Do you think you can simply ignore the laws of the universe?
— Gavna Hallok, Wizard
This introduces you to the Earthdawn game and explains the key concepts and terms. Some are terms common to most roleplaying games, others are unique to Earthdawn. Whether you're an experienced gamer or new to roleplaying, once you understand how these concepts operate in Earthdawn, the rest of the rules fall easily into place.
Almost all abilities in Earthdawn are rated by Rank and Step numbers. Rank is the measure of proficiency in a talent or skill. Ranks are usually added to an Attribute to determine a Step number. The Step determines what dice a player rolls to perform actions in the game. Steps are ordered on an increasing scale, and each level of this scale corresponds to different dice. The Step and Action Dice Table lists Step numbers and their corresponding dice.
Darra has Dexterity Step 7 and Melee Weapons rank 3. This gives her Step 10 (7 + 3 = 10). Looking up this Step on the Step and Action Dice Table, Darra’s player notes she rolls 2D8 when using Melee Weapons.
Earthdawn uses six different types of polyhedral dice: four-sided (D4), six-sided (D6), eight-sided (D8), ten-sided (D10), twelve-sided (D12), and twenty-sided (D20) dice. These dice don’t come with the game, but are available in most gaming stores.
In most published Earthdawn products, attributes, talents, skills, and the like are presented Step Number/Dice (for example Step 8/2D6).
Step Number | Action Dice | Step Number | Action Dice | |
---|---|---|---|---|
1 | D4-2 | 21 | D20+2D8 | |
2 | D4-1 | 22 | D20+D10+D8 | |
3 | D4 | 23 | D20+2D10 | |
4 | D6 | 24 | D20+D12+D10 | |
5 | D8 | 25 | D20+2D12 | |
6 | D10 | 26 | D20+D12+2D6 | |
7 | D12 | 27 | D20+D12+D8+D6 | |
8 | 2D6 | 28 | D20+D12+2D8 | |
9 | D8+D6 | 29 | D20+D12+D10+D8 | |
10 | 2D8 | 30 | 2D20+2D6 | |
11 | D10+D8 | 31 | 2D20+D8+D6 | |
12 | 2D10 | 32 | 2D20+2D8 | |
13 | D12+D10 | 33 | 2D20+D10+D8 | |
14 | 2D12 | 34 | 2D20+2D10 | |
15 | D12+2D6 | 35 | 2D20+D12+D10 | |
16 | D12+D8+D6 | 36 | 2D20+2D12 | |
17 | D12+2D8 | 37 | 2D20+D12+2D6 | |
18 | D12+D10+D8 | 38 | 2D20+D12+D8+D6 | |
19 | D20+2D6 | 39 | 2D20+D12+2D8 | |
20 | D20+D8+D6 | 40 | 2D20+D12+D10+D8 |
Step and Action Dice Table (Step 100)
The Step and Action Dice Table may seem daunting at first brush, but there are some subtleties to help understand and gain fluency with it.
This isn't necessarily going to be instant understanding and that;s an unfair expectation. However, these tricks are to help builf familiarity, understanding, and fluency into how the Steps and Action Dice relate to each other and can be generated without needing a table in the future. There are other tools to help while building this fluency
A few reasons. Where to include them isn't obvious and doesn't lead to a natural progression. 2D4 is would be Step 6, but that's occupied by D10 as part of the natural progression increasing the die type. 2D6 as Step 8 is a natural fit to come after Step 7 with D12. This sets up the repeating pattern increasing to the inclusion of a D20.
There was a D4 in previous editions, including the dreaded Step 14 with D20+D4, but it wasn't popular. Whereas D20+2D6 has a smoother distribution, and this is important for the perception of results. The additional die (three dice total) helps round out the average. Adding a D4 to this progression moves it from a natural progression with a clear repeating pattern to looking for a place to include a D4 for the sole reason of including it. This is rarely a good reason for doing it.
The die itself can be physically difficult to manipulate. This may seem like a small thing, but it's difficult for some to pick it up as there isn't a good gripping surface. While it isn't eliminated entirely, minimizing its inclusion helps make things more accessible.
Also, they're wrought from pure evil, hewn cold from the bones of the wicked, and placed on this world for the sole purpose of attacking feet.
Whenever a character attempts an action like casting a spell, swinging a sword at an enemy, tracking a Horror, or talking their way past a guard, you roll dice to determine the action’s outcome. These dice rolls are called tests. To make a test, you roll the appropriate Action Dice based on the Step and add the individual die results together to determine the test result.
When you roll the highest possible number on a die, you immediately roll another die of the same type — this is called a bonus die (other games call them explosions and we'll forgive you for using that terminology… this time). Add the result of the roll to the total of any dice already rolled to determine the final result.
If you roll the maximum value on a bonus die, you roll another one. This continues for as long as the maximum possible result for the die is rolled.
A player rolling for Mica, a dwarf Swordmaster, rolls a Step 9 test, D8+D6. The results are 8 and 6, the highest numbers on each die, so he gets a bonus die for each. His D8 bonus die yields a 2 and a 6 on his D6 bonus die — giving him to another D6 bonus die which gets a 3. Adding together the final rolls gives Mica a result of 25 for his test (8 + 6 + 2 + 6 + 3 = 25).
Steps below 3 aren’t usually rolled during a game, as they're generally too small to create usable results for an epic game. If you do need to roll dice at those Steps for any reason, total bonus die rolls before subtracting the modifier from the result. Regardless of modifiers, the minimum result on any test is 1.
Test results may be modified by a bonus or a penalty, indicated in the rules where appropriate. It's preferred for the modifier to be applied to the Step number before the Action Dice are rolled, assuming fluency with the Step and Action Dice Table or using a dice roller. Otherwise, there is an alternate method. Regardless of modifiers, the minimum Step is Step 1.
A character using the Aggressive Attack combat option gains +3 to their close combat Attack and Damage Steps — increasing a Step 10 (2D8) to a Step 13 (D10+D12). A character who is Harried suffers –2 to their test Steps — reducing a Step 8 (2D6) to a Step 6 (D10).
Game play can slow down while players recalculate Steps and Action Dice on the fly. If the gamemaster feels it's beneficial, they may apply modifiers to the test result after the Action Dice are rolled. In the example above, Aggressive Attack adds +3 to the character’s close combat Attack and Damage test results.
A test result can be used in several ways. In most cases, the test result is compared to a Difficulty Number, a measure of how difficult a given task is to accomplish. If the result is at least equal to this number, the test succeeds. The Difficulty Number is usually given in the ability’s description or determined by the gamemaster. Like Steps, Difficulty Numbers can be modified by various effects and conditions. Regardless of modifiers, the lowest Difficulty Number is 2.
In many cases when the player characters must make a test, the required ability is shown with the Difficulty Number of the task in parentheses.
A Perception (13) test means a character uses their Perception Step to make a test against Difficulty Number 13.
Sometimes a test result determines not only success or failure, but the degree of success. This is referred to as the success level. The result is compared to the Difficulty Number. Equaling the Difficulty Number is one success. For every five points the result exceeds the Difficulty Number, the player gets an additional success.
Additional successes may give the character an extra reward for their efforts — additional information or clues, increased damage on attacks, etc. The extra benefit for each success is usually provided in the ability’s description, but is ultimately determined by the gamemaster.
Kira swings her sword at a charging ork scorcher. The Difficulty Number to hit the ork is 9 and Kira’s player rolls 20. This result is 11 over the Difficulty Number, and Kira gets two additional successes! The gamemaster tells the player she gains +2 Damage per additional success, for a total bonus of +4. The extra damage helps Kira overcome the protection the ork’s armor normally provides.
Older editions of Earthdawn used a different system for measuring degrees of success. If you're using older products, here's a guide to converting older success levels to the current rules:
Older editions also use Poor or Pathetic result levels to measure degree of failure. There's no equivalent to these result levels in Fourth Edition. If you wish to use these result levels in your game, it's recommended you have the negative consequences of these results occur if the test result is more than 10 below the Difficulty Number.
