Other Game Information.   Posted by GM.Group: 0
 GM, 8 posts
 I tell the story
 you fill in the details
Thu 28 Nov 2013
at 16:42
Other Game Information
What I want from YOU, the player:

Here are a few rules I use for my games which I felt still apply and will ensure to keep the fun rolling.  I also pulled some rules from other games I've played which I think apply here.

1: Good RP and active participation in my adventures

2: A character portrait that looks like your character,  Biography and Description which should describe your character.

3: A Character History, even if its very brief

4: Notification if youre going on vacation or will be away from the internet for an extended period of time (say more than three days or so!)

5: No major finagling! You can finagle small stuff like getting drinks in a bar or similar actions that dont give you an in-game advantage, but please dont finagle NPCs, the environment or dice rolls that might determine success or failure of a particular action.

6: Be nice to all players! In-Character conflicts are just fine, but be sure not to get personal in an OOC manner and try to be sure such pretend conflicts are OK with the other player first! Or at least let them know that your words are meant in an IC context and not OOC!!

7: IC fighting stays IC: I do not want to see IC issues slipping into the OOC thread.

8: Use available OOC forums for anything larger than a small aside or when giving an account of your combat actions using Earthdawn terminology to the best of your ability.

9: Have fun!! Dont be afraid to let me know if things arent fun for you (either in an e-mail or in the OOC forum) and well work hard to make things better!  Also:  We are all in this to have fun, newcomers and veterans alike. Thus do not act superior to those who haven't played as long as you have.: If a player might not know as much about ED as you do, send that player a friendly PM and offer your knowledge. Do NOT insert snide remarks within your posts about how your view is the right one.

10: Complaints on other players are passed through me.: If you for some reason have an issue with another player, then report it to me and I will deal with it. I have seen what pointless debating two players arguing between each other leads to.</u>

11: Do not plan to ruin the fun/kill other characters.: While Barsaive is a rough place, this is not DnD. This is not World of Darkness, you are supposed to work relatively well together, do not plan far-fetched plots about how you will kill other characters, as I will intervene to prevent them.

12: Do not play on metaknowledgeNo character here knows the entire Denizens of Earthdawn, nor do anyone know the entirety of the Scourge Unleashed. Use what you know sparsely and think it over if your character really knows it.

Dice Roller:
When ever you make a roll, always post what the roll is for.  Why you ask?  Well I like to hope people are honest however there are ways of trying to imply the roll was for something other than what you rolled.

Bottomline: I will not accept a Dice Roller result unless you post what the roll is for.

When ever you roll, the description of the roll should be clear so there isn't any confusion.  Add as much info as you can.  You should at the least include:
1) Why are you rolling the dice: skill, talent, spell or half magic
2) What is the target, what are you hoping to achieve
3) add any changes to the dice or what combat options you are using:  Aggressive Attack, knockdown, Stun, Called Shot, Defensive.  Etc.

Perception: Restless Troll, LF Danger
Knowledge: Nature, LF poison on the snake
Melee: Aggresive att Cadaverman #4

LF = Looking For

Magical Gear to include potions and blood charms are special cases and really should not be sold but can be sold at 75% of its base value.  If the value is unknown, the group will have to look for the best offer.
  1. Gems (and jewlery): Gems can be exchanged for 75% of their base value.
  2. Common Everyday Gear can be sold for 50% of its value.
  3. Armor and Weapons can be sold for 25% of their base value.

Charisma, social skills and talents can be used to increase the resell value of items.

The best you can do, is raise the resell value to 100% of its value.

Rule of Three
- This optional rule was first put out in the 1st Ed GM Screen and booklet which offered some ideas and thoughts on optional rules.  As the GM, I could give the powerful NPC's (Therans) some huge bonus's to their attacks based off many spells, magic and talents which could come into play.  At the same time, many Players are very adept at using the many rules, talents, skills and spells in the same way.  In order to keep the steps used at a somewhat manageable level, I am using the rule of three as outline below.

