Edgewise
Legendary Pubber
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- Sep 27, 2017
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Please excuse the pretentious title; it's not like anyone but me is familiar with editions 1-3. It's more for me to keep track of.
Anyway, I mentioned I was working on this a couple days (day?) ago, and @Butcher suggested I post my game to a thread. Since I've completed my first pass through the text, I decided to go ahead and do just that.
There are some significant chunks missing; mainly a lot of incomplete tables. I think the rules covered all the situations I wanted to cover, although playtesting will be required to iron things out. With that in mind, feel free to peruse and comment.
...but why would you want to do that? What sets Empress apart from the billion or so other OSR stars in the sky? Well, nothing you can't live without. What I was trying to achieve with this was a game where class has significant meaning, but you can easily customize without a lot of fiddly decisions (like allocating skill points). I also wanted magic to be something that anyone can learn, but only magicians can do more than dabble haphazardly.
To this end, the two biggest ideas here are something I call specializations, and the magic system. Specializations are like very broad skills that you can use as "plug-in subclasses" for PCs. They each cover a broad domain of activity and you only buy each one once; they don't "level up" with more points over time.
The magic system is a bit more complicated to explain. Fortunately, it's pretty simple to use.
Here's a detailed summary of differences:
Anyway, I mentioned I was working on this a couple days (day?) ago, and @Butcher suggested I post my game to a thread. Since I've completed my first pass through the text, I decided to go ahead and do just that.
There are some significant chunks missing; mainly a lot of incomplete tables. I think the rules covered all the situations I wanted to cover, although playtesting will be required to iron things out. With that in mind, feel free to peruse and comment.
...but why would you want to do that? What sets Empress apart from the billion or so other OSR stars in the sky? Well, nothing you can't live without. What I was trying to achieve with this was a game where class has significant meaning, but you can easily customize without a lot of fiddly decisions (like allocating skill points). I also wanted magic to be something that anyone can learn, but only magicians can do more than dabble haphazardly.
To this end, the two biggest ideas here are something I call specializations, and the magic system. Specializations are like very broad skills that you can use as "plug-in subclasses" for PCs. They each cover a broad domain of activity and you only buy each one once; they don't "level up" with more points over time.
The magic system is a bit more complicated to explain. Fortunately, it's pretty simple to use.
Here's a detailed summary of differences:
- Only four basic abilities: Strength, Agility, Mind and Spirit
- Strength includes general toughness
- Dexterity now includes stamina...it's more like a general athleticism
- Mind is important for magic and perception
- Spirit is for willpower and charisma combined
- Ability-based combat modifiers are a little different
- AC is now enhanced by Strength instead of Dexterity; represents an improved passive ability to handle damage
- HP are modified by Agility, since stamina and speed are important to active defense
- There's a Luck Die
- You roll it to get bonuses to other rolls then drop it down the chain
- Can also be rolled to see if you're lucky or unlucky; 1-2 is unlucky but 6+ is lucky
- There are three classes and no multiclassing: Warrior, Wizard and Specialist
- All get better at Initiative
- Warrior is the only one who gets better at hitting things
- Wizard is the only one who gets more powerful at casting spells
- Specialists are...special (see below)
- Instead of skills there are specializations
- Scope is between a skill and a class
- For instance, there is a Bushcraft skill that covers tracking, survival, wilderness crafting, etc.
- They don't "level up"; a character takes a specialization once and gets a significant bonus on all such activities
- Wizards and Warriors only get a few specializations throughout their career (3 or 4 in 10 levels)
- They are essentially plug-in subclasses
- e.g. Warrior + Bushcraft = Ranger
- Specialists get a lot of specializations (7 in ten levels, I think)
- They choose one specialization that they do get better at over time
- Cool specializations:
- Ambush: Backstabbing, sucker punching, stalking, shadowing
- Animal Handling: For calming, training, riding and even healing animals
- Chemistry: Choose three chemical compounds your PC can make; I list 18 examples
- Contacts: Used to find goods and services (and rumors)
- Deception: Disguise, forgery, acting, etc.
- Cantrips are handled very differently
- Treated as a specialization
- Allows a character to use its Luck die on others
- Or it can be buffered for a later incident (i.e. bless or curse)
- Can even use to make permanent bonuses on items at the cost of permanent Luck loss
- Used by priests, hedge witches, superstitious adventurers, etc.
- Magic is very different!
- There are three types of spells:
- Sorcery: Takes a long time to cast but limited spells can be stored in a wand for latest activation
- Mysticism: Casting is instant but requires stamina, and the character must take a debilitating Mark for every spell learned
- Alchemy: Takes a long time and expensive materials, but spells create devices and compounds that can be used later by anyone
- Spell type dictates how it is cast; a given spell effect can be of any type
- The harder the spell, the bigger its cost
- Anyone can learn a spell given downtime
- The costs are significantly greater if one lacks proficiency, however
- Magicians are automatically proficient in spells of level half their own (only five spell levels)
- A specialization can be taken to become proficient in five total levels worth of spells
- Sorcery and Alchemy can be cast "out of the book" even by those who never learned them
- Only a certain number of sorcery and alchemy spells can be remembered for casting without a book; these can be reallocated during downtime
- There are three types of spells: