Follow TV Tropes

Following

History TabletopGame / Earthdawn

Go To

OR

Added: 665

Changed: 463

Is there an issue? Send a MessageReason:
None


* NoCampaignForTheWicked: ''Earthdawn Gamemaster Pack'', "Gamemastering Earthdawn" booklet. It is specifically stated that no PlayerCharacter may ever learn or use sacrificial BloodMagic (where an unwilling victim is harmed or killed to gain magical benefit). This is because sacrificial BloodMagic is only used by evil {{Non Player Character}}s, such as those corrupted by the [[EldritchAbomination Horrors]]. It further states that FASA will not publish any rules for using such magic.

to:

* NoCampaignForTheWicked: NoCampaignForTheWicked
** In the
''Earthdawn Gamemaster Pack'', Pack'''s "Gamemastering Earthdawn" booklet. It booklet, it is specifically stated that no PlayerCharacter may ever learn or use sacrificial BloodMagic (where an unwilling victim is harmed or killed to gain magical benefit). This is because sacrificial BloodMagic is only used by evil {{Non Player Character}}s, such as those corrupted by the [[EldritchAbomination Horrors]]. It further states that FASA will not publish any rules for using such magic.magic.
** ''Earthdawn Companion''. Questors of the Mad Passions tend to act in an evil manner and would be disruptive to group play, so gamemasters are advised to not let players have such characters.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AttackItsWeakPoint: Supplement ''Earthdawn Companion''. The Show Armor Flaw talent causes flaws in a target's armor to glow so that opponents can attack the weak spot(s) with a better chance of inflicting an Armor-Defeating hit.

Added: 414

Removed: 414

Is there an issue? Send a MessageReason:
Alphabetized a trope entry.


* DarkIsNotEvil: To other Name Givers the Nethermancers are incredibly creepy, part of a magical tradition focused on death. They can be incredibly nasty... but they also have both the best magical healing abilities as well as powerful spells designed to fight [[EldritchAbomination the Horrors]]. The truth is that they actually just... [[StartXToStopX practical]], the Death plane being just another netherworld.



* DarkIsNotEvil: To other Name Givers the Nethermancers are incredibly creepy, part of a magical tradition focused on death. They can be incredibly nasty... but they also have both the best magical healing abilities as well as powerful spells designed to fight [[EldritchAbomination the Horrors]]. The truth is that they actually just... [[StartXToStopX practical]], the Death plane being just another netherworld.

Added: 348

Changed: 125

Is there an issue? Send a MessageReason:
None


* DashAttack: Ground creatures perform a [[ChargeAttack Charging Attack]], flying creatures make Swooping Attacks against ground targets.

to:

* DashAttack: Ground creatures DashAttack
** Land animals (such as Thundra beasts) can
perform a [[ChargeAttack Charging Attack]], Attacks at opponents, and flying creatures make like espagra, gargoyles and griffins can use Swooping Attacks against ground targets.targets on the ground.
** ''Earthdawn Companion'' supplement. The Rushing Attack talent allows the user to move their Full Movement toward an opponent while making an attack.
Is there an issue? Send a MessageReason:
None


Fantasy not enough? How about some cosmic horror? Magic ebbs and flows over the millennia, you see. When it increases, the walls between the worlds grow thin, and monsters come through. They are known as Horrors, the ensuing time of darkness as the Scourge. The people built kaers, {{Underground Cit|y}}ies with powerful wards, and hid in them for centuries. The level of magic began to drop--but then it got stuck. The people emerged from the kaers into a new dawn on a new Earth (Earth-dawn, get it?).

to:

Fantasy not enough? How about some cosmic horror? Magic ebbs and flows over the millennia, you see. When it increases, the walls between the worlds grow thin, and monsters [[CosmicHorrorStory Lovecraftian Gribblies]] come through. They are known as Horrors, the ensuing time of darkness as the Scourge. The people built kaers, {{Underground Cit|y}}ies with powerful wards, and hid in them for centuries. The level of magic began to drop--but then it got stuck. The people emerged from the kaers into a new dawn on a new Earth (Earth-dawn, get it?).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* OurHydrasAreDifferent: Hydras were created when a human sorcerer stole a clutch of dragon eggs and fused the hatchlings into a single, many-headed monsters. They've been breeding on their own since then, but dragons view them as abominations and believe they should be wiped out.
Is there an issue? Send a MessageReason:
None


