Weaving Threads to Pattern Items

Discussion on playing Earthdawn. Experiences, stories, and questions related to being a player.
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Tattered Rags
Posts: 278
Joined: Thu Feb 13, 2014 10:44 pm

Re: Weaving Threads to Pattern Items

Postby Tattered Rags » Fri Sep 02, 2016 11:05 am

Jaracove wrote:
Slimcreeper wrote:The Test Knowledge is the Question, isn't it? and the Research Knowledge is the Answer.

And sometimes you can come across the answer (research) before you find out what the question (test knowledge) is

Which threw me for a while


Playing around with the order of things, I just realized that you could technically get the Test Knowledge before ever getting the Item.

In order for SOMEONE to do an Item History check they need to possess the Item. But that person doesn't have to be you. What if Person A 1,000 years ago did it and wrote down the Test Knowledge? You, our intrepid hero, find this scrap of paper and go hunting for the Magic Item. Along the way you discover the Key Knowledge that answers the question posed by the Test Knowledge. And later still you finally find the Magical Item.

The last step of weaving the Thread is really the only one you can't move without some rule-bending "it's magic!" hand-waving.

Jaracove
Posts: 123
Joined: Fri Sep 07, 2012 8:20 am

Re: Weaving Threads to Pattern Items

Postby Jaracove » Fri Sep 02, 2016 11:10 am

That's definitely possible Tattered Rags

Interesting

The Undying
Posts: 95
Joined: Thu Aug 04, 2016 6:10 am

Re: Weaving Threads to Pattern Items

Postby The Undying » Fri Sep 02, 2016 9:18 pm

Item History is a pretty weird talent to me that would serve as nothing more than a barrier to entry on magic items if it weren't for the "also reveals facts about non-magical items" aspect. For nearly all purposes, it's either just a money sink that requires you to sit in town for a while or it's an LP-sink that happens entirely in the background while you travel from point A to point B. Because of the time involved in the test Rules As Written (RAW), it takes a GM twisting it a bit to make it useful for adventuring.

Telarus_KSC
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Joined: Wed Nov 23, 2011 3:26 am

Re: Weaving Threads to Pattern Items

Postby Telarus_KSC » Fri Sep 02, 2016 10:26 pm

It is a magical Talent, after all, not a skill. Not everyone can pick up any object and just _know_ details about it's story after a week of casual study (plus how many Threads can be attached, total Rank, _and_ it's magical effects as you learn each Rank). It's the realm of the Elementalist, Troubador, Weaponsmith, and Wizard Adepts, and there is a healthy economy in Barsaive built around it because mundane people and other Adepts just can't do that. That's why I always give hints around the Research Knowledge based on the successes scored, to give that sense of the story of the item (mundane or magical), and to make the silver (or time for a PC Adept of the above Disciplines) feel like it was well spent.

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etherial
Posts: 601
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Re: Weaving Threads to Pattern Items

Postby etherial » Sat Sep 03, 2016 9:21 am

The Undying wrote:Item History is a pretty weird talent to me that would serve as nothing more than a barrier to entry on magic items if it weren't for the "also reveals facts about non-magical items" aspect. For nearly all purposes, it's either just a money sink that requires you to sit in town for a while or it's an LP-sink that happens entirely in the background while you travel from point A to point B. Because of the time involved in the test Rules As Written (RAW), it takes a GM twisting it a bit to make it useful for adventuring.


It's one of the few "Insert Coin, Gain a Plot Cookie" Talents in Earthdawn. Other games have oodles more and they all get used.


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