aren't even going to try, then attack with impunity.

You should consider playing a Scout if you like to be integral to all of the awesome plans outside of combat (there is a good chance they will all be your plans, anyway). If you like to participate in combat, but it isn't necessarily your thing (particularly with complicated talent interactions), then this could very well be for you.

Novice

First Circle
  • Awareness
  • Climbing
  • Scout Weaving
  • Tracking
  • Wilderness Survival
Abilities
  • Durability 5
  • Navigation
  • Karma: Action tests to gather information
Second Circle
  • Stealthy Stride
Third Circle
  • Direction Arrow
Abilities
  • Karma: 
Fourth Circle
  • Danger Sense
Journeyman

Fifth Circle
  • Evidence Analysis
Abilities
  • Enhanced Senses: 1 Strain and choose a sense to enhance. You gain +2 on any Perception-based tests using it for one round. If the sense is unhindered, you may ignore Blindness penalties for one round by using it as your primary sense.
  • Karma: Recovery Tests
Sixth Circle
  • Astral Sight
Seventh Circle
  • Safe Path
Eighth Circle
  • Orbiting Spy
The focus here isn't just about gathering specific information, though they impressive in this regard, but also a general situational awareness. In this broader area, they are without peer. Between Astral Sight, Awareness, Danger Sense, and Orbiting Spy, they should hardly every be caught unaware. Astral Sight, Awareness, and Evidence Analysis should get them started with a direction. Direction Arrow and Tracking will lead them to the information. Navigation, Safe Path, and Wilderness Survival get you there. Finally, Climbing and Stealthy Stride are for the inevitable infiltration and exfiltration. Assuming it does't end in just violence and running (it usually ends in violence and running).

There are many more tools which can be used to help with any of these parts, particularly if you plan to operate more in cities than in more wilderness settings. If you want to get help with the violence and running optional piece, talent options are where all of it can be found.
  • Anticipate Blow - A useful talent which benefits defense and offense, but requires a good initiative. Generally only suggested for characters who want to invest heavily in combat talents.
  • Avoid Blow - Outside of an actual weapon talent, the basic combat talent. This is more important for Scouts who choose Melee Weapons than those who choose Missile Weapons.
  • Creature Analysis - Definitely a thematic talent for a Scout, particularly those who want to participate more indirectly in combat and support their group.
  • Disarm Trap - If your group doesn't have a Thief and you are either exploring kaers or operating in a city, this should be strongly considered. However, if you don't have Lock Picking yet, you should start with that one.
  • Great Leap - One of the talents which improves a Scout's mobility. This is essentially climbing for action scenes.
  • Lock Picking - If your group doesn't have a Thief, you should probably be looking long and hard at this talent.
  • Melee Weapons - One of the two weapon talents. Melee Weapons offers either more damage (two-handed weapons) or better armor (shields) over Missile Weapons.
  • Missile Weapons - The second of the two weapon talents. Missile Weapons offers range over Melee Weapons, which is has defensive and offensive advantages.
  • Speak Language - Part of traveling the world to find new things is meeting new people and learning how to speak with them. Also, this can be important when spying.
  • Read and Write Language - Sometimes you can't take the documents with you and have to read them on the spot, or know which documents are those you came for in the first place.
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.

A Scout filling the shoes of a Thief as well, who will be referred to as an infiltrator, will want a weapon talent (Melee Weapons will probably work out the best), Lock Picking, Disarm Trap, and Avoid Blow. This is going to give you all of the tools for breaking in and the ability to do something in combat. For those looking for less combat, consider Great Leap for awesome chases.

Those who are most interested in filling the role of a ranger will want Missile Weapons, Avoid Blow, Anticipate Blow, and Creature Analysis. With these talents, the adept is going to be most at home in the wilderness and good support in combat.

