RedBrick Limited‘s third edition of Earthdawn has been a big hit so far with my Saturday gaming group. The system is providing us with a solid internal consistency through which we can interact with the rich setting.
But like most groups, we’ve come up with a few tweaks to the system to make it better fit with what we want out of our game. The biggest is that we’ve decided to try a slight re-working to how strain is handled.
The concept of strain is that it is a key balancing feature to the game – there are a vast number of talents, skills, and maneuvers which include a strain cost to use them. The disconnect for many members of my group is that this is basically taking hit point damage any time they want to do something.