Rules revision general discussion thread.
Posted: Mon Jun 25, 2018 4:04 pm
I know that people are discussing rule changes due to the companion, and just rules changes in general on another channel, and wanted to get my 2 cents in before positions become solidified.
I was chatting with Fortesque the other day, and he mentioned that he did not like the current "thread item of your tier, with a 20% chance of if being one higher for 12 TIPs". He mentioned his idea that Novice items might start at 12 TIPs, Journeyman 16 TIP, Warden 20 TIPs, and Master 24 TIPs. I must say I am inclined towards something like that.
One of the nice things about Earthdawn thread items is that they are supposed to grow with the character. A character can get a Warden or even Master Item when a Novice, but he will almost certainly not be able to pull the final thread for it until he is well into Journeyman or Warden rank. But the way things are now, thread items do not grow with a character. There is an 80% chance a Novice will get a Novice Item and be able to pull all the ranks very soon. If he lucks into getting a Journeyman Item, he might have quite a number of adventures before he pulls a rank 6 thread, but this is a rare occurrence. Fortesque's idea would allow a Novice that wanted to to save up for a Warden Item that would grow with him to save up his TIPs for a more powerful item, even though the higher ranks would not be usable for quite some time.
Considering that Thane is just one circle away from Warden Tier, I feel I am very much arguing against my own self interest in supporting this. Thane already has a bunch of Novice and Journeyman items, and the understanding was that his item after his next one would automatically be Warden Tier for 12 TIPs, so arguing that I should have to spend 20 TIPs to get a warden item is a bad move right now, but I think it is a good idea. Maybe the existing high circle characters who already are almost at the Warden Tier could be grandfathered into the old system? But it seems to me that for newer characters currently at lower level, they might like the option to get TI at higher tier for more TIPs spent? Or maybe a better idea might be to keep using the existing thing, but say the tier goes up for each extra 4 TIPs you spend on tier.
How about we modify the Improving Tier chart to say that if you spend 0 TIPs, you have a 25% chance to receive an item one above your current Tier. If you spend 1 TIP you have a 50% chance. 2 = 75%, 3 = 100% chance of next Tier. 4 TIPs gets +1 Tier and 25% chance of a second Tier, Etc. So a Novice who spends 20 TIP, 12 base, and 8 on improving Tier would receive a Warden item, with a 25% chance of a master item. I like this Idea!
If you advance a tier with at least 12 TIP, your Tier for your next TI will be your prior Tier (this to prevent saving lots of TIP for the free tier advance - this allows us to get rid of the rule that no more than 20 TIP can be saved).
Also, I really hate the last column of the Random Thread Item table where you can spend TIP to still get a random thread item. It says that Usable by Race costs one TIP, Useful for Discipline costs two TIP, Useful for Build costs 3 tips, and specifying one power costs 4 TIPs. I think that all of those ought to be at least 2 TIPs cheaper. Specifically, I think that usable by Race and Useful for Discipline ought to be totally and completely free. Useful to Discipline I would define as something like 25% or less of the Talent boosts boost Talents that are not Discipline Talents or Talent Options for that Discipline . Specifying that it ought to be useful for your build ought to be ether free, or at most one TIP. And you probably ought to be able to specify a power for about 2 TIP per power (though perhaps keeping it so that if you have already spent 3 points specifying the exact item, the first power specified only costs one more TIP).
The existing rules seem to say that if somebody requests a 12 point thread item, the GM is supposed to roll some dice and announce that they found some ... Whatever. Maybe fern weave for the Warrior that already has plate mail, maybe a two handed sword for the windling spellcaster. It might be useless to the race, it might be useless to the discipline. Now I don't think that anybody else has yet received a useless thread item. I don't know if that is because nobody is requesting 12 point TI because they are afraid of getting something useless, or if Aegharan is simply being kind and not following the rules. But I don't think the rules ought to say what they currently do.
This game is different from a normal tabletop game. Here the GMs are handing out TI and saying "here is your Thread Item". The player does not really have a choice but to accept the TI as "his item". In a normal game, if the party runs across a TI (and I know all tables do this differently, but this is how most of the tables I have sat at have worked), The Item History guy takes it and IH's it for a few weeks, then the Research guy researches it next time the party is near a library, and we figure out what the first 4 or more powers are (the powers are reveled when research is done, you don't have to tie any threads to know the powers). If more than one character wants the item we work it out, but sometimes, especially if the item was not picked by the GM as being especially good for one character, but if the GM just used the item that was specified in the module, the situation arose where nobody wanted the item ("it looks like it is yet another elementalist staff that gives bonus to the elementalists melee attacks"). in which case it remains in the party treasury until ether somebody comes along and joins the campaign who wants it, or we can trade it for a TI that somebody actually wants.
