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Mind Flayer

Txoro of Barsaive's page

327 posts. Alias of Xaaon of Xen'Drik.


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Hank, got anything to add to that? Sounds like some cool options already!

(of course with talent knacks you never had to be the same as another discipline anyway ;)


It's a new edition for those of us who were using 1ed or 2ed stuff, it's basically a reprint of EDC, but that will be more widely available to those of us in the States...


Well it is set in the age of legend...so it could even possibly share the world with MiddleEarth if one were so inclined...The One Ring would be a major legendary item...that weaves threads to those who use it, and works its way into them...

The Fellowship could definitely be seen as adepts. Not necessarily as Barsaivian adepts, but that they use half-magic and adept magic I could definitely see that.

So I guess Shadow Run never appealed to your group heh...

But hey, once you get the books in your hands, its your game...what's the age range of your group?


So Arcane Joe, I guess your Barsaive is nothing like the base setting then, didja remove humans too?

So all you have left are Windlings, T'skrang and Obsidimen?

What I liked about Barsaive is that the dwarves were the most numerous race, Elves were 6'3. and Orcs and Trolls were BUILT into the system as playable races..did you fill in the gaps at all?

DIGITAL MAGE:
None of your players are willing to even give it a try? wow, kinda lame...my players are saying dude, go for it, run a game, we'll play


Hank Woon wrote:
Txoro of Barsaive wrote:
Intriguing...so Earthdawn with guns and monofilament swords?
No, that would be Shadowrun. ;) Equinox is a bit further out there...beyond the stars...

It's all so cryptic so far....Equinox


Intriguing...so Earthdawn with guns and monofilament swords?


So is Equinox set in post-apocalypse Shadowrun?


My kids and wife rolled up characters for a game...woo, kinda cool, since my wife hadn't wanted to play with them til they got older, but now she's gonna...cool!!


Txoro of Barsaive wrote:

here's where I see the similarities.

"Powers = Talents"

Reflex AC = Physical Defense
Will AC = Spell Defense

They added a bloodied condition to D&D, so that would be like having a wound in ED.

Earthdawn still has a better magic system, IMMHO.

Now back to the conversion...

Yeah, I considered making the Orc into a Half-Orc, but then I would have to make a tougher Orc for actual orcs...so I just made a half-orc, it was a simple conversion really.

To introduce my new players, I'm just going to start with Mists of Betrayal....MWUAHAHAHHAHAH...set in normal Barsaive.

Of course, this conversion would just be to run an Earthdawn game set in Golarion, instead of Barsaive.


here's where I see the similarities.

"Powers = Talents"

Reflex AC = Physical Defense
Will AC = Spell Defense

They added a bloodied condition to D&D, so that would be like having a wound in ED.

Earthdawn still has a better magic system, IMMHO.

Now back to the conversion...

Yeah, I considered making the Orc into a Half-Orc, but then I would have to make a tougher Orc for actual orcs...so I just made a half-orc, it was a simple conversion really.

To introduce my new players, I'm just going to start with Mists of Betrayal....MWUAHAHAHHAHAH...set in normal Barsaive.


All right, all this talk of Earthdawn has got me moving on my conversion.

I'm using the Earthdawn system set in Golarion. Going to run
Rise of the Runelords.

I'm converting the following races into Earthdawn Races
Gnome, Half-Elf, Half-Orc, and Halfling.

I'm looking for a good priest or cleric discipline, since Golarion is a big Deity based world, unlike Barsaive. I Found a Healer discipline that might work, but still looking.

It wasn't until I saw that Red Brick is putting out a 4e setting, that I realized why I didn't think 4e was D&D, it was too much like Earthdawn, without being Earthdawn...


Thraxus wrote:
Hank Woon wrote:
Are you referring to the pain-in-the-butt method of having to figure out the new Action Step whenever a new mod showed up? Because we fixed that (essentially stripped it away to a +1/-1 modifier to the roll instead of having to slow the game up to switch dice, though that's still an option too).
There were a number of times I had players not wanting to get the +1 step bonus because the current step had better odds of a getting an exploding roll. Typically d4s and d6s had better chances of rolling up than d8s, d10s, or d20s.

Yeah, d12 sucked compared to 2d6! heh


My group is actually pretty excited about running Earthdawn, After we finish with Grasp of the Emerald Claw, I think I'm going to be running a game. Wooo!


