History TabletopGame / Earthdawn

29th Mar '16 7:56:27 PM Kalaong
Is there an issue? Send a Message


* MagicKnight - 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.
* MassTeleportation - The city of Parlainth was completely removed from Barsaive before the Scourge, along with all memories of it, to protect it from the Horrors. The plan of the elaborate magic ritual was to take it to another plane of existence until the Scourge was over, and then to return to Barsaive. When it finally did return, the inhabitants were gone and the city was infested with all kinds of creatures, it's ruined streets and buildings waiting to be explored by adventurers in search of Parlainth's legendary treasures.

to:

* MagicKnight - everyone. 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.
* MassTeleportation - MassTeleportation: The city of Parlainth was completely removed from Barsaive before the Scourge, along with all memories of it, to protect it from the Horrors. The plan of the elaborate magic ritual was to take it to another plane of existence until the Scourge was over, and then to return to Barsaive. When it finally did return, the inhabitants were gone and the city was infested with all kinds of creatures, it's ruined streets and buildings waiting to be explored by adventurers in search of Parlainth's legendary treasures.
29th Mar '16 7:53:52 PM Kalaong
Is there an issue? Send a Message


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.

After the success of ''TabletopGame/{{Shadowrun}},'' Creator/{{FASA}} tried their hand at a fantasy RPG. They consciously set out to turn 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 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.

made. ''This is not one of those.''

After the success of ''TabletopGame/{{Shadowrun}},'' Creator/{{FASA}} tried their hand at a fantasy RPG. They RPG - and they consciously set out to turn 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.
4th Feb '16 6:59:37 AM Bisected8
Is there an issue? Send a Message

Added DiffLines:

* DungeonBasedEconomy: In the adventure ''Parlainth: The Forgotten City''. The town of Haven was carved out of the ruined city of Parlainth. It is dedicated to servicing and supporting the adventurers who explore the rest of Parlainth.
22nd Dec '15 11:15:35 AM WhosAsking
Is there an issue? Send a Message

Added DiffLines:

* CriticalFailure: Rolling all ones in a pass/fail "Action Test" triggers this, termed in-game as a "pathetic result".
* CriticalHit: Works very differently to Critical Failure. Any die that rolls maximum gets a bonus roll, repeating as needed, with ''all'' the rolls adding up to the final total. Through this, it is always possible (with enough luck) to make a difficult Action Test even with a low Step.
15th Nov '15 5:24:28 AM Arivne
Is there an issue? Send a Message


* AYearAndADay: A number of effects last a year and a day, such as Blood Magic (both the effects and damage caused by it), Horror powers, certain Talents, certain Pattern Item effects, the damaged caused by casting a Horror Call spell and the duration of a dragon's Lair Mark.

to:

* AYearAndADay: A number of effects last a year and a day, such as Blood Magic (both the effects and damage caused by it), Horror powers, certain Talents, certain Pattern Item effects, the damaged damage caused by casting a Horror Call spell and the duration of a dragon's Lair Mark.
19th May '15 7:07:53 PM Arivne
Is there an issue? Send a Message


* 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 are seen as creepy. They are actually just... [[StartXToStopX practical]], the Death plane being just another netherworld.

to:

* 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 are seen as creepy. They are actually just... [[StartXToStopX practical]], the Death plane being just another netherworld.
19th May '15 7:06:42 PM Arivne
Is there an issue? Send a Message





* AwesomeButImpractical: One of the artifacts included in the first edition main book, Nioku's Bow, was a legendary bow of a famous archer that would glow like the moon if it was ever brought to full power. Doing so required the expenditure of millions of points as well as going on multiple quests, each one of which would be legendary in its own right. The net result of all this is a bow that can do ''almost'' as much damage as the third circle Archer talent Flame Arrow. Flame Arrow involves no special quests and a fraction of the points.
** Second Edition slashed the prices for the bow's effects by a massive degree, upped its effects (to the point you're doing about quadruple your damage per shot at the maximum), and requires exactly one epic-level quest along the way to empower it (most of its requirements amount to uncovering the bow's story).

