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Basic Earthdawn Rules

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PatricioINTP

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Note: These are the rules to this request thread: http://bluemoonroleplaying.com/forums/showthread.php?tid=29805 I confirmed with DA it will be better here (and glad it is!) eventhough this is more for one with one RP. I may add or edit it as time goes on.

Major notice: I destroyed my Paypal to get four of the major 3rd Edition rule books. Brought them Jan 29 and don't know when I will get them. I might do some changes because of it.

Here is the bare basics of the Earthdawn rules. Note however, in ED the setting comes before combat and even the plot! It is heavy in magic and roleplaying. A lot of emphasis is placed on not just playing a particular race right but Disciplines - Earthdawn’s classes - even more so.

It is not so much “Which Discipline should I choose to be a Ranger from D&D” and more of “If I want to roleplay my character this way, which Discipline should I follow?” Each Discipline require a paticular mindset and view of the world from their Adepts; those that practice a Discipline. Also, each Discipline uses magic, even if you can’t cast spells. There will be times when I might seem to exaggerate what your character knows (or sudden health changes like heart beating faster or stomach aches), but really its no different than saying “Your character sees a man dressed in a red robe walk by.” When your character is being true to your Discipline, his or her intuition will pick up on things non-Adepts will never notice by being attuned if you will to magic. If you don’t roleplay your Discipline correctly (i.e. a thief who don’t hide in the shadows), he will loose this ability as he is no longer attuned to magic.

In short, Earthdawn put most emphasis on setting, then magic, roleplaying, and finally much further down combat. Of the approx. 330 pages of 1st Edition core rulebook, 22 pages went for describing magic and how it works in the world, 32 to spells, and then after that 14 to combat. I know there has been at least one if not two rules expansion books for magic, but for advance combat rules all I remember is a chapter from Earthdawn Companion. I will describe combat later, but for magic, its best done within the RP. (Most of the pages are devoted to character creation and talents Discipines use.)

Basic Concept

Many talents (not all) and skills has a rank and attribute associated with it. Its sum is called the Step Number. For example, if you have 1 rank in Melee Weapons and a Dex Step of 7, Melee Weapons will have a Step Value of 8. This value is then translated to a dice roll.

1 d4-2
2 d4-1
3 d4
4 d6
5 d8
6 d10
7 d12
8 2d6
9 d8+d6
10 d10+d6
11 d10+d8
12 2d10
13 d12+d10
14 d20+d4
15 d20+d6
16 d20+d8
17 d20+d10
18 d20+d12
19 d20+2d6
20 d20+d8+d6
21 d20+d10+d6
22 d20+d10+d8
23 d20+2d10
24 d20+d12+d10
25 d20+d10+d8+d4

Note while the rules have not changed a lot between editions (which is why I never bothered), I know this table is one of them. After FASA died, two companies had the rights to it. Living Room Games made 2nd Edition and RedBrick made “Earthdawn Classic” which squeezed most of the 1st edition books into massive volumes. (Their Player’s Compendium is the best book for players out there for Earthdawn, but is no longer in print; 522 pages) Later RedBrick came out with the 3rd Edition. I know they have an option for Step 14 to be 2d12.

Here is some dice roller programs for 1st Edition: http://earthdawn.blogspot.com/2008/10/dice-software-update.html
They also have this 3rd Edition one: http://earthdawn.blogspot.com/2009/09/first-3rd-edition-dice-roller.html

The idea is the Step Value should approximate the average value of the dice rolled. If appropriate, any die of max value (i.e. a roll of 6 on a d6) will be rolled again and added to the current total. If all dice come up to be 1, it automatically fail and may be a fumble. The roll must exceed the difficulty number, which may be a physical/magical/social defense of another character. In addition, some talents allow one to spend Karma points, allowing them another die to roll. Some talents require at least one point of Karma to be spent. (Note: as of now this is not an option till your PC learns Karma Ritual after being trained)

Character Advancement

I am going into more detail on this so you can be planning for it. ED is also a major reason I did a massive hack-job on D&D leveling system! Note first of all when you start the RP with me, assuming you know nothing about the setting, you will be coming out of a kaer without being ‘Level 1’, or First Circle. I can give you a sample character sheet with some options left to be decided on. As I reveal the world, you will eventually find another of your Discipline, be trained (for free), and then be a real starting character.