* EarthAllAlong: As a consequence of being a prequel to ''TabletopGame/{{Shadowrun}}''.

to:

* EarthAllAlong: As a consequence of being a prequel to ''TabletopGame/{{Shadowrun}}''.''TabletopGame/{{Shadowrun}}'', ''Earthdawn'' is supposed to take place in the very distant past of our world -- the Fourth World to real life's Fifth and ''Shadowrun'''s Sixth -- before magic faded away into the current mana-less period. This is borne out by the setting's geography -- the map of Barsaive shows what are clearly the outlines of the Black and Caspian seas to its south, placing it in European Russia and Eastern Europe, and TheEmpire of Thera exists in modern-day Greece.



* TheEmpire: Thera. Also could be Atlantis.

to:

* TheEmpire: Thera. Also could be Atlantis.Thera, an expansionistic and human-centric empire.



* HeWhoFightsMonsters

to:

* HeWhoFightsMonstersHeWhoFightsMonsters:



* HumansAreSpecial

to:

* HumansAreSpecialHumansAreSpecial:



** Averted in-universe, where dwarves, not humans are the dominant race in Barsaive.

to:

** Averted in-universe, where dwarves, not humans humans, are the dominant race in Barsaive.
Is there an issue? Send a MessageReason:
None


Get a bag. Throw in a copy of Lord of the Rings and some dice. Season with Moorcock and Vance to taste. Shake well. Pour it out on a table. For a while that seemed to be how most [=FRP=]Gs got made. ''This is not one of those.''

After the success of ''TabletopGame/{{Shadowrun}},'' Creator/{{FASA}} tried their hand at a fantasy RPG - and they consciously set out to turn [[StandardFantasySetting the stereotypes]] on their heads. In the province of Barsaive, humans don't run the world, the dwarves do. Elves aren't carefree forest denizens, the thorns in their skin cause constant pain, and their forest drips blood. There are no all-powerful gods, only Passions, and some of them are crazy. Everyone uses magic, not just spellcasters.

to:

Get a bag. Throw in a copy of Lord of the Rings ''Literature/TheLordOfTheRings'' and some dice. Season with Moorcock [[Creator/MichaelMoorcock Moorcock]] and Vance [[Creator/JackVance Vance]] to taste. Shake well. Pour it out on a table. For a while that seemed to be how most [=FRP=]Gs got made. ''This is not one of those.''

After the success of ''TabletopGame/{{Shadowrun}},'' Creator/{{FASA}} tried their hand at a fantasy RPG - -- and they consciously set out to turn [[StandardFantasySetting the stereotypes]] on their heads. In the province of Barsaive, humans don't run the world, the dwarves do. Elves aren't carefree forest denizens, the thorns in their skin cause constant pain, and their forest drips blood. There are no all-powerful gods, only Passions, and some of them are crazy. Everyone uses magic, not just spellcasters.



Wait, there's more. The humans run the Theran Empire, they use blood magic, they enslave other races, and they make war in flying castles. The trolls are eight and a half foot tall {{Sky Pirate}}s in flying stone longboats. The obsidimen are over seven feet tall and made of rock. The windlings are tiny flying people. The t'skrang are [[{{Lizard Folk}} Lizardmen]] who run boats on the many rivers. The orks have been [[{{Slave Race}} enslaved by almost everybody]] and are trying to establish their own nation. All these races are called Name-Givers, on the assumption that naming a thing gives it a magical identity, a pattern that can be manipulated.

to:

Wait, there's more. The humans run the Theran Empire, they use blood magic, they enslave other races, and they make war in flying castles. The trolls are eight and a half foot tall {{Sky Pirate}}s in flying stone longboats. The obsidimen are over seven feet tall and made of rock. The windlings are tiny flying people. The t'skrang are [[{{Lizard Folk}} [[LizardFolk Lizardmen]] who run boats on the many rivers. The orks have been [[{{Slave Race}} [[SlaveRace enslaved by almost everybody]] and are trying to establish their own nation. All these races are called Name-Givers, on the assumption that naming a thing gives it a magical identity, a pattern that can be manipulated.