Every test an Earthdawn Character makes has a base step number, usually derived from an attribute.  The rule of three means a character (and NPC) may only use up to three sources to increase the base step of a test.  These sources include:
  1. The Characters Skills or Talents.
  2. One of a Characters own spells or spells from another caster.
  3. Magical Items.

Unless the rules for a given talent or skill specifically contradicts this rule, apply the rule of three for every test made in Earthdawn.  For example, a character engaging in combat may use up to three sources to increase his initiative step, three more to increase his attack step and three sources to increase his damage step.

The Rule of Three includes long duration talents and spells.  A strength spell with the duration of seven years would prevent any other strength related spells from working on the character and would count as one source for strength based tests.  A sword improved by a Weaponsmith contains magic from the Weaponsmiths talent, and would count as one source of increase against the rule of three for tests made using that sword.

Availability of Items
An item’s Availability Rating determines how hard the item is to find. The different Availability Ratings for goods and services are the following:

Everyday goods can be found virtually everywhere in Barsaive— just head to the nearest village to find them! They are what even simple farmers in Barsaive’s hinterlands use to do their fieldwork every day, enjoy in their pastime, or consume to live on a day-to-day basis.

Average-rated goods are still readily available, but might only be found in town markets on a regular basis. They are not bought by everyone on a daily basis, but it usually is not hard to find them if you need them, although purchase in rural areas might have to be planned ahead.

Unusual items are often found only in the markets of Barsaive’s larger towns and cities or specialist craftsmen’s workshops. Regular folks do not need them, or buy them once in a lifetime. Some common magic items fall into this category.

Rare items are harder to find, even in the Grand Bazaar of Throal. Consumers are usually rich or in need of very special items – and adventurers are often in need of very special items. Many common magic items fall into this category.

Very Rare goods often require research to find a willing supplier.
They are either very exotic and from far away lands or have
powerful magic abilities.

An item’s Availability Rating is shown along its other characteristics in the tables found throughout this chapter. Availability Ratings usually assume a typical representative of a fairly standardized merchandise, bought in Barsaive: An item that is not limited to a certain home region and does not have any special physical properties. Under certain circumstances or for specific items, the Availability Rating may be adjusted for better or worse. For example, the Theran Uyglar is a Rare food, but when in the Theran-occupied city of Vivane it might be of Average Availability. And while a broadsword is of Average Availability, one explicitly of t’skrang design is Rare in the city of Jerris, and one bearing Jerrisian ornamentation is Rare in the t’skrang villages along the Serpent River.

Mounted Archery
  1. Windlings may use a size 2 missile (Windling shortbow) and size 1 throwing weapon wile mounted.
  2. Humans, Orks, Elves, T'skrang and Dwarfs may use size 3 missile (shortbow) and throwing weapon while mounted.  Using a Gar Warbow is the exception to this rule.  Dwarves may only fire size 3 weapons from Dwarf sized mounts (Pony, Huthua or Troajin).  They have difficulty seeing over horses and most other mounts due to their shorter stature.
  3. Trolls and Obsidiman may use size 5 missile (Longbow) and size 4 throwing weapon while mounted.

Process / Steps to use missile weapons when mounted
  1. The rider must declare he is going to use the Riding Shot option before initiative is rolled and roll his Trick Riding Difficulty.  War Riders are exempt from this rule.
  2. The rider must use Trick Riding Difficulty (Mounts Social Defense) to guide the mount with his knees.  War Riders are trained to fire a bow while mounted, so exempt from this rule.
  3. If the mount is not war trained, the difficulty to guide the mount increases by War Riders are also exempt from this rule, they are trained to ride and fire their bow.
  4. If the rider fails the Trick Riding test, he is considered harried during the entire round but may still fire with the -2 action test imposed by the harried penalty.
  5. Riders may fire before they move or after but may not use the split movement option.

A Harried character suffers a –2 penalty to his Action Tests.
Additionally, the character subtracts –2 from his Physical and Spell Defense (in certain situations the gamemaster may also apply this penalty to the character’s Social Defense). This reflects the “distracted” state of the Harried character and his inability to properly defend himself.

