Earthdawn: Difference between revisions

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* [[Power Crystal]]: The trolls make armor out of living crystal, which fuses with their skin.
* [[Precision-Guided Boomerang]]: The Devastator Spear and Hawk Hatchet both have this property.
* [[Prequel in Thethe Lost Age]]: ''Earthdawn'' is a prequel to ''[[Shadowrun]]'', set in the Fourth World.
* [[Summon to Hand]]: The Call Arrow talent of Archer adepts.
* [[Title Drop]]: When the Kingdom of Throal believed that the Scourge might be over, they sent out an airship to explore the new world and see what was out there. The name of that ship? The ''Earthdawn.''
* [[A Year and Aa Day]]: [[Exactly What It Says Onon the Tin|Blood Magic]] allows the sacrifice of blood for extra magic bonus. Damage from the price and duration of the bonus often last a year and a day.
* [[You Fail Statistics Forever]]: Part of the problem with the dice mechanics. At each "step", the step number is supposed to represent an average roll, so if you are at Step 15, for example, the average roll should be a 15. This was supposed to make it easy for the [[Game Master]] to determine target numbers based on how likely he wants it to be for the character to succeed. Unfortunately, no one explained to the designers about score distributions, and some of the steps have distributions that are very strange. The net result is that for certain target numbers, characters with a lower score in a talent are more likely to succeed than those with higher numbers.
** Third edition partly fixed that by removing 4-sided and 20-sided dices. (you still got the 6,8,10 and 12 ones. Enjoy your bag of dices.) The main problem being exploding dice on the the highest value (step 3/1D4 has a 25% to reach 5, so is a theorical step 11/1D20, in pratice, step 11 is 1D8+1D6).