4th Ed. Skills What do we know....
Posted: Wed Feb 05, 2014 12:52 pm
...and when will we know more?
I have seen a lot of personal suggestions and opinions, but what is the official word? When I mention to my gaming buddies that a new Earthdawn is coming out there first question about the system is "what are they doing about skills" The talent/skill parity eventually become an issue with every group I played with. Skill focused characters and lenient GM's kinda took the magic out of being an adept at times.
I know I may be alone in saying this but I actually liked what LRG's attempted with 2nd ed. Although we never played and I consider (like most) it a failure the recent Savage Worlds version did demonstrate how having a skill system separate and complete from the talent schema could work. My group made a few SW characters and it certainly allowed some "fleshing out" of concepts and allowed disciplines to remain distinct.
We remove skills at one point from our 1st ed. game and used background/aspect type ranks and it worked very well (Town guard rnk 3, or thief rnk 1). The above was great for npc's and filling in character backgrounds. We also folded half-magic into this system as a background you could spend karma on.
Looking forward to the game,
Dustin
I have seen a lot of personal suggestions and opinions, but what is the official word? When I mention to my gaming buddies that a new Earthdawn is coming out there first question about the system is "what are they doing about skills" The talent/skill parity eventually become an issue with every group I played with. Skill focused characters and lenient GM's kinda took the magic out of being an adept at times.
I know I may be alone in saying this but I actually liked what LRG's attempted with 2nd ed. Although we never played and I consider (like most) it a failure the recent Savage Worlds version did demonstrate how having a skill system separate and complete from the talent schema could work. My group made a few SW characters and it certainly allowed some "fleshing out" of concepts and allowed disciplines to remain distinct.
We remove skills at one point from our 1st ed. game and used background/aspect type ranks and it worked very well (Town guard rnk 3, or thief rnk 1). The above was great for npc's and filling in character backgrounds. We also folded half-magic into this system as a background you could spend karma on.
Looking forward to the game,
Dustin