Gar Warbow Dam Step: 5   Min Str: 13**   Size: 5   Short:(1–25)   Long: (26–50) 800 sp   4 lbs  Very Rare
20 Warbow Arrows – 50 sp 4 lbs Very Rare
**Min Dex 14
- Only Gar make this weapon and refuse to sell to anyone not a Gar.  A Gar who sees a non Gar with this weapon will likely attack him or her or plot to somehow have the weapon removed if they can't overcome the target.

Gar Warbow: The bow of the gar is short, between 4 and 5 feet long, with arrows of up to 3 feet in length. It is designed to be shot from, and even be strung on, horseback. Its manufacture, however, is lengthy and involves a wide range of carefully selected materials. While the peoples of the Five Kingdoms deem it too much trouble, and can produce their crossbows much faster, the bow the gar call num exactly meets their needs. The warbow is rarely found outside of gar lands, and the gar never sell it. Like so many things in gar life, the warbow is something a gar warrior has to earn through action. For the warbow, this often means proving oneself at archery.

Trick Riding
Step: Rank + DEX      Action: Simple
Karma: No             Strain: 1
The mounted adept performs acrobatics on his mount, making Trick Riding Tests in place of Avoid Blow Tests to dodge close or ranged combat attacks directed against himself or his mount. He may also goad his mount into jumping fences, chasms, flames, or other obstacles by making a Trick Riding Test against a Difficulty Number determined by the gamemaster. Jumping a short one-yard-high fence has a Difficulty Number of 4; jumping over a three-yard-wide chasm has a Difficulty Number of 12. If the adept or his mount is required to make a Dexterity-only Test for any acrobatic maneuver, the adept may make a Trick Riding Test instead. Some maneuvers in Mounted Combat (see p. 233) require a Trick Riding Test if the mount is not sufficiently combat trained or the rider is unfamiliar with his mount.

Cathay Players guid pg 96 - Talent Knack
Ride-by Shot
Talent:     Trick Riding
Rank: 7     Strain: 1
Normally, a mounted character cannot use the Splitting Movement combat option when making a ranged attack (see the Player’s Guide, p. 226). An adept with the Ride-by Shot talent knack is allowed to do so if he succeeds at a Trick Riding Test against his target’s Physical Defense. If the test does not succeed, the adept can still attack the target without splitting his movement, but suffers the penalty for Changed Actions (+2 to the Difficulty Number of the action).

Sleeping in Armor:

Sleeping in any armor heavier than padded leather will result in strain equal to the initiative penalty of the armor.  (Shields excluded).  If you are sleeping in freezing conditions and in metal armor this strain could increase by x2 or even x3 of the initiative penalty.  Strength of the user does not overcome the initiative penalty and strain damage caused while sleeping.  If you wear armor to sleep, you can not heal a wound in the morning.

Weapons in Green are new House Weapons.
All Crossbows proposed damage step is something other than what the book proposes.

Javelin        4 sp   Dam: 3  Str Min: 9   Weight: 2 lbs   Size: 2   Range: S: (1–6) L: (7–12)
Battle Hammer  25 sp  Dam: 5  Str Min: 11  Weight: 5 lbs   Size: 3
Warpick        25 sp  Dam: 5  Str Min: 10  Weight: 5 lbs   Size: 3

** A minimum Dexterity value of 13 is required to use this weapon.
**** A minimum Dexterity value of 7 is required to use this weapon.

Light Crossbow  50 sp  Dam: 9   Str: 10  Weight: 5 lbs  Size: 4   Range:  S: (1–16) L: (17–32)
15 Light Crossbow Bolts  15 sp
Med Crossbow  100 sp  Dam: 11   Str: 13  Weight: 6 lbs  Size: 5   Range:  S: (1–20) L: (21–40)
15 Med Crossbow Bolts   20 sp
Heavy/Orc Crossbow  250 sp  Dam: 13   Str: 16  Weight 7 lbs  Size: 6   Range:  S: (1–30) L: (31–60)
15 Orc Crossbow Bolts  25 sp
Troll Crossbow  450 sp  Dam: 15   Str: 19  Weight: 8 lbs  Size: 7  Range: S: (1–35) L: (36–65)
15 Troll Crossbow Bolts  30 sp  

Crossbow damage is not adjusted with your strength, this has already been added into the damage step.  The damage step is already adjusted based on the weapons damage step and the strength needed to draw back the xbow.

