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Earthdawn 4e Announced
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<blockquote data-quote="fuindordm" data-source="post: 4367406" data-attributes="member: 5435"><p>I have to agree. There are a lot of parallels between the two.</p><p></p><p>Earthdawn has "recovery tests". 4E has healing surges. Healing magic activates and sometimes enhances the character's limited healing resource in both games.</p><p></p><p>Earthdawn has physical/spell/social defenses based mainly on your primary attributes. 4E has fort/reflex/will defenses. Armor soaks damage in ED, but is treated as a separate defense in 4E.</p><p></p><p>(Aside: I think armor as DR would work a lot better in 4E than in any previous edition, mainly because the damage scale has increased enough that any DR less than 10 will still not prevent all damage from most monsters.)</p><p></p><p>Earthdawn has 'karma' which can be used to enhance actions and sometimes are required for potent powers. 4E has action points. (ED has the interesting mechanic that karma is more useful for races with fewer special features.)</p><p></p><p>Earthdawn has thread magic and blood magic in addition to spells, that any character can use. 4E has rituals.</p><p></p><p>Magic items in Earthdawn do not usually bring exceptional power to the characters. They gain an enhancement bonus that scales with level, and might allow the use of an extra ability or two at high levels. 4E seems to have the same philosophy.</p><p></p><p>Yep, a 4E-ED conversion would be pretty darn easy. To use 4E in Barsaive, you would mainly need a bunch of new rituals for Blood and Thread magic, </p><p>allow magic items to scale with level provided their history is known, and to convert four races. The feel of the game would be almost identical.</p><p></p><p>The most difficult thing to covert would be the Questors and Lightbringers, but I've already seen proposals for "multiclassing only" classes. Three powers obtainable through multiclassing-style feats would be sufficient for each cult.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 4367406, member: 5435"] I have to agree. There are a lot of parallels between the two. Earthdawn has "recovery tests". 4E has healing surges. Healing magic activates and sometimes enhances the character's limited healing resource in both games. Earthdawn has physical/spell/social defenses based mainly on your primary attributes. 4E has fort/reflex/will defenses. Armor soaks damage in ED, but is treated as a separate defense in 4E. (Aside: I think armor as DR would work a lot better in 4E than in any previous edition, mainly because the damage scale has increased enough that any DR less than 10 will still not prevent all damage from most monsters.) Earthdawn has 'karma' which can be used to enhance actions and sometimes are required for potent powers. 4E has action points. (ED has the interesting mechanic that karma is more useful for races with fewer special features.) Earthdawn has thread magic and blood magic in addition to spells, that any character can use. 4E has rituals. Magic items in Earthdawn do not usually bring exceptional power to the characters. They gain an enhancement bonus that scales with level, and might allow the use of an extra ability or two at high levels. 4E seems to have the same philosophy. Yep, a 4E-ED conversion would be pretty darn easy. To use 4E in Barsaive, you would mainly need a bunch of new rituals for Blood and Thread magic, allow magic items to scale with level provided their history is known, and to convert four races. The feel of the game would be almost identical. The most difficult thing to covert would be the Questors and Lightbringers, but I've already seen proposals for "multiclassing only" classes. Three powers obtainable through multiclassing-style feats would be sufficient for each cult. [/QUOTE]
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