Of course there are dragons. In fact, they are behind many of the conspiracies. If you know ''TabletopGame/{{Shadowrun}},'' you may even [[BeethovenWasAnAlienSpy recognize]] some of them... but that means... it is EarthAllAlong! Yes, you may recognize Thera as the name of a Greek island--it may have inspired the myths about Atlantis when it exploded thousands of years ago. Yes, the magic level [[TheMagicGoesAway eventually goes back down to nothing]], only to go back up in our time for ''Shadowrun.'' A cosmic case of [[EternalRecurrence history repeating itself]].

Then FASA went out of business. Living Room Games brought out a [[TheyChangedItNowItSucks second edition]]. Then LRG went out of business. [=RedBrick=] brought out two virtual editions, a third and an alternate second. [=RedBrick=] worked on a D&D-compatible edition for a while, but the project was ultimately shelved and nothing came out of it. Then FASA was revived and [=RedBrick=] gave the Earthdawn license back to them. FASA published a revised edition of the game that was nevertheless completely compatible with [=RedBrick=]'s 3rd edition. As you can see, this game's meta-history is rather complicated.

Wait, you want to ''play'' Earthdawn? That's a different thing altogether. To use a skill, you have to work out your step number, which is your skill level plus modifiers. Now refer to your Step Table, which tells you how many dice of which types to roll. That's right, using the same skill, you may roll different types of dice from one use to the next. It beats using calculus to simulate swinging on a rope, but there are simpler systems - including d20 and Savage Worlds which have seen the conversions of Earthdawn recently.

This has recently been solved, as an Earthdawn fan asked himself "[[IWantMyJetpack I'm living in the Future, why aren't I Gaming like it?]]" and coded a [[NoPaperFuture Virtual Tabletop System]] for Earthdawn: [[http://bit.ly/earthdawnVirtualTabletop MapTool Earthdawn Framework]]

to:

Of course there are dragons. In fact, they are behind many of the conspiracies. If you know ''TabletopGame/{{Shadowrun}},'' you may even [[BeethovenWasAnAlienSpy recognize]] some of them... but that means... it is EarthAllAlong! Yes, you may recognize Thera as the name of a Greek island--it island -- it may have inspired the myths about Atlantis when it exploded thousands of years ago. Yes, the magic level [[TheMagicGoesAway eventually goes back down to nothing]], only to go back up in our time for ''Shadowrun.'' A cosmic case of [[EternalRecurrence history repeating itself]].

Then FASA went out of business. Living Room Games brought out a [[TheyChangedItNowItSucks second edition]]. Then LRG went out of business. [=RedBrick=] brought out two virtual editions, a third and an alternate second. [=RedBrick=] worked on a D&D-compatible edition for a while, but the project was ultimately shelved and nothing came out of it. Then FASA was revived and [=RedBrick=] gave the Earthdawn ''Earthdawn'' license back to them. FASA published a revised edition of the game that was nevertheless completely compatible with [=RedBrick=]'s 3rd edition. As you can see, this game's meta-history is rather complicated.

Wait, you want to ''play'' Earthdawn? ''play Earthdawn''? That's a different thing altogether. To use a skill, you have to work out your step number, which is your skill level plus modifiers. Now refer to your Step Table, which tells you how many dice of which types to roll. That's right, using the same skill, you may roll different types of dice from one use to the next. It beats using calculus to simulate swinging on a rope, but there are simpler systems - -- including d20 and Savage Worlds which have seen the conversions of Earthdawn ''Earthdawn'' recently.

