EDSG Episode 16: Weaponsmith - a podcast by Josh H & Dan B

from 2020-03-11T05:00

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* Weaponsmiths!


* We will avoid the weeds of Forge Weapon


* Dan’s first character was a Weaponsmith.


* Fills the narrative niche of craftsman or smith, and makes it a playable role.


* Crafting systems can be a thing.


* Downtime and a brief aside on Josh’s campaign calendar.


* Karma Ritual


* Half-Magic Ability


* Free Talent: Craftsman


* Novice Tier Discipline Talents


* A historical retrospective on Weapon History


* Social character, community leader or respected individual.


* Novice Talent Options


* Support and defense are important concepts.


* Solid, dependable, resilient.


* Journeyman Abilities and Discipline Talents


* Forge Armor as a counter to Forge Weapon


* Spot Armor Flaw (and Josh gets it wrong at first)


* Journeyman Talent Options


* Continuing the themes of defense, support, and social ability.


* Weaponsmiths are likely to be one of the most common adepts normal folk will interact with.


* The way a Weaponsmith’s social ability manifests would be different from a Troubadour or other social character.


* Perception, Charisma and Willpower are important. Dexterity for more combat angled Weaponsmiths.


* Depending on group make-up, can be good front man or party face, or a second to the group leader.


* GMs, if there is a Weaponsmith player character, make sure you allow for downtime!


* Once again: Defense and support.


* Subtle and long-term power, not flashy.


* A sidebar about role overlap and how optional talents allow play areas to be covered.


* And we didn’t even get into enchanting!


Email: edsgpodcast@gmail.com


Twitter: @EarthdawnG


Josh on Twitter: @mataxes


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Further episodes of Earthdawn Survival Guide

Further podcasts by Josh H & Dan B

Website of Josh H & Dan B