Earthdawn and Names
This is pretty accurate. In Earthdawn, an object or being didn't have the potential for gaining power until it was Named. By Naming a weapon, for example, you created in it the potential for it to become legendary. Named weapons that were used in the commission of great deeds gained powers that were associated with those deeds. Over time, when the weapon's owners had passed into legend, new owners had to learn the Name of the weapon before they could tap into the weapon's powers.
The rules of Earthdawn required that characters "tie threads" to magic items, spending story points to build a spiritual connection to the item that drew out the item's power. The greater the strength of the connection, the more of the item's powers you could use. In order to increase the thread strength, characters were required to carry out a quest associated with the item's history. These quests typically included learning the name of the item's maker or completing some unfinished task by the hero who weilded it in ancient days.
It was a very interesting concept, and since the majority of it fell into roleplaying, rather than rules, it shouldn't be difficult to tie that into d20. FFG's Legends & Lairs: Spells & Spellcraft includes rules for magic items that grow in power with a character, so that might provide the germ of a "thread" concept for d20.
As for true names, it would be a simple thing to require that magical items be given a true name upon creation, with the implication that the magic would not work for anyone who does not know the true name of the item. Greater powers could be unlocked as the new owners learned more about the weapon's history.
Of course, the function of spells like identify would have to be altered to allow people to learn about how to unlock a weapon's powers, rather than simply what the weapon does.
Just a thought.
Cheers!
Chonicler said:However, I'm not familiar with Earthdawn so I couldn't tell you how true names work. I can say, however, it has a much more arcane and mystical feel (as it seems to me, anyway) than D&D's number-crunching "OK, I attack with my magic longsword +1."
This is pretty accurate. In Earthdawn, an object or being didn't have the potential for gaining power until it was Named. By Naming a weapon, for example, you created in it the potential for it to become legendary. Named weapons that were used in the commission of great deeds gained powers that were associated with those deeds. Over time, when the weapon's owners had passed into legend, new owners had to learn the Name of the weapon before they could tap into the weapon's powers.
The rules of Earthdawn required that characters "tie threads" to magic items, spending story points to build a spiritual connection to the item that drew out the item's power. The greater the strength of the connection, the more of the item's powers you could use. In order to increase the thread strength, characters were required to carry out a quest associated with the item's history. These quests typically included learning the name of the item's maker or completing some unfinished task by the hero who weilded it in ancient days.
It was a very interesting concept, and since the majority of it fell into roleplaying, rather than rules, it shouldn't be difficult to tie that into d20. FFG's Legends & Lairs: Spells & Spellcraft includes rules for magic items that grow in power with a character, so that might provide the germ of a "thread" concept for d20.
As for true names, it would be a simple thing to require that magical items be given a true name upon creation, with the implication that the magic would not work for anyone who does not know the true name of the item. Greater powers could be unlocked as the new owners learned more about the weapon's history.
Of course, the function of spells like identify would have to be altered to allow people to learn about how to unlock a weapon's powers, rather than simply what the weapon does.
Just a thought.
Cheers!