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Deadlands & Earthdawn
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<blockquote data-quote="kigmatzomat" data-source="post: 5258562" data-attributes="member: 9254"><p><strong>Earthdawn for the win</strong></p><p></p><p>While I liked Deadlands (aka "Shadowrun 1889") I looooove Earthdawn.</p><p></p><p>Aside from a setting that is as "points of lights" as it gets, rife with Lovecraftian overtones, it is the richness of the system that makes my engineer's brain tingle and the way the mechanics are intertwined in core setting-based concepts makes my GM's heart warm.</p><p></p><p>Yes, the Step system is a bit odd to get used to but the key thing to me is that the Step number is the statistically likely result. Step 9 is most likely to result in a 9. Step 24 will most often result in a 24. No weird math to figure out how likely the rogue is going to hit or how much damage. </p><p></p><p>And, really, the step system is a basic pattern. Learn it once and count the steps up.</p><p></p><p>The spell system has many, many layers. At the simplest you have the thread weaving + spellcasting mechanic. That gives the ability to make spells slow to get off in a ritualistic fashion but with the advanced matrices and multi-weaving an advanced caster can sling the same spell in a round. </p><p></p><p>Then you add in the Named spells, blood oaths, group true patterns, spell matrix objects, blood charms, threads tied to creatures/places, karma and it gets very entertaining.</p><p></p><p>Thread items are a wonderful way to keep that demigod level artifact from turning a farmboy into a warlord. Between deeds and the need to make the weaving test for each thread rank, it may take four or five Circles before a character can fully activate a powerful item. The mechanism is far more internally coherent than the D&D4e approach.</p><p></p><p>That the system supports a more...earthy setting (Blood Magic isn't automatically evil) makes me happy. Most of history had religions that were far from sterile or antiseptic. I like to be able to have something a bit more anchored in realism without it automatically looking evil.</p><p></p><p>All in all, Earthdawn is a fantastic system with an intriguing setting.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 5258562, member: 9254"] [b]Earthdawn for the win[/b] While I liked Deadlands (aka "Shadowrun 1889") I looooove Earthdawn. Aside from a setting that is as "points of lights" as it gets, rife with Lovecraftian overtones, it is the richness of the system that makes my engineer's brain tingle and the way the mechanics are intertwined in core setting-based concepts makes my GM's heart warm. Yes, the Step system is a bit odd to get used to but the key thing to me is that the Step number is the statistically likely result. Step 9 is most likely to result in a 9. Step 24 will most often result in a 24. No weird math to figure out how likely the rogue is going to hit or how much damage. And, really, the step system is a basic pattern. Learn it once and count the steps up. The spell system has many, many layers. At the simplest you have the thread weaving + spellcasting mechanic. That gives the ability to make spells slow to get off in a ritualistic fashion but with the advanced matrices and multi-weaving an advanced caster can sling the same spell in a round. Then you add in the Named spells, blood oaths, group true patterns, spell matrix objects, blood charms, threads tied to creatures/places, karma and it gets very entertaining. Thread items are a wonderful way to keep that demigod level artifact from turning a farmboy into a warlord. Between deeds and the need to make the weaving test for each thread rank, it may take four or five Circles before a character can fully activate a powerful item. The mechanism is far more internally coherent than the D&D4e approach. That the system supports a more...earthy setting (Blood Magic isn't automatically evil) makes me happy. Most of history had religions that were far from sterile or antiseptic. I like to be able to have something a bit more anchored in realism without it automatically looking evil. All in all, Earthdawn is a fantastic system with an intriguing setting. [/QUOTE]
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