Txoro of Barsaive wrote:

Well if you want to run D&D in barsaive, RedBrick is making a 4E campaign setting, and with the "Powers" of 4E, it should be an acceptable fit...

Interesting change Hank,

Our Group never had a problem with step changes, it was always exciting, and after a 12 circle campaign we pretty much had our step increases worked out...

Changing would to be a -1 to dice would be nice tho...(maybe -1/die rolled)

wound, not would


Well if you want to run D&D in barsaive, RedBrick is making a 4E campaign setting, and with the "Powers" of 4E, it should be an acceptable fit...

Interesting change Hank,

Our Group never had a problem with step changes, it was always exciting, and after a 12 circle campaign we pretty much had our step increases worked out...

Changing would to be a -1 to dice would be nice tho...(maybe -1/die rolled)


tyweise wrote:
Txoro of Barsaive wrote:

Unfortunately the typical scenario when a Horror breaks the protections on the Kaer or Citadel, it will ravage the entire Kaer, and later down the line the intrepid adventurers will find that corrupted Kaer...

Unless! It is the waning days of the magic cycle when a Horror breaches a kaer, and it knows that the magic levels would not sustain its existence on earth. But within the magical confines of a warded kaer, there is enough of a magical concentration that it can remain this side of the Astral. (I'm can't remember if it was the stronger horrors or weaker ones that had to flee back to the Astral as the magic levels dropped. So it might be this would be a more powerful horror than Verjigorm.)

This horror's whole goal is to keep the kaer closed and powered, at least until it can discover another way to survive in the world, which means it can't destroy the population (they have to keep the wards going) and it can't let them out. So it focuses on corrupting and convincing the town's leadership that the Scourge is still going strong. That gives you a sinister excuse to have the PCs living in a sealed kaer while most of the rest of the world has emerged.

It was the more powerful horrors that had to flee as the magic levels wained. That would make an interesting campaign as well...


Arcane Joe wrote:

Hey my Earthdawn source book arrived - and as you already know it's fantastic! I love the talents, weapons and of course was already sold on the setting from reading this thread. I'm finding it a really rich book, reminding me of the old 2ED box set campaign settings, which were always exciting to open and look through.

I've run my first two sessions this week, very focussed on Kaer life and intrigues. The PC is witnessing social inequality and combating a criminal network, playing as a member of the Kaer guard/police.

I've dropped no hint of my intention to later take the campaign out into the wider world. I'm going to keep it this microcosmic for as long as I've got worthwhile ideas.

Sweet, it makes me so happy that I was instrumental in getting someone new into Earthdawn. Sounds like a cool campaign.


Hank Woon wrote:
Txoro of Barsaive wrote:


Now here's a curiosity, if a Legendary name-giver had multiple weapons that looked the same over time, would there be multiple legendary weapons of the same name due to their legacy?

Well, it depends if they shared a Name. A Name grants an object a True Pattern. Have you read the adventure Blades? In it, there are 8 daggers--the Blades of Cara Fahd--and they share a pattern (enough for each player in a party to have at least one and share in the power).

I have Blades, but never got the chance to run it...sounds like a fun one to run...


Instead of selling them, read the main book and the creature book, that's all the rules, and the disciplines through circle 8...the first adventures are easy to introduce, bring the adventurers out of the Kaer/Citadel and have them start exploring...you can explore the world more yourself as you have the characters advance...trust me, mundane creatures can be enough of a challenge by themselves...

If you do sell them, I'm sure you'll make a pretty penny, I know I paid quite a lot for mine on eBay and Noble-Knight a few years ago...

Thraxus wrote:


I also like that named items can become magical. There are no hard rules, but the premise that magic is based on allows the GM a lot of leeway with magical items.

I once played in a game where another plyer with a dwarf swordmaster had a streak of bad luck and rolled horribly on attack rolls. He got fed up and named his sword "Windbeater." The GM ran with it and had the sword start to develop magical powers related to the wind. Unfortunately, the game broke up before it fully developed.

I love thread magic...and naming, typically legendary items only became truly powerful in the hands someone who inherited the weapon after the death of the previous user.

Now here's a curiosity, if a Legendary name-giver had multiple weapons that looked the same over time, would there be multiple legendary weapons of the same name due to their legacy?

I wouldn't allow PCs to have legendary items from their own status until they attained at least Legendary Status 3.


