13 May 2014

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

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

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

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

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

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

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

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

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

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

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

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

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

And two more effects.

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

Thread Rank Four
Effect: Physical Armor 9.

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

Thread Rank Five
Effect: Mystic Armor 2.

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

Thread Rank Six
Effect: +2 to Initiative.

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

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

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

09 May 2014

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

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

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

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

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

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

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

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

Thread Rank Two
Effect: +3 to Mystic Armor.

Another three effects and again these are solid.

Thread Rank Three
Effect: +2 to Elementalism tests.

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

Thread Rank Four
Effect: +3 to Physical Armor.

Once more with three effects.

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

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

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

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

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


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

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

Everything is the same here.

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

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

Thread Rank Two
Effect: +3 to Mystic Armor.

The same.

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

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

Thread Rank Four
Effect: +3 to Physical Armor.

The same.

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

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

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

06 May 2014

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

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

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

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

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

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

Thread Rank One
Effect: Damage Step 3.

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

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

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

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

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

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

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

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

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

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

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

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


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

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

So far everything is the same.. 

Thread Rank One
Effect: Damage Step 4.

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

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

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

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

This is considerably less powerful than the 3E version.

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

Again, worded differently, but the same.

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

The same except for the less powerful Spirit Strike ability. 

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

02 May 2014

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

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

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

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

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

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

Thread Rank One
Effect: +1 Spell Defense.

A standard effect, so far so good.

Thread Rank Two
Effect: +2 Mystic Armor.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Everything is consistent between editions here. 

Thread Rank One
Effect: +1 Spell Defense.

All the same.

Thread Rank Two
Effect: +2 Mystic Armor.

And again.

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

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

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

Same bonus here.

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

And again. 

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

No change.

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

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

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

29 April 2014

Earthdawn: Anatomy of a Thread Item 54 - The Sword of Fentheri

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

Found in the Gamemaster's Companion (pg. 40), The Sword of Fentheri is a Thread Item first introduced in Arcane Mysteries of Barsaive (pg. 87). This is basically a lightsaber and I don't want to live in a world where that isn't cool. That being said, it's a lightsaber in the form of a lobster which is... well, I don't think I've ever used looking exactly like that.

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

The Sword of Fentheri
Spell Defense: 23
Legend Point Cost: Master

The opening info is unique on this item - one thread, Spell Defense 23, and Master tier. This is all unusual, particularly with only six thread ranks. It is also worth noting every single thread rank has a Key Knowledge or Deed associated with it.

Thread Rank One
Effect: +2 to Recovery and Toughness-only tests. If the sword is stolen from the wielder, the lobster claws will pinch the culprit and not let go, inflicting Damage Step equal to the Thread Rank; no armor protects (unless they are wearing metal gauntlets).

The theft-reduction strategy is interesting and fitting as an add-on for highest tier item like this. The actual bonus is very good - four full effects at Rank One. Effects an elf (which the item was originally gifted) would appreciate, given their Toughness related issues.

Thread Rank Two
Effect: 2 Strain, project a Damage Step 8 broadsword of water from the lobster for up to one hour.

This is just neat, though I always felt it would be better as the Rank One effect. I know the Key Knowledge is how to operate it, but from a game play perspective, this could be a lot of lag between getting the weapon and being able to use it. The Strain is rather steep for a neat, rather than powerful, effect. I'm not entirely convinced this needs a Strain cost.

Thread Rank Three
Effect: +2 to Physical Defense and Sprint.

That's another four effects. Physical Defense is always good. Sprint is situational, but there is likely going to be a situation where moving faster will be helpful. Besides Rank Two, this way above par.

Thread Rank Four
Effect: Damage Step 9, +2 to Mystic Armor, +2 to Willpower tests against spells and Horror abilities.

That's five effects; I'm counting the +2 to a specific circumstance as a single effect each. The whole being a sword thing is pretty incidental for this item.

Thread Rank Five
Effect: 2 Strain, one Result Level less is required for an Armor-Defeating Hit on their next Attack test.

This is a very powerful ability, one which should be used every chance. However, this item is at something of a strange place. As a weapon, it's not so good. This ability is amazing, but the damage is rather terrible. The bonuses provided have little to do with being a weapon. 

Thread Rank Six
Effect: Damage Step 10 and gains the Speed Ship questor power as if the wielder were a Rank 6 questor of Floranuus.

After six ranks, this does Damage Step 10 and has a grab bag of incredibly powerful other abilities. It's hard to figure out what to say here.  