A more aggressive combat Scout, we'll call them recon, will want Melee Weapons, Avoid Blow, Anticipate Blow, and Great Leap. Very similar to the ranger, though they are going to use their mobility through Great Leap to bypass opponents as needed and launch deeper strikes, or to help make a hasty get away.
  • Animal Bond - This opens up some new opportunities for Scouts. These animal companions will not be combatants, there simply isn't the talent support, but they can expand their ability to gather information considerably.
  • Borrow Sense - If you have the animal companions, you can use their superior senses for your own ends.
  • Conceal Object - Best when used with Surprise Strike and a melee weapon, or for escaping with the goods and things haven't gone pear-shaped yet.
  • Disguise Self - An incredible tool for getting into and out of secure locations. It even works for getting lost in a crowd to shake pursuit.
  • Spirit Mount - Useful for making a quick getaway.
  • Spot Armor Flaw - Any Scout who wants to be more competent in combat will want to consider this.
  • Sprint - This improves mobility, either for getting into trouble or escaping from it.
  • Surprise Strike - While any character can gain some benefit, those with Conceal Object are likely to get the most from this talent.
  • Tiger Spring - If you have Anticipate Blow, this is almost a must. Any combat-oriented Scout will want to consider this talent.
  • True Sight - Very specific in application, though worth taking if you encounter illusions frequently. Or you have a deep-seated fear of encountering illusions.
Returning to the three previous builds, the infiltrator will want Disguise Self, Conceal Object, Surprise Strike, and Sprint. This will give you considerably more bite in combat and enhance your ability to operate unobtrusively. Spending every other action re-establishing surprise in combat will likely be the best strategy to get the most from Surprise Strike. This will also allow you to either keep from drawing too much attention, or tie up some of your opponents while your allies deal with them.

Rangers will want Animal Bond, Borrow Sense, Spot Armor Flaw or Tiger Spring, and either Spirit Mount or Sprint. The latter is going to be more useful in combat, while the former more useful outside of combat. This particular character has strayed from their combat roots established in Novice, but they are more focused on gathering information and keeping out of direct conflict.

The recon Scouts, on the other hand, are about causing trouble. They will want Spot Armor Flaw, Tiger Spring, Conceal Object, and Surprise Strike. This is as combat heavy as a Scout gets. If you are using a two-handed weapon (why not, besides the strength requirement?), Conceal Object and Surprise Strike aren't going to be very useful. In this case, trade them out for Sprint and Disguise Self. Sprint is going to maximize your battlefield mobility and Disguise Self will open up a lot of opportunities for gathering intelligence.

For a discussion over the general themes of the Scout how they can function in game, see the Third Edition Anatomy of Scout. Example characters: elf and ork.

31 October 2014

Earthdawn 4E: Anatomy of a Discipline 09 - Cavalryman

This is the ninth 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.

To be perfectly honest, the Cavalryman is a hard discipline. It is not easy to write and even more difficult to include in a game. The bond between the character and their mount is the most important thing to these adepts, and this can get in the way and cause problems within the standard adventuring group. These problems are likely to start with the mount not being able to go everywhere and can proceed to issues with group dynamics. Specifically, being true to the character and concept versus enabling the group to function without the mount. I have been there and it can be messy. Windlings are the exception, since their small size means their mounts can travel all of the same places as the rest of the group.


When developing this discipline for Earthdawn Fourth Edition (ED4), there were a number of different sub-themes for them to explore. Beyond their central theme, warrior bound to a mount, there is a blank space. This is good, because there is a lot to explore, and difficult, because there isn't any clear direction. Looking at cavalry throughout history gave some cues on how handle this and expand on those core themes as well.

They bring offensive power and mobility to any conflict, though do not have much in the way of defense. Their talent options give them a few different ways to develop, by expanding into social talents, improving their mount's effectiveness, and improving their own offensive capabilities.

