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dougansf

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  1. dougansf

    Earthdawn Genesys

    Thank you for reading and sharing your feedback. I considered Elementalism and Illusionism for Presence. I went with Cunning for both because of the synergy with Survival and Deception, respectively. Illusionists are arguably the masters of the social arena, so they would be my first choice for Presence-based magic. Another factor was what races have good magic casting stats. Several species have lower Presence. None have a bonus or penalty to Cunning or Intellect. This is also why Thread Weaving is Intellect based.
  2. dougansf

    Earthdawn Genesys

    Firstly, thank you for reading and giving feedback. I have not gotten a lot of it, so I appreciate the interest and the effort. The challenge with Earthdawn is that the system and the setting are so tightly intertwined. I am reskinning a lot of Genesys material, but also creating things to suit the setting (obviously Spell Matrices aren't going to be found anywhere else). Every once in a while I do take a step back and check if I'm simulating too much of the system. I'm sure I'm closer than others are, but I don't think I've gone too far yet. Karma Points has been something I've struggled with. I originally wanted to use the Force Die, but with them not in Genesys, that went away. Using Story Points meant that occasionally PCs or NPCs would "run out" and then be able to use them again. Also, in ED setting, Karma doesn't give you narrative control, which I have no intention of taking away from Story Points. On the dice level, a boost die is much more in line with what Karma provides in ED as opposed to an upgrade that a Story Point would provide. Legend Points are XP. Legendary Status is something else. I love the Duty mechanic from AoR, and it feels like a great fit to measure what Commendation Rank Circle the PC's have reached. As for your skill list (which has 36, same number as my list): I've never seen vehicles play such an important part that Air Sailing and Sailing really need to be separate skills. Operation covers both perfectly well, and one skill is easier to ignore if the game never puts you on a ship. I think splitting Ranged into two is important. Mainly to limit Archers from using all their tricks on thrown weapons. Barsaive: I haven't heard much use coming of adding Geography to RoT. Better to let Survival or Operation cover navigation, depending on travel method. Legends: Covered by Lore. Forbidden: Mostly covered by Astral, without a judgmental title. Of your 4 Knowledge skills, which would you use for Magic modifiers? What does that make magicians know about in addition to being able to cast more effective spells?
  3. dougansf

    Earthdawn Genesys

    Version 2.0 is here with a totally new look created using InDesign. There have been a lot of little changes that I made while rebuilding the document, including: Recoveries now heal 3 Wounds. Same total healing over the course of the day as before (15) but easier to remember numbers. Also makes it easier to add more improvements later (see below). Disciplines - Karma Rating stays at 1 until Master Tier. - Abilities: At each tier a discipline gets free stuff! Multi-Discipline adepts only get the bonus from their original Discipline (for now). Gear Much more flushed out, and more items. Mount stats are Works in Progress. Crafting & Enchanting Work in progress place holder. Magic - Added Thread Quality as future proofing against other abilities affecting the Prepare Quality. - I split Conjure into two categories to make it a little cleaner. Also will allow me to restrict Summon to Illusionists until Journeyman tier, to better simulate the source material.
  4. dougansf

    Earthdawn Genesys

    Version 2.0 is here with a totally new look created using InDesign. There have been a lot of little changes that I made while rebuilding the document, including: Recoveries now heal 3 Wounds. Same total healing over the course of the day as before (15) but easier to remember numbers. Also makes it easier to add more improvements later (see below). Disciplines - Karma Rating stays at 1 until Master Tier. - Abilities: At each tier a discipline gets free stuff! Multi-Discipline adepts only get the bonus from their original Discipline (for now). Gear Much more flushed out, and more items. Mount stats are Works in Progress. Crafting & Enchanting Work in progress place holder. Magic - Added Thread Quality as future proofing against other abilities affecting the Prepare Quality. - I split Conjure into two categories to make it a little cleaner. Also will allow me to restrict Summon to Illusionists until Journeyman tier, to better simulate the source material.
  5. dougansf