The experience points in ED is called Legend Points. In addition to keeping a running total, LP is spent to improve talents, which in turn increase one’s Circle. Its a level-based system in reverse. Instead of leveling up and then getting improvements across the board, you level up your talents, and after certain requirements are meet, ‘level up’ and new talents and abilities are unlocked... but not given. I will go into detail what your character can spend their LP on as we go along.

A Legend Award is earned for the following:

1) Completing a session goal during an ongoing adventure (i.e. the end of an act)
2) Two Legend Awards for completing an adventure goal (i.e. after completing a major feat)
3) Defeating creatures or opponents (in or out of combat)
4) Acquiring treasure (not general loot, but specific ones... many creatures have body parts that can be included in this)
5) Creative roleplaying and/or heroics (a full Legend Award for sticking to your character/race/discipline, a half of an Award for heroics)

How much each Legend Award is and how much one earns per session depends on your Circle and the GM. For First Circle characters, 50-75 per Award and 100-450 total is suggested.

Note you won’t earn any LP till your training is done, but that training is free. Basically, I am more focused on getting you use to the setting and how Adepts in Barsaive view and interact with magic. Once your done with training, I’ll start adding LP and after a certain event I have planed after it, and give you a link to that free (but ugly) PDF FASA gave out.

The conditions for advancement into the next Circle is to have (Next Circle + 3) talents at (Next Circle) in rank, one of which have to be a talent you unlocked from your current Circle. So to be of Second Circle, you must have 5 talents at rank 2, one of which have to be a 1st Circle talent. For Third Circle, 6 talents at rank 3, one of which have to be a 2nd Circle talent... and so forth.

Note Versatility and any talents learned from it will not count! Nor can you use Versatility to learn a talent you will learn at a later Circle! Many GMs have house rules on this talent. Use it to give yourself that little edge, but don't abuse it. Not to mention such talents cost extra due to having to develop Versatility first.

I am going to make training to 1st Circle free, making the excuse Adepts view that as a duty and not something to earn profit from. After that, it will cost you money. However, I plan on executing a ‘house rule’ to keep the story moving. Normally you have to train 40 hours under one of a higher Circle over 3 weeks, but I am going to make that as if you had no trainer. If you do have one, I will lower it to 15 hours over one week. Those of higher circles have an additional option I won’t mention here.

You can also learn additional Disciplines, but they are freaking expensive early on. Also they demand a larger roleplaying challenge as each Discipline require a certain view and mindset of the world.

LP can be spent on the following:

  • One Attribute per Circle (value, not step), with each +1 per Attribute costing more. It cannot be saved for a later Circle.
  • Increasing Talent Ranks, with later Circles costing more, up to rank 15. The bulk of your points will be spent here. Note this generally don't require time to train.
  • Increasing Skill Ranks. Note skills are not talents! They will cost more, require time to actually train it, and limited to rank 10. Consider using Versatility instead.
  • Buying Karma Points via the Karma Ritual, which I will describe in the RP. This is cheap and should be routine.
  • Weaving Threads, a form of magic everyone can use. Not going to explain here as it is actually more story than rules, and non-spellcasters don’t unlock this talent till Fourth Circle.

Combat Rules

When a combat round begins, the first thing everyone does is roll for initiative. This is their Dex Step minus any penalties for armor, while some talents may be substituted. After this, most combat actions involve the following die rolls: roll to attack, roll for damage, and effects of damage.

