blood magic in ED4

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Notaure
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blood magic in ED4

Postby Notaure » Sat May 30, 2015 4:57 am

hi everyone,
does blood magic could be still use to pushing talents and abilities? i haven't find the rule in the PG4?
thanks
Notaure, a french fan of Earthdawn

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Re: blood magic in ED4

Postby Mataxes » Sat May 30, 2015 9:16 am

They were not included in the Player's Guide.

In my opinion (and experience), the 'pushing' options weren't very good in terms of cost/benefit and were seldom used.

A +3 bonus if you take Strain equal to your Wound Threshold? That's going to be 7 or 8 points of damage for most non-combat characters -- and even more for tougher, combat characters. You get more oomph from most blood charms for less damage. A +7 bonus for a Wound seems to be more in line with the numbers... but a semi-permanent Wound (it lurks for a year and a day) was a bit of an issue even before the change to have the penalty equal the number of Wounds. (Sure, you could use Healing Potions to try and get rid of the Blood Wound, but that seems to be kind of counter to the spirit of the whole thing.)

It is on the radar to be revisited, and if we can find something that strikes what we feel is the right balance of sacrifice/power, we'l bring it back.
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Re: blood magic in ED4

Postby evil » Sat May 30, 2015 12:10 pm

you could always try 5% of your unconscious or death rating (round up) and you just loss the hit points for a year and a day. and you automatically suffer from a wound for a few weeks or months maybe one month or week for each hitpoint you lost.

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Re: blood magic in ED4

Postby etherial » Sat May 30, 2015 12:33 pm


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Re: blood magic in ED4

Postby Notaure » Sat May 30, 2015 12:39 pm

Notaure, a french fan of Earthdawn

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Re: blood magic in ED4

Postby Mataxes » Sat May 30, 2015 1:01 pm

Not going to be in the GM. If it gets brought back in the near future, it would be in the Companion (along with other advanced/optional rules that were not in the Player/GM Guides).
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Re: blood magic in ED4

Postby Mataxes » Sat May 30, 2015 1:32 pm

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Re: blood magic in ED4

Postby Sundahk » Sat May 30, 2015 6:07 pm

The uses of Blood Magic previously mentioned have been used at our table. One player uses the +3 push when the situation is desperate and his Wizard is the only character still standing, however my other players generally don't use the option mainly because they don't want 1y1d wound or permanent runic scar. So this one won't be missed too much if it doesn't come back.

We would like to see the Dying Deed option make a return though. Players have used these on numerous occasions when facing certain death, and it gives a memorable death for a character that is in line with the heroic theme of the game. Example: the group's ork Sky Raider and windling Swordmaster were captured by Therans and taken to Triumph where the were forced by General Nikar to fight one another for the amusement of the troops. Rather than fight his brother, in a final act of defiance the sky raider made a huge Great Leap roll to jump onto the platform where Nikar was seated and slay him with one blow using a dying deed. This happened 18 years ago and it still gets talked about. It was a memorable end to a great character and had an impact on the setting, which is what you would want/expect from this blood magic.

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Re: blood magic in ED4

Postby Mataxes » Sat May 30, 2015 7:10 pm

I like the dying deed (though I've only seen it used once at my table), so that one is likely to return.
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Re: blood magic in ED4

Postby EDChronicler » Sat May 30, 2015 8:11 pm

I have only had 1 self-sacrifice magic happen at my game, without which would have been a party wipe. Still of some 9 players ( a rare occurrence - maybe all of three games of such ) still had 4 deaths. Only survivors were: 1 Obsiman Purifier, 1 Journeyman, 1 Archer, 1 Illusionist, 1 windling "sword something or other"

Lost 2 "windling" archers and a woodsman and some other guy on his first game.


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