09 December 2020

Earthdawn 4E: Rules Variant 15 - Thread Item Guidelines

This is the fifteenth Rules Variant, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

I’ve had a lot more experience with creating thread items over the past seven years since I started working on Earthdawn 4E. Many thread items were carried into 3E with few to no changes from their original incarnation, which is the place I put most of my focus for the thread item revision. Ensuring things were aligned with the guidelines presented in that chapter was the priority.

The implied mistake there wasn’t I put my attention in the wrong place, it’s that I didn’t put enough attention to evaluating the effects lists starting on p. 204 of the Gamemaster’s Guide. They were carried over without enough scrutiny or clarification in some cases. There were some revisions, whether to the table or directly to affected items. However, some classic effects were also carried forward without enough scrutiny to the effects due to both the overall goal of making fewer changes and “it wasn’t a problem for me in the past.” Which isn’t great, but here we are.

Clearly the first isn’t much of an issue for this particular series which is based around trying to find corrections to problems or a new way of doing things. Frequently, both. Based on all that accumulated experience, let’s see about putting together a new set of guidelines that (hopefully) creates fewer problems overall.

To be clear: there are corrections of offenders on this list which I was responsible for bringing into the world. In particular are overly broad bonuses, even if small. It diminishes very similar, but more specific benefits which are also more appropriate.

As a case study: +1 to Attack tests made with this weapon v. +1 to close combat Attack tests. An argument can be made the former also applies to Throwing Weapons tests with the weapon, while the later does not. This is true, but it’s not a good argument since that crossover is significantly less common than having Second Weapon, Shield Bash, Swift Kick, and various flavors of additional tail attacks. The latter is simply too broad in the benefits it applies and clearly outshines a direct bonus to either Melee Weapons or Unarmed Combat.

Unarmed Attack and Damage tests are both more restrictive and get around it a little because they don’t have specific weapons to tie the bonuses to. My suggestion in these instances is to limit the number of items that have this broad (but still less broad) benefit for unarmed combatants. Spellcasters are somewhat similar in this regard, though bonuses to a test when using the spell in the matrix of a specific thread item are fair game, as those are roughly equivalent to tying the bonus to a specific weapon.

Effects including healing should be met with strict scrutiny as access to healing is limited by design. Nearly all previously published thread items with healing effects were removed. Those remaining are few and far between (because who doesn’t love the Butterspider Box?). This is for much the same reasons why creating healing aids through alchemy is significantly more limited than the other functions. Earthdawn is a dangerous place. This ensures there is still some danger to it and there are limits to healing.

When looking at existing thread items, it’s best to not see them as an a la carte buffet of options. Many unique effects are built on previous effects or to compensate for “negative synergy.” For example, a thread item that encourages both close combat and spellcasting strategies (which don’t currently go together well) may have a higher rank effect to offset that negative synergy. There’s a reasonable chance those types of effects aren’t suitable on their own, but are part of a larger whole. Be careful when harvesting effects without taking the entirety of the thread item’s effects into account.

If an effect similar to a spell is being applied to a thread item, care should be taken to ensure it isn’t completely busted. Casting a spell requires quite a bit of investment and infrastructure (multiple talents), while doing the same through a thread item removes much of that and replaces it with a Strain cost. The Strain cost should be commensurate with the spell’s impact on the game and the effect should never be better than what could be achieved through typical thread item effects. For example, providing the benefits of a binding spell or Bedazzling Display of Logical Analysis. This may entail reduced or modified effects and/or increased Strain, even a Strain cost over each round the effect is used. Some spells may not be appropriate at all; though with the number of spells, a comprehensive list is hardly practical and everyone must use their best judgment.

Some effects are best suited for thread items with only one thread allowed. This goes somewhat against convention, but solves a lot of headaches regarding “what if,” that are unlikely to actually arise in game. Anything that increases Attribute Values, Durability, Karma Points, Recovery Tests, etc. These are all prime candidates for this kind of restriction.

With regard to blood magic charms and common magic items: These can be further enchanted into a thread item, but the effects generated by the standard item must be incorporated into the thread item’s effects. Treat the existing effects as required effects when building the thread item effects. There’s no guarantee they’ll show up right away—thread items can be funny and poorly understood. If enchanting an already enchanted item, the previous enchantments probably interfere with the new True pattern being created.

Disposable items, or items that require reattaching aren’t good choices for thread items. Not in the sense it isn’t possible, but in the sense the headache isn’t worth it and this is probably an attempt to generate some perceived huge benefit for minimal cost. Not every fancy and fantasy should be entertained just to get bigger numbers.

Special thanks to Brett Bowen for helping with this.