Attacking is usually Melee Weapons, though other talents may be used (Missile, Unarmed) including those that are more magical. There may be some modifications of course. Medium or Long range for Missile Weapons will have a -2 or -3 Step modifier. This will be compared to Physical Defense of the target. If it is higher, the attacker hits. There is three types of Defense for three types of attacks: Physical, Magical, and Social (i.e. taunting your opponent) Defense. In addition, each difficulty number has a range of success (and failure). If the attack roll hits and is above an extraordinary result (i.e. rolling 15 or more with a 7 Defense), armor is ignored.

Rolling for damage is your Strength Step plus the weapon’s Damage Step. Damage is the roll minus Physical Armor, or Mystical Armor if the attack is magic based and is added to current damage. There are several characteristics for damage: Death Rating, Wound Threshold, Unconscious Rating. Tallies include current damage, wounds, and blood magic damage.

  • Death Rating: If current damage is equal or above this, the character is dead.
  • Wound Threshold: If, in a single attack, one gets enough damage to equal or exceed this, he gets one wound and must make a knockdown check. All actions have a (# of Wounds - 1) Step penalty.
  • Unconscious Rating: If current damage is equal or above this (but not dead), the character is knocked out.
  • Blood Magic: There is extremely powerful spells and magical abilities that require one’s life force to be cast. Current Damage may not be lower than this number.

All Disciplines have the Durability talent as part of their Second Circle talents. Ranks in this will increase one’s Death and Unconscious Rating. Each character also have a number of Recovery Tests per day. When used, one rolls their Toughness Step minus current Wounds and deducts that much damage. (For example, if one rolls 8 and have 2 wounds, they deduct 6 from current damage) If injured, one must spend it after waking up, an hour later after being injured, or an hour after taking a Recovery Test. For a wound to heal, one must first have 0 damage and spend a Recovery Test upon waking up.

Spellcasting

Its more flexible than D&D (never touched 4th ed BTW), but magic overall is freaking complicated. If it is not the Step system, its the magic system that scares people. Spellcasting though is not that bad. But it has a lot of prerequisite talents. A thread weaving talent for any of the four spellcasting disciplines, spell casting itself, at least one spell matrix, and preferably Read/Write Magic.

First thing is to weave a thread forming a pattern. The rules never describe it, but the way I see it the mage (unseen by others, though Adepts might sense it) takes a small tiny thread from astral space and forms it into some design. The harder the spell, the harder the thread to weave and/or requires more threads. There is a chance for failure, especially when you need a spell fast in a combat situation. It is then locked into a Spell Matrix, where the pattern is stored. As long as it is there, one can cast from the Matrix as often as one likes. Its like ‘memorizing’ a spell in D&D but not ‘forgetting’ it once its cast.

It is possible to weave multiple threads at once, but comes with an increase chance for failure. It is also possible to cast a spell without using a Matrix, but it comes with risks. It can be done from a grimoire not his own, but there is a chance a Horror will notice and will track your character down. If Horror Marked, he is screwed. Casting raw magic is like yelling into Astral Space through a bullhorn “Come eat my sanity!” Being Horror Marked is nearly guaranteed. Do it only if there is no other choice and you are suicidal.

Depending on the spell, the result is compared to a target number (like a roll to hit with melee weapons) and a roll is done to determine the effect (like damage). To learn new spells, you must write it in your own grimoire using R/W Magic from another grimoire or spellcaster.

Magical Items

If it is not the Step/dice mechanics, this is what those who hate ED point to. Ironically, those that adore ED point to this too! Very much a love it or hate it. I don’t know of any other system for magical items like this. This is not a setting where one picks up a +1 Sword and just use it. In fact, one the most legendary swords, Purifier, has a secret society looking for it and can be an entire campaign by itself!

The first thing to know is all items have a pattern. If one thinks a certain weapon or item is magical, they must give it to one who knows Weapon History (Weaponsmith) or Item History (Troubadour). Of course humans with Versatility might know either talent. (See 3rd edition rules below for a good change about this) The adept must spend a week with the item to learn information concerning it. This is where rules and story intertwine.