Shortbow   15 sp   Step: 3   Str min: 08 Weight: 3 lbs    Size: 3   Range:  S: (1–15) L: (16–30)
20 Shortbow arrows  5 sp
Longbow   60 sp        Step: 4   Str: 11 Dex: 13 Weight: 4 lbs    Size: 5  Range:  S: (1–20) L: (21–40)
20 Longbow arrows  10 sp
Elven Warbow  250 sp   Step: 5   Str: 12 Dex:15  Weight: 4 lbs    Size: 5  Range:  S: (1–24) L: (25–48)
20 Elven Warbow arrows  25 sp
Orc Warbow  350 sp   Step: 6   Str: 16 Dex: 16  Weight: 6 lbs  Size: 5  Range:  S: (1–28) L: (29–56)
20 Orc Warbow arrows  30 sp
Troll Warbow  450 sp   Step: 7   Str: 19  Dex: 16  Weight: 8 lbs   Size: 7  Range:  S: (1–32) L: (33–64)
20 Troll Warbow arrows   35 sp  

This message was last edited by the GM at 20:30, Fri 07 Sept 2018.

 GM, 71 posts
 I tell the story
 you fill in the details
Thu 26 Dec 2013
at 10:01
Re: House Rules & Other Game Information
Overland Travel  (Gamemasters Guide pg 114)
Most adventurers travel through Barsaive over land, either on
foot or mounted. Characters traveling on foot can cover roughly 25
miles per day
, assuming they travel for eight hours each day, with
only occasional rest and food breaks. The rough terrain throughout
most of Barsaive precludes any faster rate of travel on foot. Injured
characters and those carrying encumbering loads, may travel more
slowly, perhaps only 20 miles per day.

Characters riding mounts can travel roughly 45 miles per day,
again assuming eight hours of travel with occasional breaks. If the
mounts are carrying encumbering loads, they may only be able to
cover 30 to 35 miles per day. Occasionally, characters travel with
merchant or trader caravans, either as guards or as fellow travelers.
Most caravans travel at a rate of 30 miles per day when mounted,
or 20 miles per day on foot.

Fatigue:  3 strain/hour.  Every 2 hours Toughness (7) Fatigue test.  Failure results in 1 level of fatigue.  Each level causes -1 penalty to all action tests and Fatigue checks.
- A character or mount that travels for more than 8 hours per day suffer 3 strain each hour.  For every 2 hours (or portion thereof) beyond 8 that a character travels in a single day, that character must make a Toughness (7) Test. If the test fails, the character suffers 1 level of fatigue.   Each level of fatigue causes a – 1 penalty to all of the character’s Action Tests (including further Fatigue Tests).  A character or mount with 1 level of fatigue suffers a –1 penalty to all of his Action Tests, while a character with 3 levels of fatigue suffers a –3 penalty.

Travel Distance:
- Distance measured on a Travel Path/road.  Cutting cross country will reduce speed by the penalty of the terrain.  Rolling hills, rocky ground, mountains, forests, desert etc will each have a different modifier on how far you can travel.
Walking:  25 Miles/day
Riding: 45 Miles/day
Wagon/Caravan: 30 Miles/day

Falling Damage Table (GM's Guide pg 109)
Distance FallenDamage Step
2-3 YardsStep 5
4-6 YardsStep 10
7-10 YardsStep 15
11-20 Yards(x2) Step 20
21-30 Yards(x2) Step 25
31-50 Yards(x3) Step 25
51-100 Yards(x3) Step 30
101-150 Yards(x4) Step 30
151-200 Yards(x4) Step 35
201+ Yards(x5) Step 35

This message was last edited by the GM at 22:00, Mon 06 Feb 2017.