Effects Available for All Thread Ranks:
  • Add +1 to a weapon’s Damage Step.
  • Add +1 to Physical or Mystic Armor Rating.
  • Reduce Initiative Penalty by 1. This cannot reduce the Initiative Penalty of armor or a shield below half, rounded down.
  • Add +1 to Physical, Mystic, or Social Defense.
  • Add a +1 rank to a talent. This can never give ranks to a Thread Weaving talent. File this under, “wishing for more wishes.”
  • Add a +1 bonus to a test type (e.g., unarmed Damage tests, Climbing tests, Initiative tests, Thread Weaving tests, etc.). These should not be overly broad, such as “close combat Attack tests.”
  • Increase short range and long range by 25% each.
  • A Standard Matrix of rank equal to the thread rank (only one spell matrix per item and not recommended for Novice tier items). This is required for an Enhanced Matrix to be included at a higher rank.
  • A special effect affecting the item’s usability, visual appearance, or other properties not directly related to another effect option (a magically collapsible quarterstaff, an anvil weighing only 3 pounds, a piece of clothing perfectly fitting any wearer). Inconsequential abilities may be part of another effect.
  • A special ability similar to a spell up to Second Circle that costs at least 1 Strain to use as Standard action. This is not actually a spell. If this replicates an ability associated with a higher rank effect or is strictly better than a presented effect (e.g., Air Armor), adjust it to the appropriate rank and bonuses. "Similar" is the keyword here and this is a catchall, rather than a strict requirement.

Effects Available from Rank Five Upwards:
  • Add +1 Recovery test per day. Only once per item.
  • Add +1 Circle to a Discipline of their choice for the purpose of determining Durability.
  • Add +1 Circle for the purpose of determining maximum Karma.
  • Add a +3 bonus to a test type (unarmed damage, Climbing tests, Initiative tests, etc.) for 1 Strain per use. This can be used once per round.
  • Store Karma Points up to the thread item’s rank. These Karma Points can only be transferred into the thread item during the owner’s Karma Ritual, and they cannot be transferred out of the thread item. They can also only be spent for specific purposes, rather than being an extension of the character’s Karma Pool.
  • Add a +2 bonus to a characteristic (Defense, Wound Threshold) until the end of the round or end of the next round—depending on the benefit—as a Simple action. I’ve been experimenting with these effects a great deal lately and placed numerous at Rank Three for testing. How these play out in terms of effectiveness is still being evaluated and some examples I’ve written are likely too powerful.
  • Add a +2 bonus to a test type against a very specific type of target or for a very specific type of action.
  • An Enhanced Matrix with significant limitations (only one spell matrix per item). A Standard Matrix is required (and replaced) before this can be added. For example, the spell matrix can only hold spells with a particular elemental keyword. This means spells with any other elemental keyword cannot be held in the spell matrix. Limiting to only one Discipline is not a significant limitation.
  • A special ability similar to a spell of up to Fourth Circle that costs at least 2 Strain to use as a Standard action. This is not actually a spell. If this replicates an ability associated with a higher rank effect or is strictly better than a presented effect, adjust it to the appropriate rank and bonuses. "Similar: is the keyword here and this is a catchall, rather than a strict requirement.

Effects Available from Rank Seven Upwards:
  • Two effects available at all ranks, or one effect available at all ranks with double the bonus.
  • Add +1 to an Attribute Value. Only once per item.
  • A special ability similar to a spell of up to Sixth Circle that costs at least 3 Strain to use as a Standard action. This is not actually a spell. If this replicates an ability associated with a higher rank effect or is strictly better than a presented effect, adjust it to the appropriate rank and bonuses. "Similar" is the keyword here and this is a catchall, rather than a strict requirement.
  • An Enhanced Matrix with no restrictions (only one spell matrix per item). A Standard Matrix is required (and replaced) before this can be added.

02 December 2020

Earthdawn 4E: Musings 02 - Self-Training

This is the second part of Musings part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

This is the second entry in this category where I share thoughts on various topics. Be aware, there will be rambling, asides, digressions, and wherever chasing the white rabbit takes me.

This particular topic comes up from time to time and like most things, I have opinions about it. Much of this is based on looking at how a body of knowledge develops in the world and how you gain access to it. Practicing a skill often only gets you so far as this doesn't necessarily force you to learn something new. But I'm getting ahead of myself...


Adepts training themselves is an interesting topic, though never discussed in the text throughout the editions. It is a topic of interest because it bypasses roadblocks, and implies an inherent level of mysticism and connection to magic that can be distinctly appealing. From a purely practical standpoint, there’s the argument someone had to be the first to get there. Rank 10 skills and Fifteenth Circle didn’t come out of nowhere. Well, depending on where you think Disciplines came from, they could have been given fully formed.