Magic Items have ranks. Each rank unlocked require LP and a weaving of a thread. This in turn makes a weapon more powerful, turning it into a +1 (or +2, or higher) weapon in D&D terms, or unlocking a special ability with the weapon. This is good, as a weapon can ‘level up’ along with you.

Now here is the kicker. When Weapon/Item History is used, it reveals another requirement for some ranks. Called Key Knowledges, the character must go out into the world and actually learn the history of the weapon. Weapon/Item History does not tell you the answer, it just reveals the question. For example, majority of Rank 1 requires one to learn the name of the weapon. Using Weapon History, the adepts finds this requirement out. The answer has to be done by... ADVENTURING. In fact, instead of knowing something, the requirement may instead be to perform a deed... an adventure by itself!

So, in summary:

- Either use Weapon/Item History yourself or by someone you can trust to learn what Key Knowledges need to be known.
- Discover the answers to those Key Knowledges or perform a deed, if required for the next rank.
- Spend LP and weave a thread unlocking that rank

And thread weaving is a First Circle talent to spellcasters, Fourth Circle to everyone else. To some, this is too much work. To others, its full of story opportunities as a single item can lead to tons of story ideas. And this is why how magical items work is a love it or hate it thing. That said, if one finds an magical item First Circle, there is nothing stopping him from doing all this legwork before he reach Fourth Circle.

ONLY CLICK THE FOLLOWING LINKS IF YOU WANT TO BE SPOILED!

What to Read?

Of the 1st Edition line, which I consumed when in my high school years, there is two free products. One was an ugly looking printout of the rules FASA released when the Earthdawn product line was in decline, and the second was their unfinished product they were working on when they did stop making Earthdawn products. They closed their doors a few years later. I do have both of these freebies to share.

For a newbie, a better option is this book. Note even the description have spoiler info as I rather play one new to the setting differently, as the setting breaks a number of fantasy tropes (while making excellent excuses for others!). Its the ‘Classic’ edition, which takes everything a player needs to know from the core rulebook and multitude of rule expansion supplements from 1st Edition. The Adepts Way in particular.

http://www.rpgnow.com/product_info.php?products_id=2726

I am most familiar with 1st Edition, and was told not to bother moving up as it just streamline the rules (two talents have been combined, tweaking Step dice) though it looks like they added more flexibility to designing a character. Which was a major flaw in the 1st Edition. Here is the book for the current edition if interested. Other than second hand information, I never got a good look at it.

http://www.rpgnow.com/product_info.php?products_id=64050

Here is a freebie for the 3rd Edition... a demo if you will.

http://www.rpgnow.com/product_info.php?products_id=64600
 
3rd Edition Rule Changes

While as of this time I have not read the official 3rd ed. rules, here is what I have found out.

The Step dice have no D4 or D20. Also, since some don’t like modifiers changing the Step instead of the dice rolls, both are optional/interchangeable. However, one should be picked over the other and stick to it.

4 D6
5 D8
6 D10
7 D12
8 2D6
9 D8+D6
10 2D8
11 D10+D8
12 2D10
13 D12+D10
14 2D12
15 D12+2D6
16 D12+D8+D6
17 D12+2D8
18 D12+D10+D8
19 D12+2D10
20 2D12+D10

One major change I highly approve of is more flexibility with talents. In 1st edition, all adepts of a discipline has the exact same talents. In 3rd Edition, they take away one talent, but then allow a selection of talents to be picked. That is, instead of the same six talents for First Circle, all of a discipline has the same five talents, plus one more picked from a list.

The First Circle talent Weapon History for the Weaponsmith and Second Circle talent Item History for the Troubadour is now the same talent.

Greatly increase skill usage.

Introduced summoning. (This probably was in 1st edition, but I don’t have that rulebook for it)

Combat is more detailed. I don't know if they combined what was in a portion of a chapter in 1st Ed. Companion, modernizing the rules to meet other more combat focused RPGs, or a combo of both.
 
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