This has recently been solved, as an Earthdawn ''Earthdawn'' fan asked himself "[[IWantMyJetpack I'm living in the Future, future, why aren't I Gaming gaming like it?]]" and coded a [[NoPaperFuture Virtual Tabletop System]] tabletop system]] for Earthdawn: ''Earthdawn'': [[http://bit.ly/earthdawnVirtualTabletop MapTool Earthdawn Framework]]
Framework]].



* IKnowYourTrueName: Played with. Namegiver races (ie, PC ones) can do this...and Horrors do not naturally ''have'' names. By cajoling a Namegiver into naming them, they gain the weaknesses of having a true name...and individuality, and with ''that'', strength.

to:

* IKnowYourTrueName: Played with. Namegiver races (ie, PC ones) can do this... and Horrors do not naturally ''have'' names. By cajoling a Namegiver into naming them, they gain the weaknesses of having a true name... and individuality, and with ''that'', strength.



* LuckManipulationMechanic: The [[EldritchAbomination Horror]] power of "Cursed Luck" and the dragon power of "Disrupt Fate." Also, Karma - especially for Windlings.

to:

* LuckManipulationMechanic: The [[EldritchAbomination Horror]] power of "Cursed Luck" and the dragon power of "Disrupt Fate." Fate". Also, Karma - -- especially for Windlings.



* MagicKnight: ''[[EveryoneIsASuper Everyone]].'' All [=PCs=] are magicians - Adepts. Wizards could have some kind of basic martial capability, Warriors had their share of elemental magic, and Weaponsmiths at very very high levels learned how to cast Elementalist spells.

to:

* MagicKnight: ''[[EveryoneIsASuper Everyone]].'' All [=PCs=] are magicians - -- Adepts. Wizards could have some kind of basic martial capability, Warriors had their share of elemental magic, and Weaponsmiths at very very high levels learned how to cast Elementalist spells.



* PrequelInTheLostAge: ''TabletopGame/{{Earthdawn}}'' is set in the Fourth World and is a prequel to ''TabletopGame/{{Shadowrun}}'', which is set in the Sixth World.

to:

* PrequelInTheLostAge: ''TabletopGame/{{Earthdawn}}'' ''Earthdawn'' is set in the Fourth World and is a prequel to ''TabletopGame/{{Shadowrun}}'', which is set in the Sixth World.



* SlidingScaleOfGameplayAndStoryIntegration: Deliberate, approaching Perfect; every element was specifically designed to [[JustifiedTrope justify]] traditional fantasy role playing tropes. Earthdawn is perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."

to:

* SlidingScaleOfGameplayAndStoryIntegration: Deliberate, approaching Perfect; every element was specifically designed to [[JustifiedTrope justify]] traditional fantasy role playing tropes. Earthdawn ''Earthdawn'' is perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," Thief", for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DeadlyForceField: The Circle 8 Wizard spell Compression Bubble forms around an opponent and contracts, causing damage to the opponent.
Is there an issue? Send a MessageReason:
Changed to matrch the text in the example on the Prequel In The Lost Age page.


* PrequelInTheLostAge: ''Earthdawn'' is a prequel to ''TabletopGame/{{Shadowrun}}'', set in the Fourth World.

to:

* PrequelInTheLostAge: ''Earthdawn'' ''TabletopGame/{{Earthdawn}}'' is set in the Fourth World and is a prequel to ''TabletopGame/{{Shadowrun}}'', which is set in the Fourth Sixth World.
Is there an issue? Send a MessageReason:
Re-wrote to match the text on the Orichalcum page.


