Hello Legionnaires, this is MaxLiao from Legion of Myth and today I am going to talk to you
about the Weaponsmith Discipline in the Earthdawn role-playing game.
If you have not watched one my earlier videos titled, Earthdawn Disciplines & Adepts an
Overview, I suggest you take a look -- as it provides a general overview of what it
means to be an Adept in the Earthdawn role-playing game.
Also, check out my previous, Discipline specific episode on the Swordmaster to learn about
(arguably) the most iconic Discipline in Earthdawn.
I'll post a link to those videos in the description below.
As indicated in previous videos, I will be discussing the Weaponsmith Discipline primarily
in terms of 4th edition Earthdawn.
4th edition is the most recent version of the game, and thus the most appropriate version
to discuss.
Where 4th edition information is lacking, or where comparisons do need to be made, I'll
revert to previous editions as needed -- mostly 1st edition because it is what I know best.
With that said, unlike the Swordmaster, which seems to have remained relatively unscathed
over the editions, the Weaponsmith apparently gives the developers of every edition fits.
The Weaponsmith of each edition of Earthdawn is quite different than the Weaponsmith that
preceded it.
So, with that out of the way, let's forge ourselves an Earthdawn Weaponsmith!
Let's start with the background and world view of the Weaponsmith.
So, what is the Earthdawn Weaponsmith?
I mean, right off the bat we can pretty much be assured that it's someone who shapes
metal into weapons, right?
They probably create armor and swords for adventurers, as well as horseshoes, nails,
and other metallic necessities.
That's a pretty common profession in a fantasy setting, so why would someone desire to play
something that in most games is a taken for granted NPC?
To understand the Weaponsmith's role in an adventuring group we must first understand
who the Weaponsmith Adept is and what makes this a Discipline vice a mere profession.
Let's start at the core of the Weaponsmith: community.
The Weaponsmith truly wants to better the community in which he lives, and the magic
that empowers the Weaponsmith's abilities stems from this desire.
I liken them to the adage, "Give a man a fish, feed him for a day.
Teach a man to fish, feed him for a lifetime."
The Weaponsmith is both the teacher and the tool maker.
Nothing makes a Weaponsmith happier than to help others; to forge the bonds of community,
and provide the services necessary to ensure the community, and the tools the community
uses, are in good working order; to make the lives of everyone simpler and more comfortable.
Weaponsmiths may not have the Troubadour's gift of storytelling, the Swordmaster's
style, or the Illusionist's flair; however, more than any other Discipline, Weaponsmiths
are of the people.
They speak with the people and learn of their hopes, dreams, and disappointments.
Weaponsmiths form their own communities -- or guilds -- called Forges.
Every major city includes at least one Forge of five or more members with two Elders per
five members.
The bond of the members of a Forge is as strong as any family.
Any Forge member who shows up in need will be helped by the other Forge Adepts in any
way they can.
Forges also serve as meeting places, schools for apprentices, and even common areas for
the people of the community.
When more than one Forge exists in a city they try not to compete with each other often
specializing in one application of the Discipline or another.
On a more personal level, Weaponsmiths are completely committed to everything they do.
They are continually finding ways to improve, not only the community, but themselves in
an effort to forge and temper a better tool, person, and life for all.
Weaponsmiths also love knowledge, and many will spend an incredible amount time researching
and looking for items of legend.
A weaponsmith stays true to his tasks, goals and word, and will find ways to complete them.
A Weaponsmith's word is as good as True Orichalcum.
A promise is forged not made, and cannot be broken or ignored.
The battle of wills isn't just a battle against magic and Horrors, but also an internal
one to remain true to one's self, keep one's word, and see all tasks to their natural conclusion.
Anecdotally, and this is based on experience, please understand, this does not mean the
Weaponsmith cannot ask for assistance -- au contraire, mon ami!
If assistance is required to complete a task, a Weaponsmith will not hesitate to ask for
assistance.
If not presented clearly enough previously, Weaponsmiths also happily provide assistance
-- as long as the effort provides true benefit, preferably long term benefit, to the world
around him.
It is an unfortunate truth that most youth tend toward the Swordmaster and Warrior Disciplines
over the Weaponsmith, due to the obvious sense of heroism, flash and action the other Disciplines
embody.
You don't hear nearly as many songs sung of the Weaponsmith who forged the blade the
Warrior used, or how the brave Weaponsmith's Forge Flesh Talent prevented the same Warrior
from being pierced by a Horror's cursed talon.
Those who become eventual Weaponsmith usually do so by helping out at the forge for a little
extra cash.
