EDSG Episode 19: Beastmasters - a podcast by Josh H & Dan B

from 2020-04-01T05:00

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* Beastmasters in Depth


* Josh often uses them as pre-mades in his demo games!


* A “pet class” that can revolve around animal companions.


* Potential for added complexity and breaking the action economy.


* Inspired at least in part by the eponymous Beastmaster, Dar from film and TV.


* Animal companions are independent characters. While the player may roll dice and generally guide their actions, the GM should have veto authority.


* Object lesson in animal companion problems: Josh’s wife got a dyre!


* Karma Ritual and Important Attributes


* Both urban and wilderness, but still trend “feral”.


* Half-Magic


* No free talent, higher Durability.


* Novice Discipline talents.


* Unarmed Combat and Claw Shape is their combat style.


* Reason for the +3 bonus to Claw Shape.


* The awkward status of Dominate Beast.


* A character’s Discipline should inform the Narrative expression of their talents.


* Novice talent options.


* The weaknesses of animal companions in earlier editions.


* There is lots of conceptual space for the Beastmaster.


* Pet talents are options to avoid forcing people to take pets if they don’t want.


* Lots of unique and flavorful options, possible to swap Discipline talents for options.


* Enhance Animal Companion as a way of addressing previously mentioned weaknesses.


* Sidebar: Not everything is about animal companion combat prowess!


* Journeyman special ability: Cat’s Grace


* Journeyman Discipline Talents


* Animal Talk is a Journeyman talent?


* Claw Frenzy buzzsaw of death.


* Journeyman talent options.


* More pet talents as options.


* Beastmasters have higher Charisma, but aren’t really a social Discipline; they lack talents to support it.


* Animals don’t deal with artifice, white lies, and social lubrication.


* Beastmasters often take after animals and are blunt and forthright.


* Special and iconic in the world of Earthdawn.


* Decent fighters, but lack as many combat support talents as Warriors or Swordmaster.


* GM advice: Beastmasters often don’t need magic weapons, but armor and defensive items are valued.


* GM advice: Think of ways to leverage animals and the information that can provide to put the spotlight on the Beastmaster.


* GM advice: Reskin the stat block for one animal to make others.


* Cave crabs are NOT suitable animal companions.


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