How does it all stack up? There is no doubt this is an incredibly powerful weapon. None. At all. Well, maybe not weapon. Item. It's not actually terribly good as a weapon. Sure, Armor-Defeating Hits are awesome, but the costs set up to become pretty high. 2 Strain to activate the sword, 2 Strain for each attack, this is expensive. On top of that, the damage is low and the bonuses are all over the place. Beyond increasing damage, there isn't a repeated effect. While I certainly enjoy items with some diversity, I enjoy items more which have an actual theme.This is a big sack of random bonuses which happens to be a weapon. The weapon functions could be removed entirely and the bonuses divided better - it would be significantly less memorable (which is a thing), but the functionality would largely be the same.

Honestly, this isn't likely to have a big impact on game balance. There is no real synergy and none of the effects are game changers. It is certainly way above where it should be on the power scale, but nothing is particularly a standout. The ability to inflict more frequent Armor-Defeating Hits may be problematic, particularly if combined with Spot/Show Armor Flaw, but this is it and it is still expensive - Strain costs are paid prior to the Attack test. The Speed Ship power could be considered a huge boost, but in practice events will still happen at the speed of plot and that is about the end of it.

The premise of this item is neat. The history is fun. The lobster thing is weird. However, it fails to deliver. The mechanics follow designs only understood in R'lyeh, mostly hanging out at way too much, but occasionally dipping into, "really?". This has the potential and space to make a great template for a powerful item with some interesting abilities, but they aren't even thematic to Floranuus. It starts out with Toughness and anti-theft measures. After that, arguments could be made, but it is all over the place. I really want to like this, very badly, but it is a mess.


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

The Sword of Fentheri (1E)
Spell Defense: 23
Legend Point Cost: (Master)

Everything is the same here.

Thread Rank One
Effect: +2 to Recovery and Toughness-only tests. If the sword is stolen from the wielder, the lobster claws will pinch the culprit and not let go, inflicting Damage Step equal to the Thread Rank+3; no armor protects (unless they are wearing metal gauntlets).

The anti-theft system is more powerful: damage increased and the test to remove it (which I haven't listed because it's boring) is more difficult. I'm not certain if those were considered balance issues (I hope not), or too complicated (far more likely) to justify the change. The 3E version is more simple in this regard, which is a net positive - the word count on this effect is actually pretty staggering.

Thread Rank Two
Effect: 2 Strain, project a Damage Step 3 sword of water from the lobster for up to one hour.

There are two things I dislike about this rank (and feel 3E vastly improved). The first is in the description it notes you cannot even tell this is a sword until you hit this rank. This is has bait-and-switch written all over it and may require some not-so-subtle GM nudging to prevent the player from making a horrible mistake. Which might be treating this like a weapon, because this is the second item. The damage is terrible and makes you wonder if it can even be Forged. I couldn't honestly give an answer to the question. It would need it, but it's a sad weapon.

Thread Rank Three
Effect: +3 to Physical Defense and increased movement.

The bonuses in 1E are higher. I didn't list the actual speed increases because the two editions are pretty divergent in this regard.

Thread Rank Four
Effect: +2 to Mystic Armor, +Thread Rank to Willpower tests against spells and Horror abilities.

No damage increase and a huge bonus against spells and Horror abilities.

Thread Rank Five
Effect: 3 Strain, Armor-Defeating Hits on Good success.

The cost is higher, but the timing is non-specific. Meaning it could be interpreted that you spend the Strain once, and it's good to go forever. Probably not what was intended, but it isn't a stretch at all. It would actually be the technically correct reading.

Thread Rank Six
Effect: Gains the Speed Ship questor power at a Rank equal to the Thread Rank.

No damage increase and the power is open ended. They are technically the same, unless a player adds more ranks to the item. I cannot bring myself to call this a weapon. This also costs 3 Permanent Damage.

As long as you don't think this is a weapon (it's not really), this is significantly more powerful than the 3E version across the board. Beyond damage, it is at least as good, but more likely to be better. The damage is just sad. While it isn't everything, for a weapon it is certainly something. The mechanics in this version are also rather poor, Rank 5 being notable. Without a doubt, 3E improved on this item, but it still needed more beyond what was done.

25 April 2014

Earthdawn: Anatomy of a Thread Item 53 - The Scarab of Ilithor

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

Found in the Gamemaster's Companion (pg. 40), The Scarab of Ilithor is a Thread Item first introduced in Arcane Mysteries of Barsaive (pg. 84). I've never used this item in a game. The reason why, to be perfectly honest, is it bores me. It also does to magicians what they have a tendency to do to, well, everyone else: make their abilities redundant with a single spell. Something which I'm hoping is no longer the case in 4E.

