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Earthdawn 4e Announced
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<blockquote data-quote="The_Gun_Nut" data-source="post: 4368583" data-attributes="member: 72922"><p>SR and D20 wouldn't mix well because, as has been stated, SR's system is not based upon levels or classes or anything like that. Also, as has been stated, the damage and wound systems don't track well. If a normal PC could take a Panther cannon to the face and shrug it off saying "I'm only down to half HP" then it doesn't quite feel like Shadowrun.</p><p> </p><p>In reference to the disease track, I'm not sure it would work well for conveying horror marks. That's not to say it couldn't, just that it doesn't quite mesh. The mark, by itself, doesn't do anything other than provide a way for the horror to use its powers on the target without the need for line of sight or effect and, in many cases, allows the horror to torment the target from dozens or even hundreds of miles away. The mark "only" lasts a year and a day, but it can be renewed by the horror if it is within a few hundred miles if it needs to. The challenge, then, is to make the mark a terrible threat but not one that instantly ends your 4E career.</p><p> </p><p>In general to deal with a horror mark, aside from not being marked at all, means one of three things:</p><p> </p><p>1) Finding a high circle Nethermancer to undo it. An epic quest in itself, and worthy of several adventures.</p><p>2) Finding the horror and killing it. Can also be an epic adventure (epic in scope, not level necessarily).</p><p>3) Suicide. Although this is definately NOT the heroic route.</p><p> </p><p>Fortunately (sorta), most of the more common horrors aren't going to mark and torment you for years on end, although many can. Mostly, they are going to try to kill you or eat your mind and soul.</p><p> </p><p>Functional rules for horror powers in 4E are of paramount importance. In the ED rules they function quite well and do not require any kind of fiat. The system works well for portraying terrible beings with terrible abilities and appetites. I am interested in seeing how they are portrayed.</p><p> </p><p>As for timeline, ED takes place about 5000+ years ago. There have been numerous cameos in both SR and ED by different figures: Alachia, Ghostwalker/Icewing, Dunkelzahn/Mountainshadow, Aina. The particulars of SR bleeding into a 4E Earthdawn game are really unimportant. What's more important is the adventuring to be done in the ED time.</p><p> </p><p>One last thought. This is regarding crafting. There is an entire discipline dedicated to crafting who also can adventure. The Weaponsmith's variety of talents and abilities, while not as potent as a front line fighter, are respectable in combat and the discipline can also create and upgrade your adventuring equipment. I'm interested to see what will be done with this discipline.</p></blockquote><p></p>
[QUOTE="The_Gun_Nut, post: 4368583, member: 72922"] SR and D20 wouldn't mix well because, as has been stated, SR's system is not based upon levels or classes or anything like that. Also, as has been stated, the damage and wound systems don't track well. If a normal PC could take a Panther cannon to the face and shrug it off saying "I'm only down to half HP" then it doesn't quite feel like Shadowrun. In reference to the disease track, I'm not sure it would work well for conveying horror marks. That's not to say it couldn't, just that it doesn't quite mesh. The mark, by itself, doesn't do anything other than provide a way for the horror to use its powers on the target without the need for line of sight or effect and, in many cases, allows the horror to torment the target from dozens or even hundreds of miles away. The mark "only" lasts a year and a day, but it can be renewed by the horror if it is within a few hundred miles if it needs to. The challenge, then, is to make the mark a terrible threat but not one that instantly ends your 4E career. In general to deal with a horror mark, aside from not being marked at all, means one of three things: 1) Finding a high circle Nethermancer to undo it. An epic quest in itself, and worthy of several adventures. 2) Finding the horror and killing it. Can also be an epic adventure (epic in scope, not level necessarily). 3) Suicide. Although this is definately NOT the heroic route. Fortunately (sorta), most of the more common horrors aren't going to mark and torment you for years on end, although many can. Mostly, they are going to try to kill you or eat your mind and soul. Functional rules for horror powers in 4E are of paramount importance. In the ED rules they function quite well and do not require any kind of fiat. The system works well for portraying terrible beings with terrible abilities and appetites. I am interested in seeing how they are portrayed. As for timeline, ED takes place about 5000+ years ago. There have been numerous cameos in both SR and ED by different figures: Alachia, Ghostwalker/Icewing, Dunkelzahn/Mountainshadow, Aina. The particulars of SR bleeding into a 4E Earthdawn game are really unimportant. What's more important is the adventuring to be done in the ED time. One last thought. This is regarding crafting. There is an entire discipline dedicated to crafting who also can adventure. The Weaponsmith's variety of talents and abilities, while not as potent as a front line fighter, are respectable in combat and the discipline can also create and upgrade your adventuring equipment. I'm interested to see what will be done with this discipline. [/QUOTE]
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