If the Namegiver's back, arms and mental fortitude agree, and she has spent some months
at the Forge, she may be offered to learn more advanced techniques.
At this point a Forge Adept will adopt the worker and start the apprenticeship.
A Weaponsmith's work cannot be of shoddy nature -- as that is an insult to both the
metal and the mentor.
As such, Weaponsmith mentors are quick to criticize but slow to praise, as the initiate
hammers out countless horseshoes, nails, picks and shovels of exacting quality with little
waste.
Not only is the body tempered at the Forge during the day, the mind is equally galvanized
during nighttime study.
The initiate learns about the history and techniques of past weapons and Weaponsmiths,
as well as the various aspects and nuances of metal working.
After approximately six to eight months of apprenticeship the initiate and his work are
judged by the Forge elders.
The initiate typically makes something simple like a dagger, shows off some historical weapon
or Weaponsmith knowledge, and in my games I also require them to show some sort of civil
service or community support.
All right, so here is a quick blurb about the Weaponsmith's Heartblade.
I'm not going to say too much about the Heartblade, simply because I don't know
how 4th edition plans to handle this… if at all.
I will say that crafting a Heartblade is arguably the single most important task a Weaponsmith
ever sets for herself.
Though, to be clear, she may only begin crafting it after receiving permission from the Forge
elders.
The Heartblade is crafted in eight steps, and the Weaponsmith spends many, many years
forging and crafting the Heartblade in order to make it as perfect as possible.
As soon as the Heartblade is completed, the Weaponsmith achieves a deeper understanding
of her art and herself.
Okay, so that's a lot of Weaponsmith background -- and most of it was pulled from the 1st
edition book "The Adept's Way," since the subsequent editions didn't, or haven't
yet, explored the Weaponsmith further.
So, what does all of this mean when it comes to the Weaponsmith player?
What should you expect if you choose Weaponsmith as your character's Discipline?
The first thing to expect is… choice.
From my perspective, the Weaponsmith Discipline is a jack-of-all trades, master of one -- that
one being crafting and forging.
Depending on how you ultimately forge the character, the Weaponsmith can be crafted
for combat, social interaction, or to counter magic.
First of all, the Weaponsmith is the only non-magician Discipline that can use the Dispel
Magic and Suppress Curse Talents.
The Weaponsmith also has the ability to use Astral Sight, Matrix Sight, Perfect Focus,
and True Sight, Talents that are usually the domain of the magician Disciplines.
The Weaponsmith has access to the Evidence Analysis Talent making him a great investigator,
and the Disarm Trap Talent if you're missing a Scout or Thief.
Weapon History and Item History used to be separate Talents, now they are one and the
same under the Item History name.
This puts Weaponsmiths on par with Troubadours -- and possibly Wizards, Elementalists, and
Nethermancers if they choose the Talent -- in discovering Pattern Item Key Knowledges.
Not even the Nethermancer, who specializes in understanding Horrors, receives the Confront
Horror Talent as a Discipline Talent.
Sure, the Weaponsmith receives Confront Horror at circle 15, and most players won't see
the ability unless the campaign lasts for years, but it is one of the most heroic Talents
to look forward to.
The Weaponsmith has the ability to enhance other characters.
Some of the Weaponsmith's Talents take time but are permanent, such as Forge Weapon and
Forge Armor; while others are more immediate with shorter duration, like Forge Flesh and
Living Weapon.
Doesn't Forge Flesh just sound cool?
Eh, maybe that's just the inner Nethermancer in me talking.
Lastly, if you decide your Weaponsmith should be up in the front with the Warriors, Sky
Raiders and Swordmasters, combat Talents such as Aura Armor, Crushing Blow, Fireblood, and
Spot Armor Flaw (among others) may be added to your repertoire.
You may not have the full gamut of maneuvers that Warriors, Sky Raiders, and Swordmasters
have, but you are more than capable of holding your own in any fight.
Because of all of the potential possibilities involved, I have decided to not include my
Variations on the Theme segment as I normally would.
As you have already seen, the Weaponsmith has so many possibilities and potential capabilities,
that really, every one of them is a variation on the theme.
In Earthdawn, Half-Magic represents Discipline-pertinent knowledge a character knows and abilities
a character can perform simply by being an Adept of that Discipline.
The Weaponsmith may use Half Magic to care for weapons and armor.
She may also use Half Magic to recognize different types of weapons and armor used or worn by
different Namegiver races, or their creators.
I'm not going to talk about multi-Discipline combinations, their advantages and their effects.
But I will mention that when taking on a second Discipline the Weaponsmith leans towards the
Warrior for its determination, the Archer for its devotion to craft, and even the Nethermancer
-- again for its determination in the face of persecution.
