Savage Earthdawn

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Should the ED conversion just be posted at the website savage.finster.net or would you rather have a nifty PDF?

I prefer the website
0
No votes
I prefer the website
0
No votes
I prefer the website
0
No votes
I prefer the website
0
No votes
No, I need a "Player's Guide" PDF
5
18%
No, I need a "Player's Guide" PDF
5
18%
No, I need a "Player's Guide" PDF
5
18%
No, I need a "Player's Guide" PDF
5
18%
Dude, you're still working on this?
2
7%
Dude, you're still working on this?
2
7%
Dude, you're still working on this?
2
7%
Dude, you're still working on this?
2
7%
 
Total votes: 28

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Devcon001
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#21 Postby Devcon001 » Fri Feb 03, 2006 11:03 am

Interesting stuff, I like how you handled Versatility for humans. Being a Journeyman player myself, I couldn't help to look how you handled that :jack:

Any plans on trying to wrap your brain around *that* discipline? Not the easiest one to play (I should know :o ) or to balance...

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DerFinsterling
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#22 Postby DerFinsterling » Fri Feb 03, 2006 11:10 am

Devcon001 wrote:Interesting stuff, I like how you handled Versatility for humans. Being a Journeyman player myself, I couldn't help to look how you handled that :jack:

Any plans on trying to wrap your brain around *that* discipline? Not the easiest one to play (I should know :o ) or to balance...


I focused on the "core" disciplines, since I see the others more as variants on existing ones than anything else.
A Horror Stalker is just a Warrior specialising in Horror Slaying, for example.

But based on the other Disciplines, I'd make Journeyman a human-only Discipline Edge that includes the benefits of the Versatility edge.
Then, anything goes.

Karma Points could be spent on pretty much anything. Since he runs out of them just as quick as anybody else, he'd only have a bigger plate of options of how to spend them.

The Dead Ranger
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#23 Postby The Dead Ranger » Thu Feb 09, 2006 8:03 pm

I really like what you've done over all. It's a great foundation for a Savage Earthdawn. I do have a couple of questions and suggestions.

Am I right in reading things that Disciplines get 5 Karma Points to start but no option to get more until Legendary? If that's correct, it seems to be a bit too limiting combined with the relatively low refresh rate of KPs and the cost of some of the Edges being in the 2-3 KP range. If I missed something, my mistake. :oops:

For myself, I'd probably allow an extra KP edge to be taken once per Rank and/or have a Life/Blood Magic Edge that works like Soul Drain with double point gain if the character takes a self-inflicted Wound that can only be healed naturally. I've also considered just making Life Magic an ability of all Disciplines.

Also, your choice of trapping for the Elementalist Blast as Ice Mace and Chain. Fireball would be much more appropriate IMHO, with the Ice Mace and Chain effect as an optional trapping of Bolt.

Otherwise things look pretty good without my pulling out my rulebook. IIRC, I'm pretty sure Wizards have some sort of healing available but I'd have to look for sure or ask my player who's Wizard became a Questor of Garlen.

Still, these are just some minor bits that are easily tweaked for individual usage. I'm convinced that Earthdawn can be well done under SW mechanics and maintain the essential feel and elements which make ED a great fantasy setting. I'll have to give this a try in the future, despite the potential protest from some of my players. :jack:

Good Job!

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DerFinsterling
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#24 Postby DerFinsterling » Fri Feb 10, 2006 3:50 am

The Dead Ranger wrote:Am I right in reading things that Disciplines get 5 Karma Points to start but no option to get more until Legendary? If that's correct, it seems to be a bit too limiting combined with the relatively low refresh rate of KPs and the cost of some of the Edges being in the 2-3 KP range. If I missed something, my mistake. :oops:


No, you're right about that. I wanted to limit the Karma Points early on, since there's still the Wild Die, the Bennies...
Karma Points are just there for the extra edge in tense situation. Plus, it gives them more ofa tactical feel - do I use all my Karma Points now to slay that high-toughness Horror or do I save them up for potential later use?

For myself, I'd probably allow an extra KP edge to be taken once per Rank and/or have a Life/Blood Magic Edge that works like Soul Drain with double point gain if the character takes a self-inflicted Wound that can only be healed naturally. I've also considered just making Life Magic an ability of all Disciplines.

Sounds good!

Also, your choice of trapping for the Elementalist Blast as Ice Mace and Chain. Fireball would be much more appropriate IMHO, with the Ice Mace and Chain effect as an optional trapping of Bolt.

