Earthdawn Survival Guide

EDSG Episode 14: Archer


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* The Archer as folkloric archetype.

* Throwing Weapons

* Philosophy of targets and missiles

* Paths are deeply personal philosophies, but there is no “one true way”

* Karma Ritual

* Half Magic and distinctive traits of bowyers and fletchers

* Importance of perception, accuracy, and speed

* Free Talent: Call Missile

* Mid-range Durability to highlight desire to not be on the front line

* Karma ability

* Novice Discipline Talents

* Sidebar musing about a radical change to the talent mechanic

* Movement rates and ranges

* Bows versus Crossbows

* Novice Talent Options

* Journeyman Abilities

* Journeyman Discipline Talents

* Flame Arrow discussion

* Journeyman Talent Options

* Distract as an interesting talent choice

* The Archer’s role in the adventuring group

* Advantages and drawbacks

* Good, straightforward Discipline for newer players


Find and Follow:

YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g

Twitter: @EDSGPodcast

Josh on Twitter: @LoreMerchant

Dan on Twitter: @boice_voice

Get product information, developer blogs, and more at www.fasagames.com

FASA Games on Facebook: https://www.facebook.com/fasagamesinc

FASA Games Discord Channel: https://discord.gg/uuVwS9u

Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild

Earthdawn West Marches: https://discord.gg/hhHDtXW

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Earthdawn Survival GuideBy Josh H & Dan B

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