The problem with how to address this within the setting is everyone is standing on the shoulders of those before them. The knowledge of a Rank 10 skill was built over generations of practitioners making discoveries, then sharing that knowledge with others. Slowly building the abstraction we use ranks to represent. If someone doesn’t show you what the more advanced techniques are and you don’t have access to training materials, this is a long, laborious and potentially impossible task. You are effectively reinventing the wheel without knowing anything about what a wheel is.


Disciplines present a similar difficulty. If they were developed rather than gifted, this means they were the product of many who came before. Those teachings spread and became true, shaping the Discipline and what it represents. A scholar in the text The Adept’s Journey: Mystic Paths posits Paths may be precursors to Disciplines. This is rightly refuted with the statement there is nothing to support the hypothesis and it falls into the realm of things impossible to test.


Where does this leave us in the context of self-training within the setting? It indicates it may not realistically be possible to advance in Circle or a skill rank without a trainer. Doing so would require a significant increase in the time required. It would be measured in years rather than weeks. However, this doesn’t have to reflect your group and your table. Perhaps the adepts are prodigies who are remarkably in tune with their Discipline. They immerse themselves in meditation, communing with the elements that reflect their perspective on their Discipline, they attempt to open their eyes to possibilities, seeing what they don’t already see. This is a journey of discovery, explicitly learning what they don’t already know. In such circumstances, the training period should be at least ten times the listed requirement. This is almost fancifully low. However, it should reflect what the group wants out of the game. Not what the game wants you to do.


18 November 2020

Earthdawn 4E: Rules Variant 14 - Weapons Redesign

This is the fourteenth Rules Variant, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

The current weapon charts are interesting, but ultimately most of it is wasted space. Different costs and weights lead more to bottlenecks for weapon choice rather than interest as there tend to be optimized choices. There’s also some problems with inconsistency. Instead, this presents generic weapons and traits (or keywords) to add to weapons to customize them as needed. All Size 3 melee weapons with Damage Step 5 are the same and it doesn’t matter if it’s an axe, spear, or sword. Some spears can have the throwing trait and be designed as such, others may be designed for exclusive use in melee combat.


The exception is missile weapons which have a fixed list with some traits behind the scenes due to balance issues afforded by significantly more powerful missile weapons. To digress briefly: this is an instance of risk v. reward, which is the lever for a lot of balance decisions even if it has nothing to do with being “realistic.” It’s a game, it’s not realistic. Drop the pitchforks and crossbows. Offering more damage from missile weapons with their exceptional range tilts the balance too far toward reward with significantly reduced risk.


Weapons are divided into three categories—melee, thrown, and missile. Windlings get their own tables because they’re significantly different in size. Each category has a set of attributes and traits to potentially choose from. Each trait reduces the Damage Step by 1. Nothing is free. For example, the aforementioned Size 3 melee weapon has Damage Step 5; if throwing is added to it, it is Damage Step 4. 


Weapons also come in three sizes—small, medium, and large. These indicate which Namegivers the weapon is designed for—small for windlings; medium for dwarfs, elves, humans, orks, and t’skrang; and large for obsidimen and trolls. These are based on the maximum one-handed weapon size for new Namegivers in future products. Weapons designed for a size cannot be used by Namegivers outside of that size; despite both being able to use Size 1 weapons, a windling cannot use a dagger designed for an elf as a sword, nor can an ork use a sword designed for a windling as a dagger. The abstractions of Size don’t include tailoring required for such drastic differences in physiology. Such as a windling being able to wrap their hand around the hilt of a dagger sized for a troll.


The goal is not to perfectly replicate every weapon. I tried that and started toeing the line to madness. That’s not quite true—I was staring in the deep end and thought, “Man, it’s not worth it over mechanics to differentiate between a dwarf sword and a short sword. Not when people are arguing about model train gauges and Sonic the Hedgehog continuity on the internet. Pace yourself.” The purpose is to eliminate the need for all those different variations on the same thing (some worse for no known reason) and instead provide descriptions of specific weapons to fill out the setting and invite character.


This does not address weapons with entangling, which probably needs a deeper redesign and aren’t as easily addressed in a simple fashion.


While this is a good start, it's not the end. And by no means perfect. Though bigger changes to the weapon list require deeper fundamental changes to the mechanics beyond just a list of weapons and what seem like deceptively "simple" or "elegant" solutions. All of which are worse than the problem the seek to resolve, either in terms of excessive complexity or giving rise to entirely worse issues because they only focus on the pebble dropping into the pond, but not the ripples it creates.


Special thanks to Brett Bowen for helping with this.



Melee Weapons


Type

Size

Damage Step

Cost

Weight

STR Min

Avail.