    Magic in an urban fantasy setting

    I'm not much of a Potter expert. I thought it was that the "dormant gene" popped up in them out of an otherwise muggle family. Dresden, I'm much more familiar with. It's been established that Wizard potential is passed down from parents, mostly through the mother's side of the family. One of the older wizards keeps tabs on her descended family for this reason, as well as more personal ones.
  6. dougansf

    Shadowrun - Paul M N Haakonsen

    It's a beautiful book, and I've liked a lot of the material I've read so far. But a 600+ page pdf needs bookmarks. ?
  7. dougansf

    Magic in an urban fantasy setting

    Another thing to consider is to have the Magic Career Skill be linked to an Archetype. This is similar to Harry Potter and Harry Dresden universes, where only those with the right lineage can have magic in the first place. Then they have to train to use it properly. Stressing rarity of magic is much more on the Setting and the GM portrayal of the world than mechanical effects. PC's will always be the exception to the status quo, that's why the story is about them. However, if the world lacks magical mentors, research materials, gear upgrades, etc. that will give the feel of rarity.
  8. dougansf

    Earthdawn Genesys

    Version 1.9 is now up. Karma Rating: verbiage added to allow Committing Karma to maintain certain effects. Also Despairs may be used to reduce Karma Rating by 1 for the Encounter. Talents: This list should cover all the Novice and Journeyman Talents. Some of the talents have been updated due to playtesting, so check what you've already purchased. Raw Casting has been changed from 2 Strain to 2 Wounds.
  9. dougansf

    Earthdawn Genesys

    Version 1.9 is now up. Karma Rating: verbiage added to allow Committing Karma to maintain certain effects. Also Despairs may be used to reduce Karma Rating by 1 for the Encounter. Talents: This list should cover all the Novice and Journeyman Talents. Some of the talents have been updated due to playtesting, so check what you've already purchased. Raw Casting has been changed from 2 Strain to 2 Wounds.
  10. dougansf

    Earthdawn Genesys

    Version 1.8 is now up. Including more Talents, Gear, and rules for Thread and Pattern Items.
  11. dougansf

    Earthdawn Genesys

    Version 1.8 is now up. Including more Talents, Gear, and rules for Thread and Pattern Items.
  12. dougansf

    Earthdawn Genesys

    Excellent! Earthdawn was the game GM Phil ran for us all through college. Loved the world and magic theory. Definitely a favorite character of mine. We've done a bit of playtesting of the rules, and are re-starting our ED4E campaign over again using Genesys soon.
  13. dougansf

    Earthdawn Genesys

    That sounds more like something I'd expect out of Fate or Fate Accelerated. Obviously I'm biased that Disciplines are Careers, as that's what I built. I think it could work, but I'd be very careful about overlap, which is easy with such loose terms. If Thieves get Stabby (which IMO they shouldn't), then does that make them eligible for Crushing Blow and other high end Warrior talents? If I were choosing three for Thief it would be something like Sneak, Deceive, Perceive.
  14. dougansf

    Earthdawn Genesys

    I've played a little bit with the Super Attributes mechanic. It's very fun, but it's not reliable. I'm playtesting allowing Adept Career skills to be "Super" to keep the exploding dice of Earthdawn feel. I'd be concerned that adding that mechanic would make Story Points only used for upgrading checks, which is already (arguably) their best mechanical use, outside of specific Talents.
  15. dougansf

    Earthdawn Genesys

    When I was first cooking this up, I was going to be using the Force Karma Die to enhance magical abilities. The number of Karma dice would go up by buying a Talent, just like in Star Wars. If you got white pips, the karma added 1 Suc or 1 Adv to your roll. Black pips would do the same, but at a cost of 1 Strain per pip, to simulate Blood Magic Strain. When Genesys did away with the Force die, I got rid of that idea. But maybe it's something you'd like to try out.
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