On the other hand, Weaponsmiths usually refrain from the Swordmaster's excessive showiness,
as well as the Thief's perceived laziness and antipathy to community.
So, back to our earlier question.
With so many possibilities, I once again ask: what separates the Weaponsmith Discipline
from a mere profession?
Well, let's look at the Discipline Violations for a potential answer.
Remember from my overview video that Disciplines are not character classes, professions or
archetypes, they are lifestyles.
And while the personal vision of each Adept may differ, there are some foundations that
must remain.
Violating one's personal vision within a Discipline may cause a Talent Crisis.
A Talent Crisis is when the player-character loses Steps, and thus Action Dice, when trying
to use Talents -- effectively cutting the PC off from the Discipline.
So keep that in mind whenever you're role-playing your Weaponsmith.
Now, I have to say that there are seemingly a ton of Discipline Violation examples for
the Weaponsmith provided in the 1st edition's "The Adepts Way."
However, in truth, most of them are redundant or escalations of previous examples, so I
will quickly attempt to oversimplify those example to these three concepts: Integrity
first, service before self, and excellence in all you do.
Yes, I stole that from the United States Air Force's Core Values -- Aim High / Air Power.
Now, keeping those core values in mind, let's word this a little differently.
A Weaponsmith must consider Forge, community, and companions first.
As such a Weaponsmith may not disrespect, steal or withhold from, lie to, or betray
the Forge, the community, or companions; may not take unfair advantage of or fail to pay
appropriate dues -- (often times in the form of forging or crafting services) -- and may
never abandon or show cowardice if the means to assist exists.
On a more individual level, a Weaponsmith's word is his bond.
Additionally, they set tough, but attainable, personal goals and objectives -- and expect
to meet them.
Lastly, Weaponsmiths always use and care for weapons and tools properly, and they do not
destroy weapons, especially those from before the Scourge or that are of legendary significance.
So, while the Discipline is arguably one of the most diverse in terms of Talents and personalities,
there is still a general code of conduct to which a Disciplined Weaponsmith must adhere,
or risk anything from a small-and-temporary up to a large-and-persistent penalty to his
craft.
All right, let's talk a tiny bit about enchanting.
I am not going to get into the game mechanics side of enchanting in this video.
If you feel a game-mechanics oriented video on crafting and enchanting is warranted, please
let me know in the comments below and I can work to create one in the future.
With the sole exception being the soup to nuts crafting of a full suit of plate armor
-- from the iron ingot stage all the way through to tightening the last strap on a troll warrior
-- I think the rules provided in the Player's Guide and the Earthdawn Companion are very
clear about how to upgrade and enchant weapons and armor.
I don't know the answer as to why weapon and armor creation rules are not provided,
but some of that may just rest on the players and game masters to work out within their
own groups.
In my research for this video there was no actual historical consensus for how long it
takes to craft maille or plate armor.
So many factors are involved that any answer I give you here can be argued and countered
by another.
With that said, let's discuss a few of the enchanting abilities to which Weaponsmiths
have access.
Alchemy is a skill -- so anybody can learn it -- a skill that can be used to create Blood
Charms, common magic items, and consumables such as healing aids, potions, and similar
items.
Enchanting, accomplished via the Talent Knack system provided in the 4th edition Earthdawn
Companion, is related to the more powerful items with thread magic.
Specifically, the Weaponsmith may learn the following Talent Knacks based on her rank
in the Thread Smithing (Thread Weaving) Talent.
At rank five the Weaponsmith may learn Handle Elements as well as Craft True Pattern.
At rank eight she has access to Design Enchanting Pattern.
While, finally, at rank 10, she may Create Orichalcum from the other True Elements.
With that said, I need to segue.
At this point in the video I'm going to start injecting a lot of opinion regarding
my issues with the 4th edition Weaponsmith.
This will not be a regular feature of these videos.
I am only doing this for a select minority of Disciplines -- (such as the Thief) -- where
I feel egregious oversights or errors were made.
To be clear, I do not believe all of these problems are singularly tied to 4th edition.
As I stated previously, the Weaponsmith has seen major changes in every edition of the
game.
I really believe the Weaponsmith is a hard Discipline to tackle.
And I only bring these personal opinions up because I feel -- (and I'm just one person)
-- that some of what made the Weaponsmith unique in 1st edition has been diluted by
the time we see it in 4th edition.
First of all, in keeping with the enchanting theme we just left, Alchemy should not be
a skill outside of acids, poisons and actual medicine.
Anything magical should always be a Talent, Talent Knack or Half Magic.