Medium One-Handed

1

3

1

1

6

Average

Small One-Handed

1

3

45

1

6

Unusual

Large One-Handed

2

4

2

3

8

Average

Medium One-Handed

2

4

15

3

8

Average

Medium Net

2

-

5

2

8

Unusual

Small Two-Handed

2

4

55

2

7

Unusual

Large One-Handed

3

5

30

4

12

Average

Medium One-Handed

3

5

25

4

12

Average

Large Net

3

-

10

3

10

Rare

Large One-Handed

4

6

50

6

16

Average

Medium Two-Handed

4

6

50

6

13

Average

Large Two-Handed

5

7

100

8

17

Average

Medium Two-Handed

5

7

100

8

15

Average

Large Two-Handed

6

8

150

10

19

Unusual

Medium Two-Handed

6

8

150

10

16

Unusual

Large Two-Handed

7

9

175

12

20

Unusual


Melee Weapon Traits


Defensive: The wielder gains a +1 bonus to their Physical Defense, Avoid Blow, and Riposte when using the Defensive Stance combat option.

Entangling: This is an entangling weapon. If used to entangle, it does not cause damage.

Knockdown: This weapon increases Knockdown Difficulties it causes by +2.

Light: The weapon is treated as two Sizes smaller for cost, weight, and Strength minimum. This can be taken multiple times, but additional times treat the size as only one smaller. If this reduces the weapon below Size 1, reduce cost and weight in half, and Strength minimum by -2.

Mounted: This is treated as a one-handed weapon while mounted. This reduces Damage Step by 2. Melee weapons sized for windlings do not reduce their Damage Step for this trait.

Net: Nets cannot be given additional traits and are all entangling weapons. Their Entangling Difficulty is 12.

Reach: The wielder can attack opponents 2 yards away. This cannot attack through occupied areas.

Throwing: The weapon can be thrown with 2-10 (short) and 11-20 (long) ranges; or 2-8 (short) and 9-16 (long) for windling weapons. This can only be applied to one-handed weapons.

Tripping: When making an Attack to Knockdown, this weapon ignores Physical Armor.



Throwing Weapons


Type

Size

Damage Step

Short

Long

Cost

Weight

STR Min

Avail.

Small Throwing

1

2

2-12

13-24

10

0.75

4

Unusual

Medium Throwing

1

2

2-16

17-32

2

0.75

4

Average

Small Net

2

-

2-6

7-12

15

0.75

4

Unusual

Medium Throwing

2

3

2-16

17-32

5

1

8

Average

Medium Throwing Net

2

-

2-10

11-20

10

1

10

Rare

Large Throwing

2

3

2-20

22-40

25

1

8

Average

Medium Throwing

3

4

2-20

22-40

30

2

12

Unusual

Large Throwing

3

4

2-24

25-48

75

2

12

Unusual

Large Throwing Net

3

-

2-10

11-20

15

3

12

Rare

Medium Net

4

-

2-6

7-12

15

5

10

Average

Large Throwing

4

5

2-24

25-48

100

3

16

Rare

Large Net

5

-

2-6

7-12

20

7

12

Unusual

Note: Throwing weapons can only be used one-handed, except in the case of nets.


Throwing Weapon Traits


Extended Range: This adds +4 to short range and +8 to long range.

Light: The weapon is treated as two Sizes smaller for cost, weight, and Strength minimum. This can be taken multiple times, but additional times treat the size as only one smaller. If this reduces the weapon below Size 1, reduce cost and weight in half, and Strength minimum by -2.

Net: Nets cannot be given additional traits and are all entangling weapons. Their Entangling Difficulty is 12.

Tripping: This weapon can use the Attack to Knockdown combat maneuver.



Missile Weapons


Type

Size

Damage Step

Short

Long

Cost

Weight

STR Min

Avail.

Sling (Small)

1

1

2-10

11-20

1

0.25

-

Unusual

Windling Shortbow

2

2

2-10

11-20

20

0.75

-

Unusual

Blowgun

2

1

2-20

21-40

2

1

-

Unusual

Sling (Medium)

2

2

2-10

11-20

3

1

-

Average

Windling Longbow

2

3

2-20

21-40

25

1

6

Average

Sling (Large)

3

3

2-10

11-20

15

4

-

Average

Crossbow, Light

4

4

2-30

41-60

50

5

11

Average

Shortbow

4

3

2-40

41-80

30

3

10

Average

Crossbow, Medium

5

5

2-40

41-80

100

7

12

Unusual

Longbow

5

4

2-50

51-100

60

4

11

Average

Warbow

6

5

2-60

61-120

200

5

12

Rare

Note: Regardless of the Size, missile weapons always require two hands to use. Even if small enough to wield in one hand (e.g. sling), a second hand is required to reload.


Only shortbows, slings, and windling shortbows can be used while mounted.


If using sling bullets, rather than rocks smoothed by the river, slings add +10 yards to short range and +20 yards to long range for medium and large slings. Small slings must use sling bullets and do not increase range. Sling bullets cost 1 sp (small), 2 sp (medium) and 3 sp (large) for 20 sling bullets.