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<blockquote data-quote="Staffan" data-source="post: 2196830" data-attributes="member: 907"><p>Multi-disciplining became more difficult in 2nd ed. I'm not sure exactly how difficult, because I don't have my books available at the moment. The other major change to PC capabilities is that the skill system got advanced a bit (for those who don't know the Earthdawn system: Normal people have to make do with Skills, which are measurements of mundane skill and knowledge. Skills take a long time to learn. PCs and important NPCs are adepts, and get access to powerful pseudomagical Talents, some of which are obviously supernatural and others that are just like souped-up skills. An example of the latter is Melee Weapons - the Talent covers all melee weapons, while the skill only covers a narrow category of them).</p><p></p><p>Some things I really like about Earthdawn:</p><p>- Magic items that grow with the character (as you learn an item's history, you will be able to spend XP on it to awaken more powerful abilities).</p><p>- Instead of gathering XP in a big pile, and then advance in numerous abilities when you get enough of them, you spend your XP to improve your talents. When you've improved them enough, you qualify for initiation into the next circle of your discipline (read: level up) and get access to new talents.</p><p>- A setting where many of the D&D-isms make sense (like dungeons).</p><p>- T'skrang: flamboyant swashbuckling lizard-men.</p></blockquote><p></p>
[QUOTE="Staffan, post: 2196830, member: 907"] Multi-disciplining became more difficult in 2nd ed. I'm not sure exactly how difficult, because I don't have my books available at the moment. The other major change to PC capabilities is that the skill system got advanced a bit (for those who don't know the Earthdawn system: Normal people have to make do with Skills, which are measurements of mundane skill and knowledge. Skills take a long time to learn. PCs and important NPCs are adepts, and get access to powerful pseudomagical Talents, some of which are obviously supernatural and others that are just like souped-up skills. An example of the latter is Melee Weapons - the Talent covers all melee weapons, while the skill only covers a narrow category of them). Some things I really like about Earthdawn: - Magic items that grow with the character (as you learn an item's history, you will be able to spend XP on it to awaken more powerful abilities). - Instead of gathering XP in a big pile, and then advance in numerous abilities when you get enough of them, you spend your XP to improve your talents. When you've improved them enough, you qualify for initiation into the next circle of your discipline (read: level up) and get access to new talents. - A setting where many of the D&D-isms make sense (like dungeons). - T'skrang: flamboyant swashbuckling lizard-men. [/QUOTE]
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