I know someone will point out that it was a skill in the 1st edition "Magic: A Manual
of Mystic Secrets" as well.
I hear you, but the Alchemy skill there didn't include the creation of common magic items.
Also, I didn't like it even in 1st edition when it came to magic items such as healing
potions, poltices and salves.
Secondly, I believe that the Weaponsmith version of Dispel Magic should only be usable on magic
items not on spellcasting.
As Legion of Myth's Heathendog stated to me, 'a Disenchant Talent would be much more
appropriate.'
I understand one could argue that Steel Thought sets the tone for the ability to Dispel Magic,
I just believe that dispelling a spell is a bridge too far for the Weaponsmith.
Next, I wish some of the buffing Talents such as Aura Armor, Steel Thought and Spot Armor
Flaw were offered to fewer Disciplines, while allowing the Weaponsmith to use those Talents
on others.
Much in the same vein as how Show Armor Flaw worked in 1st edition.
Show Armor Flaw is a perfect example of a Weaponsmith thinking of others and supporting
her companions.
It's not even a Talent Knack in 4th edition -- well, it is in my game -- it's based
on Spot Armor Flaw at Rank 9.
Anecdotally, I don't know what to say about Steel Thought, except that it used to the
the Weaponsmith's bread and butter before subsequent editions diluted it by offering
the Talent to other Disciplines.
When I talk about the 1st edition Weaponsmith I always mention Steel Thought as a great
reason to play one.
What was once the sole realm of the Weaponsmith, now nine, NINE different Disciplines can claim
access.
In a similar manner, the 1st edition version of Spot Armor Flaw was Weaponsmith only -- well,
until the Cavalryman obtained it all the way up there at 14th circle.
Now SEVEN Disciplines can see the weaknesses in someone's armor.
I think this trivializes the Talents and the Weaponsmith Discipline.
On another note, I think it would be more appropriate to bring back the Weapon History
Talent for the Weaponsmith vice the homogenized Item History Talent of today.
I struggle with the idea that a Weaponsmith can look into the pattern of a painting to
obtain key knowledges.
A sword, yes.
A suit of armor, absolutely.
Ancient pottery, uggh, not so much.
Where I can envision the Swordmaster as an axe master, stick master, and so on -- a weapons
master, of sorts.
I cannot view the Weaponsmith as a sculptor, painter, or graphic artist -- not as a capital
'D' Discipline anyway.
Lastly, If there's only one thing Second edition did correctly, it is how it defined
the differences between skills and Talents.
With that said, I would like to see the 4th edition Craftsman Talent stand out a bit more
when compared to the skill.
Now this may be something left up to the GM to handle on a group by group and case by
case basis, but a Talent should always trump -- should always be better than -- a skill.
Okay, I am not going to wrap this up on a negative note.
Listen, I love what Josh Harrison is doing with 4th edition.
And 4th edition Earthdawn is the game I'm running.
I implore you, if you are not playing Earthdawn, or if you only play other editions of the
game, you really ought to give 4th edition Earthdawn a shot.
Who knows, maybe you'll end up being like me as it pertains to Dungeons and Dragons.
Personally, I despise 3rd edition DnD and beyond, I only play in 1st and 2nd edition
AD&D games.
But my opinion is based on years of playing all of the versions of the game, not on simply
looking at a book cover.
With that said, if you give it a shot, I think you'll like 4th edition Earthdawn.
To wrap up this longer than expected video: The Weaponsmith is a very diverse, easy to
role-play, group support Discipline.
If you enjoy being a support class character, who can be viable and extremely capable in
combat or social situations, the Weaponsmith is for you!
The Weaponsmith has always been one of my favorites -- second only to the Nethermancer.
You will not go wrong having a Weaponsmith in your group.
Thank you to YouTube viewer Slashn Burns...
for the request to make a Weaponsmith video.
I thought I knew a lot about the Weaponsmith before putting this all together, but I can
honestly say I learned a lot more while making this for you.
I hope every one of you enjoyed this second video in my series that will eventually cover
all of the primary Disciplines in the Earthdawn setting.
Please comment here or come by our Discord channel to let me know what you think of this
episode, the Weaponsmith Discipline, and the Earthdawn setting as a whole.
If you have a Discipline you really want me to cover sooner rather than later, please
let me know so I can move it to the top of my list.
Finally, if you like this video, please subscribe to the Legion of Myth channel -- it helps
us out more than you can know.
You can also mash that wonderful little ding-dong bell icon to be notified when new videos are
uploaded.
And with that, I will see you next time and I hope you all have a WONDERFUL day.
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