You're probably right. I justfound it "cooler" ;-)

Otherwise things look pretty good without my pulling out my rulebook. IIRC, I'm pretty sure Wizards have some sort of healing available but I'd have to look for sure or ask my player who's Wizard became a Questor of Garlen.

Not from what I've seen, but I only took the core rulebook into account.

Still, these are just some minor bits that are easily tweaked for individual usage. I'm convinced that Earthdawn can be well done under SW mechanics and maintain the essential feel and elements which make ED a great fantasy setting. I'll have to give this a try in the future, despite the potential protest from some of my players. :jack:


Let me know how it went!

Good Job!

Thanks ;-)

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DerFinsterling
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#25 Postby DerFinsterling » Fri Jun 02, 2006 3:12 am

I'm still working on it, btw, tweaking it here and there. I have my players almost convinced to give it a go (a few more weeks should take care of that), and the conversion should blow them out of the water when we do ;-)

I've inlcuded more spells in the document, worked on the races, re-did a discipline or two, started on putting in a few npcs, horrors and treasures - it's now a word doc at 83 pages, about 78 of it for the players (I included the hindrances and edges summary from the rulebook for easy reference as well. When I share it with the community, I'll have to cull these pages again).

Now, I have problems with a couple of races: Orks, Trolls and Obsidimen. They're fine, but I think they could be better. I put my hopes into your input!

(Remember, they're balanced to +3 instead of +2)
Obsidiman
Unbreakable - their thick skin gives them a natural armor of 2. Beside this, Obsidimen may only wear living armor.
Very Strong - they start with a d8 in Strength and may raise it to d12+2
Very Slow - They have a Pace of 3" and a running die of d4
Tough - They start with Vigor d6
Big – Obsidimen have a size+1 and adjust their Toughness accordingly.
Clumsy - Agility takes two level ups to raise and two points to raise it at character creation.
Long Term Thinker – Obsidimen aren’t ones who rush into action. They suffer the effect of the Cautious Hindrance. If an Obsidiman takes that Hindrance as well, don’t plan on taking part in adventures – much to hasty! - Now, here's my problem. While cautious is a fitting hindrance for the race, it's somehow something that can be ignored by the player. If a player takes a hindrance and ignores it, fine, no bennies for him, but as a racial hindrance it should have some game effect. A spirit roll to get to decisions seems too tedious. I was thinking about giving them wo action cards in combat, letting them act only on the lower. But this might be too harsh. Ideas?
Alienated – Most Barsaivians are at a loss when they are dealing with these ancient beings. Obsidimen suffer a –2 to Charisma.

Ork
Gahad - Orks are easily offended and suffer a penalty of –2 to rolls when resisting taunts. If they fail, they may decide to give in and attack the offender. Or they can try to make a Smarts roll to swallow their pride and anger. Either way, they suffer a penalty of -2 to all their rolls (except damage) until either the offender is put down or one day has passed. Orks with the Berserk Edge can go Berserk when Gahad has been triggered as well as when being wounded (no roll is necessary).- Is this overly complicated or could this work? Are there more F!F!F! ways to make them easily riled up?
Fast Runners - Orks have a running die of d10.
Strong - Orks start with d6 in Strength
Low Light Vision - Orks need much less light to see. They halve all darkness penalties unless it's total darkness.

Troll
Strong - Trolls start with d6 in Strength
Huge – Trolls have size+1 and adjust their Toughness accordingly.
Tough - Troll start with d6 in Vigor
Warlike people - Trolls have the reputation of having short tempers and are quick to fight. They thus suffer a -2 penalty to their Charisma
Racial Enemy - Trolls have no love for Therans, to say the least. They suffer a –4 Charisma penalty when dealing with them or their known allies (like slavers). They won’t show them any mercy as well; when it comes to fight Therans, Trolls are all considered vengeful and bloodthirsty.- This was a last-minute addition to balance their increased size. Is a racial enemy too weak for that? Especially in a Barsaive where the Theran's don't play a larger role? Would it be better to call it Clan enemy and apply it to a specific enemy troll moot? Then again, not all trolls are highland trolls, even less are sky raiders. Maybe a generic "enemy" and the player has to pick one at character creation? So a lowland troll might hate all Throalic merchants for some slight that happened o his great-grandfather, while another takes Windlings - just because the little buggers are annoying?
Thermal Vision - Trolls can see in the infrared spectrum. As long as there's a source of heat, Trolls can see it. They suffer no penalties against warm-blooded targets even in total darkness.


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