* {{Orichalcum}}: in this game, there are five elements: earth, air, fire, water, and wood. You get the golden metal orichalcum by combining all five.

to:

* {{Orichalcum}}: in this game, there are The game has the five elements: True Elements: earth, air, fire, water, and wood. You get the golden metal orichalcum by combining all five.
Is there an issue? Send a MessageReason:
None


* InertialImpalement: In the combat chapter, one of the techniques in the Mounted Combat section is "Setting Against A Charge". If a character knows a Charging Attack is coming and has a spear or lance available, he can make a Melee Weapons Test. If he succeeds, he hits the charging opponent and does damage before the opponent can attack. If he succeeds really well he can knock the opponent off his steed.

to:

* InertialImpalement: In the combat chapter, one of the techniques in the Mounted Combat section is "Setting Against A Charge". If a character knows a Charging Attack is coming and has a spear or lance available, he can make a Melee Weapons Test. If he succeeds, he hits the charging opponent and does damage before the opponent can attack. If he succeeds really well well, he can knock the opponent off his steed.
Is there an issue? Send a MessageReason:
Italicized work names as per How To Write An Example - Emphasis For Work Names.


* EarthAllAlong: As a consequence of being a prequel to TabletopGame/{{Shadowrun}}.

to:

* EarthAllAlong: As a consequence of being a prequel to TabletopGame/{{Shadowrun}}.''TabletopGame/{{Shadowrun}}''.
Is there an issue? Send a MessageReason:
None


** The main rules had a picture of the signboard of an inn called "The Gilded Toad".

to:

** The 1st Edition main rules had has a picture of the signboard of an inn called "The Gilded Toad".



** ''Sky Point & Vivane' boxed set, Book 2 "Theran Vivane". The Theran section of Vivane has a tavern called the Blackguard Duck. It's a regular meeting place for the t'skrang who work in the Vivane boat yard.

to:

** ''Sky Point & Vivane' Vivane'' boxed set, Book 2 "Theran Vivane". The Theran section of Vivane has a tavern called the Blackguard Duck. It's a regular meeting place for the t'skrang who work in the Vivane boat yard.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AttackReflector: When a spell is cast at a person holding the magical Silvered Shield, the Shield can send the spell back against the spell's caster.
Is there an issue? Send a MessageReason:
None


* NoCampaignForTheWicked: ''Earthdawn Gamemaster Pack'', "Gamemmastering Earthdawn" booklet. It is specifically stated that no PlayerCharacter may ever learn or use sacrificial BloodMagic (where an unwilling victim is harmed or killed to gain magical benefit). This is because sacrificial BloodMagic is only used by evil {{Non Player Character}}s, such as those corrupted by the [[EldritchAbomination Horrors]]. It further states that FASA will not publish any rules for using such magic.

to:

* NoCampaignForTheWicked: ''Earthdawn Gamemaster Pack'', "Gamemmastering "Gamemastering Earthdawn" booklet. It is specifically stated that no PlayerCharacter may ever learn or use sacrificial BloodMagic (where an unwilling victim is harmed or killed to gain magical benefit). This is because sacrificial BloodMagic is only used by evil {{Non Player Character}}s, such as those corrupted by the [[EldritchAbomination Horrors]]. It further states that FASA will not publish any rules for using such magic.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NoCampaignForTheWicked: ''Earthdawn Gamemaster Pack'', "Gamemmastering Earthdawn" booklet. It is specifically stated that no PlayerCharacter may ever learn or use sacrificial BloodMagic (where an unwilling victim is harmed or killed to gain magical benefit). This is because sacrificial BloodMagic is only used by evil {{Non Player Character}}s, such as those corrupted by the [[EldritchAbomination Horrors]]. It further states that FASA will not publish any rules for using such magic.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BloodMagic: Blood charms are used to seal Blood Oaths and gain magical benefits. They usually last AYearAndADay.
Is there an issue? Send a MessageReason:
None


** ''Skypoint & Vivane' boxed set, Book 2 "Theran Vivane". The Theran section of Vivane has a tavern called the Blackguard Duck. It's a regular meeting place for the t'skrang who work in the Vivane boat yard.

to:

** ''Skypoint ''Sky Point & Vivane' boxed set, Book 2 "Theran Vivane". The Theran section of Vivane has a tavern called the Blackguard Duck. It's a regular meeting place for the t'skrang who work in the Vivane boat yard.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AdjectiveAnimalAlehouse
** The main rules had a picture of the signboard of an inn called "The Gilded Toad".
** ''Path of Deception'' adventure. In the small city of Haven near the ruins of Parlainth can be found the Restless Troll inn.
** ''Skypoint & Vivane' boxed set, Book 2 "Theran Vivane". The Theran section of Vivane has a tavern called the Blackguard Duck. It's a regular meeting place for the t'skrang who work in the Vivane boat yard.
Is there an issue? Send a MessageReason:
Link to the trope, not the medium subpages.