Novice

First Circle
  • Animal Bond
  • Charge
  • Melee Weapons
  • Mount Weaving
  • Trick Riding
Abilities
  • Durability 7
Second Circle
  • Animal Training
Third Circle
  • Enhance Animal Companion
Abilities
  • Karma: Attack tests while charging
Fourth Circle
  • Call Animal Companion
Journeyman

Fifth Circle
  • Armor Mount
Abilities
  • One Soul, Two Bodies: +2 on any non-combat test involving the adept's connection with their favored mount.
  • Karma: Damage tests while mounted.
Sixth Circle
  • Wheeling Attack
Seventh Circle
  • Wheeling Defense
Eighth Circle
  • Double Charge
Cavalrymen are a combat discipline first, followed by an animal companion discipline. Though they, above any other, leverage their animal companion for increased effectiveness in combat. In ED4, they have benefited considerably from the expansion of animal companion talents. Their mounts' will now improve skills through Animal Training and their other ratings through Enhance Animal Companion. Which when applied to a thundra beast is simply terrifying. This is not to belittle the much more likely zoak, who can become dangerous as well.

Their combat talents chase the adage, "the best defense is a good offense." The tactics for a Cavalryman start very simple: charge, set up for a charge, charge, etc. These will land devastating attacks and generally keep the Cavalryman out of harm's way. As they increase in Circle, how to approach combat becomes a more complicated tactical puzzle. They hit hard and it becomes a question of how best to use their mobility and power while recognizing they can be surprisingly fragile with the wrong set of circumstances.
  • Avoid Blow - This is a recommended talent if you frequently find yourself fighting without your mount. Also, if you should figure out a way to stop this from happening, because it is putting a serious cramp in your style.
  • Battle Shout - Highly recommended for any adept who wants to expand their combat capabilities. This has the advantage of being useful regardless the mounting situation.
  • Blood Share - Very useful for healing your mount, who are often even more frail than a Cavalryman. Even beyond that, it can move damage around a group to make healing more manageable.
  • Conversation - If you are interested in engaging in social activities, this is the second place you will want to look.
  • Creature Analysis - Thematic for adepts who want to play up their connection to animals, and information is always useful.
  • Dominate Beast - This falls into the same category as Creature Analysis. It will be less generally useful, but likely quite good when it does come up.
  • First Impression - This is the first place to look for a social talent and recommended for nearly every Cavalryman to consider.
  • Heartening Laugh - A solid group buff. If you are already heading down the social path because no one else is around to fill it, there is a good chance no one else will have this talent. You may want to consider fixing this.
  • Speak Language - With their ability to travel freely, it is natural for these adepts to come in contact with a number of different languages. Social Cavalrymen will find this the most useful, but with the low investment requirement, nearly any character can find some value.
  • Sure Mount - Basically Wound Balance for you and your mount while you are mounted. This is going to be useful for any adept wanting to improve their defenses.
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.

The social Cavalryman will want First Impression straight away, followed by Conversation, and then Heartening Laugh. Their fourth talent option is a bit more ambiguous and defined by their particular campaign. Speak Language is useful for a true face character, while Battle Shout is charisma based and beneficial in combat.

Those who want to further specialize in combat should start with Battle Shout, then Sure Mount, and Blood Share. Avoid Blow makes a good final selection because you simply never know.

Animal companion specialists will want Blood Share, Sure Mount, Dominate Beast, and Creature Analysis. This character is all about their mount.

Finally, the "jack-of-all-trades" who simply wants to participate as much as possible will find Battle Shout, Blood Share, First Impression, and Sure Mount to be solid choices. This is pretty close to the combat build, only picking up First Impression instead of Avoid Blow. The reason is straight-forward: this is a combat character. First Impression allows them to contribute meaningfully in social situations, and Blood Share can benefit the entire group.
  • Animal Companion Durability - If your mount is attacked with any frequency (not all GMs will engage in this tactic), this is a must.
  • Empathic Sense - A solid choice for a socially-oriented adept.
  • Etiquette - Another good talent for social Cavalrymen.
  • Fearsome Charge - A great debuff for any Cavalryman.
  • Leadership - Not generally useful for PCs, but very thematic for cavalry bands and units.
  • Lion Heart - One of the few defensive talents at their disposal. This is worth considering for every adept.
  • Missile Weapons - With the mobility of a mount, you can engage in ranged combat without any real fear of melee reprisal. However, there are also no other talents to support this and it will continual investment to be competitive.
  • Mount Attack - If your mount is particularly fearsome, this is probably worth picking up.
  • Spirit Mount - Never be without a mount again! However, it won't actually be your mount. This talent is in a strange place between worlds. It is thematically appropriate, but at the same time seems so deeply inappropriate. The Third Edition discussion goes into this in more detail and continues in the comments for those who want to look into this more.
  • Tactics - A good group buff even if it may only last for a round, two at most. I'm just being realistic about the ability of the average group to stick to the plan.
Going back to the builds from above, a social Cavalryman will want Empathic Sense, Etiquette, and Fearsome Charge (taking advantage of what is likely a good charisma). After this, Lion Heart and Animal Companion Durability are both solid choices. For those who want more defense, eschew Fearsome Charge for both Lion Heart and Animal Companion Durability.