Kcinlive wrote:

Earthdawn is good. Been playing it off and on for a couple years now. I really like it's take on magic weapons. There are "common" magic items, but all of the good magic items all have some story around them. And the items "level" so that sword you got at the beginning of the campaign isn't going to just become obsolete and replaced right away. It's similar to what Weapons of Legend tried to do, but in Earthdawn it's the default way that magic items work. It's really nice.

I actually started a Curse of the Crimson Throne game using Earthdawn set in Barsaive. I just transplanted Korvosa to Barsaive and made the city an exTheran city instead of an exCheliax one. And Kozavan is practically a tailor made horror. It worked pretty well for the most part. Sadly, we only got through the first adventure before the group broke up. Too many schedule conflicts.

-Kcinlive

Ah, that does sound like a good mixture...hmmm...now you've got me thinking of running that...bastard! LoL


Woo! glad I made this thread...

I have all the FASA books and some of the LRG books also...

The setting is cool, but I'm thinking of running a Rise of the Runelords EArthdawn conversion...

Obviously the Scourge won't work, but just using the system with legend points, and thread weapons should be really fun I think.

I'll add airships to the setting to make sure Sky Raiders make sense.

I might have to make some additional races.


Unfortunately the typical scenario when a Horror breaks the protections on the Kaer or Citadel, it will ravage the entire Kaer, and later down the line the intrepid adventurers will find that corrupted Kaer...

Not a bad little scenario tho! I might have to use a minor horror incursion as an introductory adventurer when I get my new group into it...

Of course it might just be one of the little horrors...or maybe it will be a corrupter type...and it likes influencing others into bad things...and that's what the first couple circles will entail...


Vic Wertz wrote:
Xaaon of Xen'Drik wrote:

Like Earthdawn 3rd edition...getting it, don't need a review...

Btw, you guys gonna carry it?

Yes... just waiting for it to appear in our distributor listing.

WOOHOO!!!!

*does a happy dance*


Good to hear...Hope you like the system...here's a slight overview:

The game is all about high fantasy. The characters themselves are adepts, they can use magic to enhance their own abilities...Airships are in the setting. There are nasty nasty "Horrors" in the system, they make demons look like pussy cats. Typical way to start a campaign is to have the players make some characters and be leaving their "Kaer", a magically reinforced bunker city that name-givers fled to during the last Scourge. A Scourge is when the magic levels rise so high the horrors come through en masse...

Magic items can be legendary...you have to learn about them and perform acts or rituals to open up their powers...it might just be knowing the name of the weapon for the first tier power, but the upper level powers, those involve lengthy rituals or acts to finish, perfect hooks.

Character advancement is with legend points...the characters themselves can pretty much control how fast they level by the way they spend them.

Multi-classing is easy...and seamless

Spell casting is skill based, you weave threads for most spells then cast with a spell casting check. But you can only hold so many spells in your matrix, and casting raw spells without a matrix, is a BAD BAD Thing...but switching a spell in a matrix can be done out of combat easily, or can be attempted in combat.

Anyone else want to chime in on Earthdawn? I gotta get some work done heh.


Any word on when/if Paizo will be carrying it?


Hank Woon wrote:
joela wrote:
Earthdawn Third Edition looks like it'll be released around July.

Yes, we're releasing 3rd edition in July. Age of Legend 4E is still in development, and actually that's what I've been doing today (while sitting at home nursing this blasted cold; I finally caught the Paizonian Pandemic that's been floating around the office).

3rd Edition is almost a misnomer, though. There are a lot of changes, but folks who already have the classic books don't need to feel like they are being chumped and have to buy the new books, as they will still be compatible. However, the deal with Mongoose means that the book prices for 3rd edition will be a little more appealing for those who felt the classic books were too expensive.

4E is only related to Earthdawn in setting, not mechanics (even the metaplots might diverge).

But yeah, good stuff, good times. James and Carsten have all the details, and will no doubt be answering all kinds of questions over on the ED forums.

Also they had to call it 3rd edition in America because Living Room Games had 2nd edition...


Oh man THAT is such great news!!!

Will 3rd edition basically be a re-print of RedBrick's Classic stuff?

Man, I can't believe how excited I am!!! WOOOOOO

In fact I had to create a new avatar I'm so happy!

Txoro was my highest level Earthdawn character, a t'skrang skyraider/swordmaster/warrior (Storm Crusader Master) I created a discipline combining my powers and started teaching others. I think his highest circle was 12.

Since Paizo carries Mongoose stuff, I expect to see Earthdawn stuff for sale here in July!!!

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