* [[BerserkButton/TabletopGames Berserk Button]]: An ork's gahad, which can cause berserk rage and violence.

to:

* [[BerserkButton/TabletopGames Berserk Button]]: BerserkButton: An ork's gahad, which can cause berserk rage and violence.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BanishingRitual: ''Terror in the Skies". A Horror tricks the PlayerCharacters into [[MacGuffinDeliveryService retrieving a book of rituals that can send Horrors back to their own plane of existence, then steals it from them]]. If the {{PC}}s can regain the book, they can use one of the rituals to banish the Horror.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MacGuffinDeliveryService: Adventure ''Terror in the Skies". The Tome of Banishment is a collection of rituals that can send Horrors back to their own plane of existence. A Horror tricks the player characters into retrieving it, then steals it from them. If the {{PC}}s can regain it, they can use one of the rituals to banish the Horror.
Is there an issue? Send a MessageReason:
None


* RainbowMotif: A creature using Heat Sight sees the difference between background temperature and an object's temperature as a color. As the difference increases the color goes up the ROYGBIV scale (red, orange, yellow, green, blue, indigo, violet).

to:

* RainbowMotif: A creature using Heat Sight sees the difference between background temperature and an object's temperature as a color. As the difference increases increases, the color goes up the ROYGBIV scale (red, orange, yellow, green, blue, indigo, violet).
Is there an issue? Send a MessageReason:
None


* DashAttack: Ground creatures perform a ChargeAttack, flying creatures make Swooping Attacks against ground targets.

to:

* DashAttack: Ground creatures perform a ChargeAttack, [[ChargeAttack Charging Attack]], flying creatures make Swooping Attacks against ground targets.
Is there an issue? Send a MessageReason:
None


* DashAttack: Ground creatures perform ChargingAttacks, flying creatures make Swooping Attacks against ground targets.

to:

* DashAttack: Ground creatures perform ChargingAttacks, a ChargeAttack, flying creatures make Swooping Attacks against ground targets.
Is there an issue? Send a MessageReason:
None


Of course there are dragons. In fact, they are behind many of the conspiracies. If you know ''TabletopGame/{{Shadowrun}},'' you may even [[BeethovenWasAnAlienSpy recognize]] some of them ... but that means ... it is EarthAllAlong! Yes, you may recognize Thera as the name of a Greek island--it may have inspired the myths about Atlantis when it exploded thousands of years ago. Yes, the magic level [[TheMagicGoesAway eventually goes back down to nothing]], only to go back up in our time for ''Shadowrun.'' A cosmic case of [[EternalRecurrence history repeating itself]].

to:

Of course there are dragons. In fact, they are behind many of the conspiracies. If you know ''TabletopGame/{{Shadowrun}},'' you may even [[BeethovenWasAnAlienSpy recognize]] some of them ... them... but that means ...means... it is EarthAllAlong! Yes, you may recognize Thera as the name of a Greek island--it may have inspired the myths about Atlantis when it exploded thousands of years ago. Yes, the magic level [[TheMagicGoesAway eventually goes back down to nothing]], only to go back up in our time for ''Shadowrun.'' A cosmic case of [[EternalRecurrence history repeating itself]].