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

The Scarab of Ilithor
Spell Defense: 16
Legend Point Cost: Warden

With a Spell Defense of 16 and six thread ranks, this is on the low side for a Warden tier item. There is discussion of the items abilities, which all require a Spellcasting test using the wearer's Perception instead. Instead of weaving threads, there is a Strain cost. The problem with this is the potential difficulty in pulling this off for non-spellcasters, who the item is clearly directed. If you're paying Strain, why go through the hoops of requiring a test? Only one of the spells actually presents a significant difficulty because of how it target's Spell Defense; the others can be overcome by lowering your own Spell Defense (which is a mechanic I don't care for - a topic for another day). 

Thread Rank One
Effect: 2 Strain, the wearer gains access to Crunch Climb.

And so it begins. Spells as abilities is, hypothetically, supposed to be Rank 5 territory. Which isn't actually the biggest problem here. This is a spell which already replaces a talent, but requires a spellcaster. Now anyone can have access to Climbing, making all of those adepts who actually purchased the talent look foolish. Or those required to purchase Climbing. Keep in mind, +1 rank to Climbing would be considered the appropriate bonus here.

Given the back story on this item is it was created for a Thief to steal things, I have to wonder at the kind of Thief who didn't have Climbing in the first place and was in the business of stealing things.

Thread Rank Two
Effect: 4 Strain, the wearer gains access to the Gills spell.

This is a neat spell, but an awful lot of Strain for a Second Circle spell. So much Strain.

Thread Rank Three
Effect: 2 Strain, the wearer gains access to the Ethereal Darkness spell. The wearer is considered a Nethermancer for purposes of this spell.

Why is this the only Nethermancer spell which ever comes out to play? Seriously, I do not understand this at all. There aren't many spells which are quite as explicitly group unfriendly as this one. Yet, it shows up time and again.

Thread Rank Four
Effect: 1 Strain, the wearer gains access to the Leaps and Bounds spell.

Scratch the need to ever pick up the Great Leap talent. I really do not care for talent replacement spells.

Thread Rank Five
Effect: 2 Strain, the wearer gains access to the Nobody Here spell.

Without a doubt a useful spell, though one which may require multiple readings every time it is used to figure out exactly how it works. 

Thread Rank Six
Effect: 8 Strain, the wearer gains access to the Inventory spell.

First, that is a mountain of Strain. Second, I hope the wearer has grown accustomed to not finding anything magical with this spell, because Perception-only against Spell Defense is rough. Third, 8 Strain? Look, Inventory just isn't that good.  

How does it all stack up? It is pretty powerful in the right hands - this can open up a lot of new avenues for the right kind of character. It replaces the need for a number of different talents, which is good for the character (possibly), but problematic for the game overall.

It's hard to say what kind of effect this may have on group dynamics. It certainly won't be skewing things, but an Illusionist may be a little resentful they aren't the only one with Nobody Here. A Nethermancer may be pleased there is one less person groaning at them when they cast Ethereal Darkness.

I will say the item has a strong theme and delivers on it. Everything here could be useful when engaging in some sort of caper. Except for Inventory, because the odds are you won't find that magical item you are looking for. Unless you are stealing money; how droll. Beyond that, this item is just boring. It's a bunch of spells, most of which seem to replicate talents which already exist. 


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

The Scarab of Ilithor (1E)
Spell Defense: 14
Legend Point Cost: (Journeyman)

There are a few changes from 1E to 3E. The tier and Spell Defense are both lower in 1E, which may or may not be more appropriate - the item hardly follows the guidelines as is. Also, there is a clause where the spells' duration is as though the wearer has a Spellcasting rank of 1. This doesn't matter much, since they all have a static modifier on the end to keep them from being 0.

Oh yeah, and none of these cost Strain, nor do they have threads to weave. They are all the same, with one exception, so I will cut my colorful commentary short. In 1E, the Leaps and Bounds effect lasts for only 1 round, which actually makes having Great Leap worthwhile, since you can use it and do something else, instead of making Spellcasting tests (which you might fail) every round you want to use it.

Flat out, the 1E version is more powerful. No Strain and the spells last for slightly longer. The only downside is Leaps and Bounds, which is of limited use due to the one round duration. The lack of threads and Strain actually makes this item more powerful in the hands of a spellcaster. They can gleefully cast these spells without worry of threads or spell matrices. Which is another reason to dislike this item.