Combat specialized Cavalrymen probably have a nasty, violent mount. Which means Animal Companion Durability, Fearsome Charge, Lion Heart, and Tactics are going to be good choices. If you always want to have a mount available, Tactics should be traded for Spirit Mount.

Those adepts most interested in their mount will want to stick to the combat selections, possibly returning to the Novice talents for Battle Shout.

A jack-of-all-trades will likely be interested in Animal Companion Durability, Empathic Sense or Etiquette, Fearsome Charge, and Lion Heart.

For a discussion over the general themes of the Cavalryman and how they can function in game, see the Third Edition Anatomy of Cavalryman. Example characters: ork and windling.

28 October 2014

Earthdawn 4E: Anatomy of a Discipline 08 - Beastmaster

This is the eighth 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.

The discipline which changed the most during Earthdawn Fourth Edition (ED4) development was the Beastmaster. While the themes have always been clear and appealing - a savage warrior who commands wild animals - the mechanics have always struggled. There are a few reasons for this problem.


First, the Beastmaster discipline has traditionally been chasing multiple themes at the same time. The end result has been them doing a number of different things poorly and nothing particularly well. This was the easiest fix, though also the source of the most significant changes to the discipline. Their primary theme has been focused to being a savage warrior. They are not just a part of nature, they are the master of nature. The outgrowth of this is they finally earn their primary combatant Durability 7. While they may not be as combat focused as many of their peers, they can perform at a high level and have the tools to focus even more if so desired.

Second, the mechanics to around animal companions have traditionally been sub-par, to say the least. How they were supposed to function hasn't be clear. Their effectiveness in combat, or lack thereof, is directly related to how recently you bonded with them; the panther which has been with you since First Circle is more of a liability than an ally once you are a Journeyman. Even what tasks they can perform is in question. To be perfectly honest, this situation hasn't been entirely resolved. However, significant strides have been taken and tools have been presented to help resolve it.

The final point I'm going to touch on is the general difficulty with animal companions in general. Getting the balance on them just right is difficult even in a controlled environment. With the diverse nature of Earthdawn and how each game and group is unique, it becomes quite the challenge. At the heart of this of this is the effectiveness of animal companions. If they are too effective, then they take away from the rest of the adepts and it turns into the Beastmaster show and her Deadly Circus. If they are ineffectual, then they are dead weight at best or a liability at worst. Their out of combat utility is largely left to each individual game to sort out, but as a combat discipline it has always been assumed animal companions should be offering combat support.

This goes back to the first point: the simplest solution to the dilemma facing the Beastmaster was to move all of the animal companion talents from discipline talents to talent options. This allows the discipline to focus on two themes and do both of them well. It also means players who want to play this kind of character aren't saddled with talents they may have no interest in or a GM doesn't want to introduce to their game.

There is also a silver lining to the new paradigm. It has opened up the design space for some interesting new directions to explore.

