Developer Blog: Creatures (Revisited)

Discussion on the Earthdawn game line, errata, and feedback not related to playing or GMing.
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Re: Developer Blog: Creatures (Revisited)

Postby Baravakar » Fri May 15, 2015 11:57 am


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Re: Developer Blog: Creatures (Revisited)

Postby Panda » Fri May 15, 2015 12:57 pm

What Josh said regarding Enhanced Senses isn't fully correct. The creatures gain all of the same benefits from their Enhanced Senses as an adept using Borrow Sense would. This does mean some math may be required, though it is only either an attribute or a skill and the enhanced sense (e.g. PER + Enhanced Sense, or Awareness + Enhanced Sense).
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Re: Developer Blog: Creatures (Revisited)

Postby Telarus_KSC » Fri May 15, 2015 3:41 pm

For these specific cases, it may be worth listing it as a bonus to the specific rolls:

Enhanced Sense [Smell] (2): Perception/Tracking +2

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Re: Developer Blog: Creatures (Revisited)

Postby Baravakar » Sat May 16, 2015 6:16 pm


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Re: Developer Blog: Creatures (Revisited)

Postby Panda » Sat May 16, 2015 7:06 pm

Only if you take it in isolation of any other mechanics. Providing absolute values, rather than modifications, will lead to paradoxes where two different statements set the damage from an extra success.
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Re: Developer Blog: Creatures (Revisited)

Postby Mataxes » Sat May 16, 2015 10:29 pm

You're reading the intention correctly.

That is, outside of other modifiers to bonus damage, it does reduce the +2/success to +1/success.

However, as Morgan points out, there are other things that could modify bonus damage (other powers, magical item bonuses, high circle talents, etc) so it needs to be presented as a relative modifier.
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Re: Developer Blog: Creatures (Revisited)

Postby Baravakar » Sat May 16, 2015 10:47 pm

The rule is the equivalent of saying "For each additional success to hit the crab increase its armor value by one"
All armor does now is reduce damage.
Inflict one less Damage per success = Crab's armor increases by 1 for each success.

The original Hardened Armor was for armor-defeating hits. These are now gone. Extra Successes cause extra damage. Your new rule reduces this extra damage. I just saying the way it's written will be a nightmare to apply.

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Re: Developer Blog: Creatures (Revisited)

Postby Telarus_KSC » Sun May 17, 2015 12:05 am

Some people don't use Step bonuses, but rather apply temporary bonus/penalties to the Results. So, in your example, the person would still roll step 14, but add +3 instead of +6. The key is consistency. If you add Steps for bonus successes, adjust the Steps added. If you add to the results, adjust that number. Don't try to do both.

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Re: Developer Blog: Creatures (Revisited)

Postby Panda » Sun May 17, 2015 3:07 am

I find the reading to be heading in the direction of obtuse, but for the sake of clarity:

Hardened Armor: The damage bonus for an additional success is reduced by 1 (generally to +1).
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Re: Developer Blog: Creatures (Revisited)

Postby Baravakar » Sun May 17, 2015 9:04 am



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