I hope this post has not closed.
I would like to see a single section in the GM's guide dedicated to the rewards of adventuring. Something combining the Awarding Legend Points, Loot Worth Money, Treasure, Magical Treasure and Creature Loot sub-sections into one easily researched area. Maybe some expansion of these sections as guidelines for creating your own adventure and providing an appropriate amount of rewards for the difficulty of the goals.
Also, can you provide an example for Awarding Legend Points. A mock completed adventure for a certain circle of heroes explaining how each of their individual awards were calculated for the adventures goals.
Can you also expand on the rules for Fatigue to explain how they would apply if the character does not receive a full night's rest.
GM's Guide -- Anything you would like to see?
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Re: GM's Guide -- Anything you would like to see?
For creatures, could we see some rules on morale?
The ED3 rule book has vague information about the reason for monsters staying in a fight.
Ultimately, it is up to the GM to decide if a monster will fight to the death or choose to flee at some point. I would like to see some kind of WIL based test to see if they have the stomach to continue.
A cadavarman for instance will not flee, these things want to die. A wolf on the other hand has a sense of self preservation. Unless the wolf is horror marked, it could flee if it takes too much damage. Maybe a percentage of its remaining health and number of wounds taken determines the target number for the WIL test. If passed, the creature stays, if failed it bolts. Players get legend points for defeating opponents, if the storyline did not require the creature to die as a mission goal, letting if flee means they won that combat. Plus, if it did get away it may have a reason to return. I hope the player did not name it, as that would give it more power.
Also, have the rules for escaping from combat been defined? (Rhetorical Question). In the ED3 players guide they are listed as optional.
The ED3 rule book has vague information about the reason for monsters staying in a fight.
Ultimately, it is up to the GM to decide if a monster will fight to the death or choose to flee at some point. I would like to see some kind of WIL based test to see if they have the stomach to continue.
A cadavarman for instance will not flee, these things want to die. A wolf on the other hand has a sense of self preservation. Unless the wolf is horror marked, it could flee if it takes too much damage. Maybe a percentage of its remaining health and number of wounds taken determines the target number for the WIL test. If passed, the creature stays, if failed it bolts. Players get legend points for defeating opponents, if the storyline did not require the creature to die as a mission goal, letting if flee means they won that combat. Plus, if it did get away it may have a reason to return. I hope the player did not name it, as that would give it more power.
Also, have the rules for escaping from combat been defined? (Rhetorical Question). In the ED3 players guide they are listed as optional.
Re: GM's Guide -- Anything you would like to see?
I would like to see which creatures are considered sentient for Animal Bond use.
Also there weren't no advanced rules for elemental damage which could be nice addition
Also there weren't no advanced rules for elemental damage which could be nice addition
Duvvelsheyss
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Re: GM's Guide -- Anything you would like to see?
Is there any chance you guys have revised the barrier rules? They never quite sat well with our group, and the other night we had a situation where our Horror Stalker wanted to circle behind a group of Grim Legion thugs and come busting through a wooden door (less than 2" thick) directly behind them.
He failed to get over the base Physical Defense of 7 twice, then it took another two rounds to do enough damage to the door to break through. Although it was comical, it did highlight the shortcomings of this rule.
He failed to get over the base Physical Defense of 7 twice, then it took another two rounds to do enough damage to the door to break through. Although it was comical, it did highlight the shortcomings of this rule.
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Re: GM's Guide -- Anything you would like to see?
GM should make him do a Str Check to break down the doors. Why would he make a hole in it instead? Unless they were barricaded ofc
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Re: GM's Guide -- Anything you would like to see?
Gamemaster guide p. 89, Creating Difficulty Numbers, to break down the door (normal) its hard for normal person so Str. check difficulty 6-9. Mostly common sense and table diff as reference
- Mataxes
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Re: GM's Guide -- Anything you would like to see?
I'll have another look at that barrier rules in the GM guide (haven't looked at them recently). I think I made "attacking" a barrier easier, that now it basically comes down to a damage test -- removing the need to make a successful attack test against something that is relatively large and (presumably) stationary.
Josh Harrison --
Troubadour and Magic Theorist
Line Developer: Earthdawn
Troubadour and Magic Theorist
Line Developer: Earthdawn
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Re: GM's Guide -- Anything you would like to see?
Hit target is 6, so how hard it can be ?
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