Time & Space

Discussion on playing Earthdawn. Experiences, stories, and questions related to being a player.
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Slimcreeper
Posts:1061
Joined:Mon Nov 28, 2016 11:44 pm
Time & Space

Post by Slimcreeper » Tue May 05, 2020 6:35 pm

House rules in testing. The first bit, Space, is playtested and works pretty well. Time I am working out and will be playtesting this weekend. Feedback welcome! As I told my players, I like a systematic way to handwave the rules.

Space
Rather than measuring out everything to the nearest yard, space is measured out to the nearest Space. A Space is an abstract unit of measure about 10 yards by 10 yards. Within a Space, the GM and Players can move around as imagination requires without cost or penalty.

Movement
A character can move into another Space as a Simple Action. A character can make a Movement (Dexterity modified by race) test (6) to move into a second Space as a second Simple Action. Alternatively, a character can just use a Standard Action to move into a second Space. A GM may also call for Movement tests when characters are in some sort of race or pursuit.
Movement
Name-Giver Modifier to Dexterity Step
Dwarf +0
Elf +4
Human +2
Obsidiman +0
Ork +2
Troll +4
T’skrang +2
Windling -4/+6 (walking/flying)

Windling walking Movement Step will never drop below 1.


Range
There are 4 range categories: Close, Skirmish, Short, Long.
- Close: Within the same Space, engaged with each other. Melee & Unarmed Combat. Missile Weapons are not effective without some sort of knack or special ability.
- Skirmish: Anywhere within the same Space. Missile Weapons are at -2 to attacks at Skirmish range.
- Short: Round off all weapon and spell ranges to the nearest 10 yards. Divide by 10. The result is the range of the weapon or spell in Spaces, in which it can attack without penalty.
- Long: Round off all weapon long ranges to the nearest 10 yards. Divide by 10. The result is the Long range of the weapon in Spaces, in which it can attack at -2 to Attack and Damage.

Time

Durations (In Progress)
All Durations are fit into a few Categories
- Quick - anything Instant or taking 1 round, meaning it resets when Initiative is rolled again.
- 2 rounds - Most spells that have a secondary effect last for 2 Rounds. Also, anything that lasts Success Number of Rounds.
- Combat - Anything that lasts Rank Plus a Number Rounds. If it is a harmful effect, the target can make a Saving Throw, even if the effect doesn’t normally allow for it.
-- Saving Throw: Uses a Simple Action, once per round. Make an appropriate Attribute Test or Talent Test against the step of the effect. The effect penalty may affect the Saving Throw test, but Adepts can spend a Karma point on it..
- Scene - Anything that lasts minutes. Victims don’t get a Saving Throw unless the ability specifically allows it.
- Extended - anything that lasts for an hour or more. These last for a narratively appropriate amount of time.

Duration and Extra Threads or Successes
Anything that extends the duration of an effect will usually just bump it up one category.

Slimcreeper
Posts:1061
Joined:Mon Nov 28, 2016 11:44 pm

Re: Time & Space

Post by Slimcreeper » Tue May 05, 2020 6:55 pm

Also, a slight tweak to Chain Casting to make Spellcasters feel less passive as buffers.

Ritual Chain Casting
A Spellcaster can use a 10 minute ritual to cast any spell he or she knows with a duration of greater than instant. The Spellcaster must dedicate a Spell Matrix to the spell or attune a grimoire to the spell, if using grimoire casting. Just like Chain Casting in the book, the spells cannot require any Threads (unless they are kept in a Matrix that can hold a Thread). The spell must have a Duration measured in Minutes. The mage can activate all of the spells held in Ritual Chain Casting for free at the beginning of a Scene, like going into a new section of a Kaer, at the start of a party, etc. Alternatively, if the party is taken by surprise, the mage can activate all of the spells on their turn by burning one Karma point per spell on their first turn.

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