The point is that in a normal campaign, the GM does not say "Here is your thread item, it is useless to you, but it is the only one you can have until everybody else has received another item. Too bad. Better luck next time". For a character to "claim" a thread item, it ought to be something that is least usable, and fairly useful as well.
Let me give some examples of what I consider to be reasonable TI requests, and how much I think it might be reasonable for them to cost.
#1 "Please give me a TI". Base cost 12 TIPs. A random base item is rolled, but some results are discarded until something appropriate comes up. It will be usable by race (no two handed swords to a windling), and both usable and useful by discipline (no spell matrixes to the Sky Raider, no more than one or two increases to talents not available to sky raiders and that sky raiders are not known for wanting). It might or might not however be useful to my build. A suit of armor is useful to a Skyraider,. A 2nd suit of armor could in theory sometimes be used (one at a time). but it is probably not very useful to the build. But it is at the very least usable. These last situations are where the distinction between usable by discipline (wind instruments can be usable by sky raiders, just not useful) Useful to discipline (which I think ought to cost 0), and useful to build (which I think ought to cost 1 TIP) are importaint. Example: Leadership is a TO to all sky raiders. Some have it, some do not. A bonus to Leadership is useful to Sky Raiders in general. Some But not useful to all Sky Raider builds unless asked for. There is a lot of judgement calls required from the GM on this issue, but the rules ought to be as clear as possible.
#2 "I am happy with my Weapons and Armor, I would not mind a shield upgrade, but just get me something useful". Base cost 12 TIPs, plus 1 for "useful to build", with some very general guidance as to what I consider useful or not. More weapons or armor would not be useful. A shield upgrade might be useful if it happens to be rolled. But almost all the powers ought to be something that Aegharan thinks might usefully compliment the character.
#3 "I want some magic boots of at least one tier higher, that increase my movement and give me the power to fly!" Base price 12, +3 for Worn/Utility/Boots, +4 for one tier higher, +1 for the fly ability and another +2 for at least one increase of movement (and a hint that I would be happy to get this power more than once), give a total of 22 TIP. It would probably be a fairly safe bet to skip the +2 for increased movement, since I spent 3 specifying that the item was boots, and most boots increase movement. But better safe than sorry.
I think that all of these combine into a reasonable system. Comments? Questions? Discussion?
I was chatting with Fortesque the other day, and he mentioned that he did not like the current "thread item of your tier, with a 20% chance of if being one higher for 12 TIPs". He mentioned his idea that Novice items might start at 12 TIPs, Journeyman 16 TIP, Warden 20 TIPs, and Master 24 TIPs. I must say I am inclined towards something like that.
One of the nice things about Earthdawn thread items is that they are supposed to grow with the character. A character can get a Warden or even Master Item when a Novice, but he will almost certainly not be able to pull the final thread for it until he is well into Journeyman or Warden rank. But the way things are now, thread items do not grow with a character. There is an 80% chance a Novice will get a Novice Item and be able to pull all the ranks very soon. If he lucks into getting a Journeyman Item, he might have quite a number of adventures before he pulls a rank 6 thread, but this is a rare occurrence. Fortesque's idea would allow a Novice that wanted to to save up for a Warden Item that would grow with him to save up his TIPs for a more powerful item, even though the higher ranks would not be usable for quite some time.
Considering that Thane is just one circle away from Warden Tier, I feel I am very much arguing against my own self interest in supporting this. Thane already has a bunch of Novice and Journeyman items, and the understanding was that his item after his next one would automatically be Warden Tier for 12 TIPs, so arguing that I should have to spend 20 TIPs to get a warden item is a bad move right now, but I think it is a good idea. Maybe the existing high circle characters who already are almost at the Warden Tier could be grandfathered into the old system? But it seems to me that for newer characters currently at lower level, they might like the option to get TI at higher tier for more TIPs spent? Or maybe a better idea might be to keep using the existing thing, but say the tier goes up for each extra 4 TIPs you spend on tier.
How about we modify the Improving Tier chart to say that if you spend 0 TIPs, you have a 25% chance to receive an item one above your current Tier. If you spend 1 TIP you have a 50% chance. 2 = 75%, 3 = 100% chance of next Tier. 4 TIPs gets +1 Tier and 25% chance of a second Tier, Etc. So a Novice who spends 20 TIP, 12 base, and 8 on improving Tier would receive a Warden item, with a 25% chance of a master item. I like this Idea!