22 April 2014

Earthdawn: Anatomy of a Thread Item 52 - Staff of Vylir

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

Found in the Gamemaster's Companion (pg. 38), Staff of Vylir is a Thread Item first introduced in Arcane Mysteries of Barsaive (pg. 86). There are some mechanical and flavor bits of this item which I have always enjoyed. They seem a little strange, but it gave be a different perspective on how to put things together. However, as written this has never actually made it into a game for whatever reason.

There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.

Staff of Vylir
Spell Defense: 18
Legend Point Cost: Warden

The Spell Defense is as expected, but with only six thread ranks this item is coming up short of where it "should" be. What is notable here is the fact this is actually a glove, rather than a staff. It's like the Butterspider Box in that regard. It may be silly, but I have always liked this idea quite a bit.

Thread Rank One
Effect: +1 rank to Spellcasting. 1 Strain, once per day summon a very impressive quarterstaff for Thread Rank hours from a piece of wood.

This is technically more than a Rank One should provide, but the quarterstaff is more of a trick and less of a functional thing. Also, it's once per day. The boost to Spellcasting is quite good, particularly since it is actually a rank instead of a bonus to the tests.

Thread Rank Two
Effect: 1 Strain, the wearer may throw the staff like a spear, using the Spear spirit power. The wearer makes a Spellcasting test against the target's Spell Defense, dealing WIL+2/Physical damage.

This effect is not so great. By any stretch of the imagination. It does not benefit from Wilforce, costs Strain, and affects Physical Armor. I will take Mind Dagger/Spirit Dart/Ice Mace and Chain every day of the week.

Thread Rank Three
Effect: +2 ranks to Spellcasting.

While a standard effect, it is one which is always welcome.

Thread Rank Four
Effect: Place a kernel of a True element in the staff and the wearer may use the Detect True Element spirit power for one day. The range is Thread Rank miles.

This is neat, but honestly I would rather just summon a spirit for this purpose. This seems like a big investment (1300 Legend Points) in something which isn't likely to come up very often.

Thread Rank Five
Effect: +2 ranks to Willforce.

Two effects here, but Rank Two and Four are collectively sad enough that I won't tell anyone if you don't. 

Thread Rank Six
Effect: +2 bonus to any Action test made to summon or control elemental spirits.

This is actually quite powerful. It applies to a number of different functions in the summoning mechanics and they are very powerful as it is. While the bonus isn't a lot, it could go a long way. 

How does it all stack up? On the whole, this is a pretty good item, but it doesn't really live up to it's promise as a Warden tier item. It gives some pretty good effects, but also some which aren't as good.

On the whole, the only problem this presents is encouraging players to engage in summoning. This is a set of mechanics which is somewhere between broken and a big mess. It is neat in premise, verging on a nightmare in practice when played by the rules as written.

I still think this is a neat item with a strong theme. While the mechanics aren't great, they aren't absolutely terrible. Still, the ideas best gathered here are based around how it fits together, rather than exactly what it does.


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

Staff of Vylir (1E)
Spell Defense: 18
Legend Point Cost: Warden

Everything here is the same.

Thread Rank One
Effect: +1 rank to Spellcasting. 1 Strain, once per day summon a very impressive quarterstaff for Thread Rank hours from a piece of wood.

While the effect is written differently, it is the same in the end.

Thread Rank Two
Effect: The wearer may throw the staff as the Spear power, doing Willforce + Thread Rank.

This is way better. This is actually really, really good. Too good. Which is why it was reworked into something less powerful, it just went to far in the other direction to useless.

Thread Rank Three
Effect: +2 ranks to Spellcasting.

The same and it's still good.

Thread Rank Four
Effect: Place a kernel of a True element in the staff and the wearer may use the Detect True Element spirit power for one day. The range is Thread Rank miles.

Nothing different here.

Thread Rank Five
Effect: +1 rank to Willforce.

This is pretty strange - it repeat the Rank Four bonus to Spellcasting, but includes a new bonus to Willforce. The single bonus to Willforce is more appropriate for this Rank, particularly given the different Rank Two effect. 

Thread Rank Six
Effect: +2 bonus to any Action test made to summon or control elemental spirits.

This is basically the same. 

While the are similar, the 3E version gives an additional boost to Willforce, but the 1E version has a significantly better Rank Two effect. It's very good to have around in your back pocket. On the whole, the 1E version is probably more powerful. Both need a redesign, however.