* ArtisticLicenseStatistics: Part of the problem with the dice mechanics. At each "step", the step number is supposed to represent an average roll, so if you are at Step 15, for example, the average roll should be a 15. This was supposed to make it easy for the GameMaster to determine target numbers based on how likely he wants it to be for the character to succeed. Unfortunately, no one explained to the designers about score distributions, and some of the steps have distributions that are very strange. The net result is that for certain target numbers, characters with a lower score in a talent are more likely to succeed than those with higher numbers. Third edition partly fixed that by removing 4-sided and 20-sided dice. (you still got the 6,8,10 and 12 ones. Enjoy your bag of dice.) The main problem being exploding dice on the highest value (step 3/1D4 has a 25% to reach 5, so is a theorical step 11/1D20, in practice, step 11 is 1D8+1D6).

to:

* ArtisticLicenseStatistics: Part of the problem with the dice mechanics. At each "step", the step number is supposed to represent an average roll, so if you are at Step 15, for example, the average roll should be a 15. This was supposed to make it easy for the GameMaster to determine target numbers based on how likely he wants it to be for the character to succeed. Unfortunately, no one explained to the designers about score distributions, and some of the steps have distributions that are very strange. The net result is that for certain target numbers, characters with a lower score in a talent are more likely to succeed than those with higher numbers. Third edition partly fixed that by removing 4-sided and 20-sided dice. (you still got the 6,8,10 6, 8, 10 and 12 ones. Enjoy your bag of dice.) The main problem being exploding dice on the highest value (step 3/1D4 has a 25% to reach 5, so is a theorical step 11/1D20, in practice, step 11 is 1D8+1D6).
Is there an issue? Send a MessageReason:
None


** SlidingScaleOfGameplayAndStoryIntegration: Deliberate, approaching Perfect; every element was specifically designed to [[JustifiedTrope justify]] traditional fantasy role playing tropes. Earthdawn is perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."

to:

** * SlidingScaleOfGameplayAndStoryIntegration: Deliberate, approaching Perfect; every element was specifically designed to [[JustifiedTrope justify]] traditional fantasy role playing tropes. Earthdawn is perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."

Added: 1255

Removed: 1282

Is there an issue? Send a MessageReason:
None


* JustifiedTrope: The entire RPGMechanicsVerse was specifically designed to justify traditional fantasy role playing tropes.
** DungeonBasedEconomy: Why are there dungeons filled with monsters and treasure lying around everywhere? They are kaers that are breached.
** CharacterLevel: Why do characters have discrete levels where they get better at things? Because each discipline (aka character class) is tapping into the "true pattern" of that discipline, and your level represents how well you have learned to do this.
** ExperiencePoints: Why is that fighting monsters gives you points that you can then spend to get better at, for example, foreign language? Because all abilities are magical, and the greater your legend, the stronger your magical power grows. There is no question that they are all justified by the nature of the setting.
** SlidingScaleOfGameplayAndStoryIntegration: Deliberate, approaching Perfect; All this makes Earthdawn perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."


Added DiffLines:

** SlidingScaleOfGameplayAndStoryIntegration: Deliberate, approaching Perfect; every element was specifically designed to [[JustifiedTrope justify]] traditional fantasy role playing tropes. Earthdawn is perhaps the only setting where you can talk about your "Class" and "Level" without breaking character in the least. "I'm a Sixth Circle Thief," for example, simply means "I'm a magician who practices a school of magic specialized in hiding and freeing others from the burden of ownership, and I have undergone five advancement rituals."
** DungeonBasedEconomy: Why are there dungeons filled with monsters and treasure lying around everywhere? They are kaers that are breached.
** CharacterLevel: Why do characters have discrete levels where they get better at things? Because each discipline (aka character class) is tapping into the "true pattern" of that discipline, and your level represents how well you have learned to do this.
** ExperiencePoints: Why is that fighting monsters gives you points that you can then spend to get better at, for example, foreign language? Because all abilities are magical, and the greater your legend, the stronger your magical power grows. There is no question that they are all justified by the nature of the setting.
Is there an issue? Send a MessageReason:
None


* JustifiedTrope: Every one of the RPGMechanics was specifically designed to justify traditional fantasy role playing tropes.

to:

* JustifiedTrope: Every one of the RPGMechanics The entire RPGMechanicsVerse was specifically designed to justify traditional fantasy role playing tropes.

Top