Novice

First Circle
  • Avoid Blow
  • Beast Weaving
  • Claw Shape
  • Unarmed Combat
  • Wilderness Survival
Abilities
  • Durability 7
Second Circle
  • Awareness
Third Circle
  • Dominate Beast
Abilities
  • Karma: Recovery Tests
Fourth Circle
  • Great Leap
Journeyman

Fifth Circle
  • Blood Share
Abilities
  • Cat's Grace: Automatically succeed on tests to maintain balance (not including Knockdown) and may stand up as a simple action with no cost or test.
  • Karma: Damage tests with unarmed attacks, including when using Claw Shape
Sixth Circle
  • Animal Talk
Seventh Circle
  • Down Strike
Eighth Circle
  • Claw Frenzy
The Beastmaster is supporting two different themes through their discipline talents: combat and wilderness. These themes are often complimentary; such as using Blood Share to either provide or receive healing as needed, Great Leap for mobility in and out of combat (also for use with Down Strike), and it is always good to have a combat character with Awareness. Animal Talk, Dominate Beast, and Wilderness Survival are all useful talents which provide more options in a wilderness setting. Animal Talk and Dominate Beast are useful in all settings - the former can be amazing for gathering information and the latter either in conjunction with Animal Talk, or on its own to bypass guard animals.

Without any talent options in the equation, the Beastmaster doesn't have a specific combat theme. Between Claw Shape and Down Strike they have good damage, Claw Frenzy gives them arguably the best-in-class for multiple attacks, Avoid Blow is a generically good defensive talent, Great Leap provides mobility, and Blood Share allows them to either take advantage of their better resilience to heal allies, or to heal faster from serious damage by distributing it among those who have suffered significantly less.

Claw Shape and Down Strike deserve a little attention for how they interact with the rest of the mechanics. By Seventh Circle, a Beastmaster using both will be able to spend three karma (!) on a damage test; one from Claw Shape, one from Down Strike, and one from their Fifth Circle karma ability. This seems quite powerful - which it is - however there are also costs associated with this capability. The biggest cost is Claw Shape itself.

During the development of ED4, the bonus to Claw Shape was restored (Rank + STR +3) to make it a comparable choice to an actual weapon, rather than forcing Beastmasters to spend skill points on a weapon skill as a crutch for early Circles. While this can equal, or even exceed, a broad sword at First Circle, the advantage begins to wane quickly. Weapons can be improved with Forge Weapon, while Claw Shape only through Legend Points and it is a discipline talent. The ultimate cost of Claw Shape is one of opportunity - they are using a talent to keep up with a weapon instead. There are a couple of benefits to balance this situation. One is they can never be disarmed and the other is the additional karma on damage, which can be used (on average) to push them to just under the damage for a two-handed sword.

The end result is a combat discipline which is a solid choice in a number of different circumstances and will almost always have a viable option. In contrast with Warriors who are quickly out of their depth when not in combat, or Swordmasters who may at times struggle with weaponless opponents. Talent option selections will allow Beastmaster to further define their capabilities, specializing in animal companion, combat, or wilderness talents.
  • Acrobatic Defense - If you want to specialize further in combat, this is the first stop for talent options.
  • Animal Bond - Similar to Acrobatic Defense, if your goal is animal companions, this is the core talent.
  • Animal Training - For animal companions, this is either the second or the third talent to take.
  • Borrow Sense - Only Beastmasters with animal companions are likely to get much out of this talent. It is best for adepts who want to get the most out of their Awareness.
  • Climbing - While this may be thematic and good for any Beastmaster, those without animal companions and who are performing reconnaissance for their group will find this to be the most useful. Adepts with animal companions should them do most of the climbing.
  • Creature Analysis - This is thematic for every Beastmaster, but animal companion Beastmasters will get the most use from it when looking for new friends.
  • Danger Sense - Combat-oriented Beastmasters will want to consider this to maintain momentum during an ambush. 
  • Enhance Animal Companion - The partner with Animal Training for second or third animal companion talent.
  • Stealthy Stride - This talent is always a popular option and goes well with the existing Beastmaster abilities, particularly Awareness allowing them to gather intelligence for their group or bring some more muscle on the black op.
  • Tracking - Adepts who don't have animal companions will want to consider this talent, particularly if no one else in the group has it. While it isn't likely to come up often, the odds are good it will come up enough and be important enough when it does for this to be useful. Those on the animal path should have a companion for this task.
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.

The "traditional" Beastmaster with animal companions will want Animal Bond, Animal Training, and Enhance Animal Companion in their first three Circles. By Fourth Circle, there should be a good enough grasp on the campaign and group to decide between Borrow Sense and Creature Analysis. If you are one of the primary scouts, Borrow Sense will be valuable. However, if you want to focus further on getting the most out of animal companions, Creature Analysis can be a useful tool for determining acquisitions.