Sometimes the test result represents a value. The most common examples of these tests are Damage tests, which determine the damage inflicted on a target; Initiative tests, used to find out who acts when during a combat round; and Recovery tests, where the result is the damage healed. These types of tests are known as Effect tests.
Effect test results can be used to determine the duration of a spell, a creature’s Attribute Values, the Difficulty Number for tests made by opponents, and so on.
A spellcaster casting the Mind Dagger spell makes a Spellcasting test to determine whether they affect their target. If successful, they make an Effect test to determine how much damage the spell inflicts.
If all of the Action Dice rolled for a test each show a result of one (1), the character automatically fails to accomplish the action, even if the total would otherwise succeed. This is known as the Rule of One. At the gamemaster’s discretion, additional negative consequences may result from a Rule of One.
The Rule of One is not applicable to Effect tests. It's recommended the Rule of One only apply to the results of tests where two or more dice are rolled.
All adepts, as well as some of the more powerful creatures of the world, are able to tap into the magical energy of the world to enhance their abilities. This magical energy is known as Karma. The use of Karma is simulated through Karma Points and Karma dice.
Adepts use Karma to enhance their capabilities. Unless noted otherwise, spending a Karma Point on a talent or through a Karma ability allows the adept to roll an additional D6 (Step 4) and add it to the result of the test. As with all dice rolled on a test, Karma dice can result in bonus dice. Special circumstances, magic, or even Horror taint can increase a character’s Karma Step later in the game.
Much of the information you need about your character’s abilities, possessions, physical appearance, and other facts are noted on a character sheet. Sample character sheets can be downloaded from our website.
Attributes measure a character’s natural abilities, what they can accomplish without training or magic. The talents, skills, and spells a character knows also appear on their character sheet.
The Health section of your character sheet tracks damage your character takes. The number of damage points a character has taken is reflected in their Current Damage total. When your Current Damage equals or exceeds your character’s Unconsciousness Rating, they fall unconscious. When your Current Damage equals or exceeds your character’s Death Rating, they die. Mostly. Maybe. There are ways to fix this if you get to them in time.
The Wound Threshold represents the amount of damage it takes to Wound your character from a single attack. Wounds are serious injuries that heal more slowly than normal damage and impair your character’s ability to carry out actions. You use your character’s Recovery Tests to recover from injury, which are a finite resource. A basic Recovery test (the action, as distinct from a Recovery Test, the resource) result reduces your character’s Current Damage by the result, or allows you to heal Wounds. Your character has a limited number of Recovery Tests each day.
During the course of the game, the gamemaster describes to you events or situations. Your character sheet is a guide to help you tell the gamemaster what your character does in a given situation. The gamemaster will probably ask you to roll Action Dice and the result represents your character’s attempted action. The gamemaster uses the rules of the game to interpret the results and outcome of your character’s action.
After each game session, the gamemaster awards Legend Points based on how your character and their allies performed during the session. You can also earn Legend Points based on how you portrayed, or roleplayed, your character. You spend Legend Points to increase the ranks of your character’s talents and abilities, eventually allowing them to advance their Circle. When an adept reaches a new Discipline Circle, they gain access to new talents and abilities.
The Building Your Legend has information on how you use Legend Points to improve your character’s talents and skills, and how the accumulation of Legend Points affects those who come into contact with the character, in person or by reputation.
Time can be important in Earthdawn. A standard day is twenty-four hours long. A week is seven days, corresponding to the length of the Throalic week — by comparison, the Theran Empire uses five-day weeks. Unless stated otherwise, all references to a week are a seven-day period.
A month is thirty days long. On the Throalic calendar, each year has twelve months, with a five-day festival in the middle of the year, bringing the total number of days per year to 365.
A round is a time-keeping unit to keep the action flowing when event timing is important. It's the time required to carry out most actions and is approximately six seconds of game time. During combat, a round is referred to as a combat round.