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 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).
* AwesomeButImpractical: One of the artifacts included in the first edition main book, Nioku's Bow, was a legendary bow of a famous archer that would glow like the moon if it was ever brought to full power. Doing so required the expenditure of millions of points as well as going on multiple quests, each one of which would be legendary in its own right. The net result of all this is a bow that can do ''almost'' as much damage as the third circle Archer talent Flame Arrow. Flame Arrow involves no special quests and a fraction of the points.
**
points. Second Edition slashed the prices for the bow's effects by a massive degree, upped its effects (to the point you're doing about quadruple your damage per shot at the maximum), and requires exactly one epic-level quest along the way to empower it (most of its requirements amount to uncovering the bow's story).



* DarkIsNotEvil: 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]].
** They are seen as creepy. They are just... [[StartXToStopX practical]]. The Death plane being just another netherworld.
* EarthAllAlong: As a consequence of being a prequel to {{Shadowrun}}.

to:

* DarkIsNotEvil: The 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]].
** They
Horrors]]. The truth is that they are seen as creepy. They are actually just... [[StartXToStopX practical]]. The practical]], the Death plane being just another netherworld.
* EarthAllAlong: As a consequence of being a prequel to {{Shadowrun}}.TabletopGame/{{Shadowrun}}.



* HeWhoFightsMonsters: The Nethermancers have an extensive knowledge of Horrors and spells based on Horror abilities. These allow the Nethermancers to be incredibly effective at fighting the Horrors, but also means that they are more vulnerable to Horror-corruption.

to:

* HeWhoFightsMonsters: HeWhoFightsMonsters
**
The Nethermancers have an extensive knowledge of Horrors and spells based on Horror abilities. These allow the Nethermancers to be incredibly effective at fighting the Horrors, but also means that they are more vulnerable to Horror-corruption.



* HumansAreSpecial: The human racial ability, Versatility, allows humans to learn magical abilities from disciplines other than their own. It is arguably the most powerful ability in the game, to the point where some power gamers will argue that there is no point to playing any other race. And Passions help any GameMaster foolish enough to allow the human racial discipline, [[GameBreaker the Journeyman]], into his game...

to:

* HumansAreSpecial: HumansAreSpecial
**
The human racial ability, Versatility, allows humans to learn magical abilities from disciplines other than their own. It is arguably the most powerful ability in the game, to the point where some power gamers will argue that there is no point to playing any other race. And Passions help any GameMaster foolish enough to allow the human racial discipline, [[GameBreaker the Journeyman]], into his game...



* JustifiedTrope: Many aspects of the setting seemed designed to justify the traditional fantasy role playing tropes. Why are there dungeons filled with monsters and treasure lying around everywhere? They are kaers that are breached. 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. 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.

to:

* JustifiedTrope: JustifiedTrope
**
Many aspects of the setting seemed designed to justify the traditional fantasy role playing tropes. Why are there dungeons filled with monsters and treasure lying around everywhere? They are kaers that are breached. 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. 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.



* MundaneUtility: Some of the spells in this game are this; examples include Heat Food, Boil Water and Insect Repellant.

to:

* MundaneUtility: MundaneUtility
**
Some of the spells in this game are this; examples include Heat Food, Boil Water and Insect Repellant.



* YouFailStatisticsForever: 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).
1st Mar '15 1:24:54 AM Erpegis
Is there an issue? Send a Message


* FiveRaces: Humans, Elves, Dwarves, Orcs, and Trolls dominate the setting. There are also three other races (T'Skrang, Windlings, and Obsidimen), but these are supposed to be very rare.

to:

* FiveRaces: Humans, Elves, Dwarves, Orcs, and Trolls dominate the setting. There are also three other races (T'Skrang, Windlings, and Obsidimen), but these are supposed to be very rare. Even rarer are Leafers (plant people), Jackalmen, half-Horror Ulkmen and genie-like Jabrq.
18th Feb '15 8:07:18 AM TwoGunAngel
Is there an issue? Send a Message


* EldrichAbomination: The Horrors are horrific monstrosities that live in astral space, and are the worst major enemy the players will ever face.

to:

* EldrichAbomination: EldritchAbomination: The Horrors are horrific monstrosities that live in astral space, and are the worst major enemy the players will ever face.
18th Feb '15 8:06:52 AM TwoGunAngel
Is there an issue? Send a Message

Added DiffLines:

* EldrichAbomination: The Horrors are horrific monstrosities that live in astral space, and are the worst major enemy the players will ever face.
This list shows the last 10 events of 50. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=TabletopGame.Earthdawn