For those Beastmasters who are not interested in animal companions, there five talent options at the top of the list for consideration: Acrobatic Defense, Climbing, Danger Sense, Stealthy Stride, and Tracking. Being realistic for a moment, as a combat adept, you will want Acrobatic Defense and as a player character, you will want Stealthy Stride. With this in mind, the decision is between two of Climbing, Danger Sense, and Tracking. Looking at the rest of your group should give you a good idea of what will get you the most use. 
  • Animal Companion Durability - Animal companion Beastmasters will want this right away.
  • Animal Possession - On the surface, this seems like adepts with animal companions get the most use from this talent. Since they should have a ready supply of animals, this is likely to be true. However, the best uses of this talent tend to be when taking an animal which already belongs in the surroundings and using it as the spy. Even if you aren't your group's scout, this can be a versatile tool.
  • Battle Bellow - This talent is good for every Beastmaster - it improves your allies and hinders your opponents. Those with animal companions who fight alongside will gain additional benefit since it affects them as well.
  • Cobra Strike - If you don't have animal companions, this is a good place to start Journeyman. It adds speed and accuracy to the Beastmaster's repertoire. If you want to maximize the effectiveness and cost, this talent will be an investment.
  • Call Animal Companion - Easily the second pick for adepts with animal companions.
  • Iron Constitution - If poison and disease are problems in your game, this is going to be a must. Otherwise, there are a lot of other talents which are likely to be more tempting. The passive nature means this is good even with a low investment, however.
  • Lion Heart - This talent provides resistance to a lot of different magical effects and should be a strong contender. Depending on your game, this may even be a must have talent.
  • Sprint - Combined with Great Leap makes this Beastmaster very mobile. If you are a scout, this will help when you are inevitably discovered. Combat specialists may consider this for the ability to quickly engage and access the support characters behind the front lines.
  • Swift Kick - If you have Cobra Strike and Tiger Spring, this can be a useful tool. The importance of those two talents is to ensure you will have a viable target each round with a lower initiative. It is best used not for damage, but to knock opponents down.
  • Tiger Spring - Do you have Cobra Strike? If not, get it first then take this next. While the cost is less (1 Strain v. 2 Strain), it doesn't have any additional effects and doesn't grant the ability to spend karma. However, if you have Cobra Strike, this is going to help you get the most out of the talent and allow you to start competing with Swordmasters and Warriors for initiative.
Beastmasters focused on their animal companions will most likely want Animal Companion Durability, Battle Bellow, Call Animal Companion, and Lion Heart for their talent options. Animal Possession is something of a dark horse candidate for the place of Lion Heart, but the general defensive value of Lion Heart (along with the low investment requirement) makes it a solid choice to round out. As well, by this point your animal companions will likely be competent enough on their own to not need your direct guidance when gathering information. Particularly with Animal Talk.

Combat specialists should strongly consider Cobra Strike and Tiger Spring as their first two because of how they expand their offensive capabilities. From there it becomes tricky and should involve looking at the role they play during combat as to which of the four talents to choose: Battle Bellow, Lion Heart, Sprint, or Swift Kick. For general value, Battle Bellow and Lion Heart are going to be the best choices. However, Sprint and Swift Kick can wreak terrible havoc on opponents who prefer to avoid close combat - they tend to have lower strength and no Wound Balance, which makes Swift Kick devastating. Compared to Warriors where it is pretty useless. The importance of disrupting opposing spells early cannot be understated if you do not have Lion Heart. Knocking on their door in a direct manner is immediately going to draw attention and Lion Heart is the only defense against control spells.

Adepts filling the role of a scout will likely want Animal Possession, Cobra Strike, Lion Heart, and Sprint. You won't get the most out of Cobra Strike like the more combat-oriented character, but there will almost certainly be other characters to fill the role - it will still lend some important abilities. Lion Heart can be switched for Tiger Spring to be more aggressive, but will leave quite a bit of vulnerability to control spells.

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