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<blockquote data-quote="Ruined" data-source="post: 2195875" data-attributes="member: 113"><p>I really enjoyed my years playing Earthdawn. The scaling dice mechanic was easy to grasp. Gaining levels was nice, as you gained quasi-magical feats with impressive abilities. The range of classes was good, leaving many that I wanted to try should anything happen to my current character. The races that were not in Shadowrun (i.e. Obsidamen, T'Skrang, Windlings) added new flavor to the game. And to me, I think it was by far the best magic item system I've seen presented in a fantasy setting. Many magic items were unique in nature, and you could use lore research and side quests to unlock new abilities in the items.</p><p></p><p>Of course, not everything was perfect. The Taunt ability that the Troubadors and Swordmasters had was quite broken. A good roll could reduce an enemy or a character down where they could do absolutely nothing. I've heard they've fixed it in later editions, but I haven't checked.</p><p></p><p>Also it seemed that the game could break down at higher levels. Creatures with high defense would become nigh-impossible for any class to hit, dragging combats on forever. Of course, this could have been due to my GM at the time.</p><p></p><p>Oh, and Prelude to War and Barsaive at War were great Mega-Modules. The other modules were enjoyable, although they all seemed to have a Horror (staple villain) as the bad guy at the end. I would hope that if they had more time, we would have seen more variance, like the War modules I mentioned before.</p><p></p><p>All in All, if I had to run a system that wasn't d20, this would be my first choice.</p></blockquote><p></p>
[QUOTE="Ruined, post: 2195875, member: 113"] I really enjoyed my years playing Earthdawn. The scaling dice mechanic was easy to grasp. Gaining levels was nice, as you gained quasi-magical feats with impressive abilities. The range of classes was good, leaving many that I wanted to try should anything happen to my current character. The races that were not in Shadowrun (i.e. Obsidamen, T'Skrang, Windlings) added new flavor to the game. And to me, I think it was by far the best magic item system I've seen presented in a fantasy setting. Many magic items were unique in nature, and you could use lore research and side quests to unlock new abilities in the items. Of course, not everything was perfect. The Taunt ability that the Troubadors and Swordmasters had was quite broken. A good roll could reduce an enemy or a character down where they could do absolutely nothing. I've heard they've fixed it in later editions, but I haven't checked. Also it seemed that the game could break down at higher levels. Creatures with high defense would become nigh-impossible for any class to hit, dragging combats on forever. Of course, this could have been due to my GM at the time. Oh, and Prelude to War and Barsaive at War were great Mega-Modules. The other modules were enjoyable, although they all seemed to have a Horror (staple villain) as the bad guy at the end. I would hope that if they had more time, we would have seen more variance, like the War modules I mentioned before. All in All, if I had to run a system that wasn't d20, this would be my first choice. [/QUOTE]
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