If you advance a tier with at least 12 TIP, your Tier for your next TI will be your prior Tier (this to prevent saving lots of TIP for the free tier advance - this allows us to get rid of the rule that no more than 20 TIP can be saved).
Also, I really hate the last column of the Random Thread Item table where you can spend TIP to still get a random thread item. It says that Usable by Race costs one TIP, Useful for Discipline costs two TIP, Useful for Build costs 3 tips, and specifying one power costs 4 TIPs. I think that all of those ought to be at least 2 TIPs cheaper. Specifically, I think that usable by Race and Useful for Discipline ought to be totally and completely free. Useful to Discipline I would define as something like 25% or less of the Talent boosts boost Talents that are not Discipline Talents or Talent Options for that Discipline . Specifying that it ought to be useful for your build ought to be ether free, or at most one TIP. And you probably ought to be able to specify a power for about 2 TIP per power (though perhaps keeping it so that if you have already spent 3 points specifying the exact item, the first power specified only costs one more TIP).
The existing rules seem to say that if somebody requests a 12 point thread item, the GM is supposed to roll some dice and announce that they found some ... Whatever. Maybe fern weave for the Warrior that already has plate mail, maybe a two handed sword for the windling spellcaster. It might be useless to the race, it might be useless to the discipline. Now I don't think that anybody else has yet received a useless thread item. I don't know if that is because nobody is requesting 12 point TI because they are afraid of getting something useless, or if Aegharan is simply being kind and not following the rules. But I don't think the rules ought to say what they currently do.
This game is different from a normal tabletop game. Here the GMs are handing out TI and saying "here is your Thread Item". The player does not really have a choice but to accept the TI as "his item". In a normal game, if the party runs across a TI (and I know all tables do this differently, but this is how most of the tables I have sat at have worked), The Item History guy takes it and IH's it for a few weeks, then the Research guy researches it next time the party is near a library, and we figure out what the first 4 or more powers are (the powers are reveled when research is done, you don't have to tie any threads to know the powers). If more than one character wants the item we work it out, but sometimes, especially if the item was not picked by the GM as being especially good for one character, but if the GM just used the item that was specified in the module, the situation arose where nobody wanted the item ("it looks like it is yet another elementalist staff that gives bonus to the elementalists melee attacks"). in which case it remains in the party treasury until ether somebody comes along and joins the campaign who wants it, or we can trade it for a TI that somebody actually wants.
The point is that in a normal campaign, the GM does not say "Here is your thread item, it is useless to you, but it is the only one you can have until everybody else has received another item. Too bad. Better luck next time". For a character to "claim" a thread item, it ought to be something that is least usable, and fairly useful as well.
Let me give some examples of what I consider to be reasonable TI requests, and how much I think it might be reasonable for them to cost.
#1 "Please give me a TI". Base cost 12 TIPs. A random base item is rolled, but some results are discarded until something appropriate comes up. It will be usable by race (no two handed swords to a windling), and both usable and useful by discipline (no spell matrixes to the Sky Raider, no more than one or two increases to talents not available to sky raiders and that sky raiders are not known for wanting). It might or might not however be useful to my build. A suit of armor is useful to a Skyraider,. A 2nd suit of armor could in theory sometimes be used (one at a time). but it is probably not very useful to the build. But it is at the very least usable. These last situations are where the distinction between usable by discipline (wind instruments can be usable by sky raiders, just not useful) Useful to discipline (which I think ought to cost 0), and useful to build (which I think ought to cost 1 TIP) are importaint. Example: Leadership is a TO to all sky raiders. Some have it, some do not. A bonus to Leadership is useful to Sky Raiders in general. Some But not useful to all Sky Raider builds unless asked for. There is a lot of judgement calls required from the GM on this issue, but the rules ought to be as clear as possible.
#2 "I am happy with my Weapons and Armor, I would not mind a shield upgrade, but just get me something useful". Base cost 12 TIPs, plus 1 for "useful to build", with some very general guidance as to what I consider useful or not. More weapons or armor would not be useful. A shield upgrade might be useful if it happens to be rolled. But almost all the powers ought to be something that Aegharan thinks might usefully compliment the character.
#3 "I want some magic boots of at least one tier higher, that increase my movement and give me the power to fly!" Base price 12, +3 for Worn/Utility/Boots, +4 for one tier higher, +1 for the fly ability and another +2 for at least one increase of movement (and a hint that I would be happy to get this power more than once), give a total of 22 TIP. It would probably be a fairly safe bet to skip the +2 for increased movement, since I spent 3 specifying that the item was boots, and most boots increase movement. But better safe than sorry.
I think that all of these combine into a reasonable system. Comments? Questions? Discussion?