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fool of sound
Oct 10, 2012

The Lone Badger posted:

That's because actual magic isn't actually very useful. Most people, if offered a glimpse into true magic, would shrug and keep on keeping on, because the normal-person way of doing things is actually way easier most of the time.

Ya, a quote I've heard used is 'No sane person would think UA magic was worth the price, too bad the magic users aren't sane."

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fool of sound
Oct 10, 2012

theironjef posted:

Absolutely no one works with the Convergence.

More to the point, the Convergence considers mercs unreliable, and refuses to use them.

fool of sound
Oct 10, 2012

The Lone Badger posted:

Who are the good guys anyway? You've got Cygnar (sort of) and, umm...

Trollbloods, sortof.

fool of sound
Oct 10, 2012
Yeah, most of the factions are ultimately kinda right; the metaphysics of the world are basically lovely and the lovely relationships worshippers have with their gods is based in that. Basically, if a god doesn't take your soul after death, your end up getting eaten by the Devourer Wurm, get warped into a servitor for a dragon or necromancer, or get kidnapped by Infernals. In turn, if a god doesn't have enough mortal souls powering their war efforts, they end up getting killed by one of the above and then everyone who relied on that god is hosed. What makes Marrow and Thamar different is their belief that humans can, through Ascension, change the course of the war in Urcaen. They just have different ways of getting to that point.

fool of sound
Oct 10, 2012

theironjef posted:

Man, Goreshade is freakin' huge. Why is Goreshade huge?

He lifts. How do you think he gets all the sexy zombie ladies?

fool of sound
Oct 10, 2012

Kai Tave posted:

I like that Khador finally gets a warcaster that isn't some kind of dour rear end in a top hat unconcerned with collateral damage or civilian casualties.

What are you talking about? The Butcher loves his job!

fool of sound
Oct 10, 2012

theironjef posted:

a pool of overthinking and gimmickry

That's a pretty solid summation of basically every problem in an FFG rpg.

fool of sound
Oct 10, 2012

Night10194 posted:

Isn't Exalted's actual system really close to unplayable, though? Like, more than usual for Storyteller?

2e Exalted was godawful to actually play RAW, and several systems just flatly didn't work anything like intended. 3e Exalted (at least the leak) is solid in a lot of ways, but still carries over some frustrating traditions. At least combat isn't a ridiculous slow slog of Perfect Defenses anymore.

fool of sound
Oct 10, 2012

Mors Rattus posted:

It is, however, still a (somewhat less) slow slog, to say nothing of all the other problems the game's got.

Compared to what though? It's relatively fast solidly designed for a high-crunch game, tbh.

fool of sound
Oct 10, 2012
Believe it or not, a lot of people like a lot of crunch. Optimizing a character concept and putting it into action has it's own appeal. It's not an inherently bad thing, despite prevalent goon opinion. Exalted does have some lovely parts, but the core systems actually work now, and it's a reasonably solid game.

fool of sound
Oct 10, 2012
Yeah, the generic combat and craft charms are garbage. It's why I've traditionally suggested that everyone do a martial art of choice instead.

fool of sound
Oct 10, 2012

Doresh posted:

Isn't this kinda sorta what FATE and Mutants & Mastermind are already doing?

I'm not sure where FATE does anything like that?

fool of sound
Oct 10, 2012

PurpleXVI posted:

If everyone basically has to agree on what they're cool with OOC, though, why even use PC vs PC social combat at all? Why not just have them talk out what their characters would go along with(and what they think would be cool for the story), and then hash out, OOC, what they think would be a decent IC compromise? (Or perhaps even one player going "my guy isn't very smart, yours will absolutely flim-flam him, but once he realizes it, he'll be PISSED.")

Because it resolves how many/how big of concessions the winning side has to give. The OOC talk at the beginning is 'this is 100% what I want, and that is 100% what you want', and the after resolution OOC is 'I have to give you a small/moderate/large concession, how does this sound?'.

fool of sound
Oct 10, 2012

Kai Tave posted:

Yet again, this seems to stem from social conflict system which are lovely and couch everything in terms of absolute mind-control. Not every social combat system has to be like that, just like how not every game has to be as lovely as Exalted 2E (which seems to be the go-to example for many peoples' gunshy aversion to social combat given how it was highly touted prior to the game coming out and then when it was released it turned out to be pretty bad along with the rest of the game). I admit I'm not really clear on what separates acceptably limiting a player's options through things like threats of violence (you totally have the free will to do something that's probably going to get you seriously injured or killed, no coercion there at all) and unacceptably limiting a player's options through other coercive means.

PurpleXVI once argued to me that FATE compels are unfair GM control of player characters. I don't think this is going to go anywhere.

fool of sound
Oct 10, 2012

PurpleXVI posted:

It's conceptually decent, yes, but for some reason I've never seen a D100 roll-under system that handles the actual numbers in a non-poo poo way.

It's usually because the GM is supposed to apply massive bonuses to easy tasks/a massive penalty to hard tasks, and most systems don't have a good example chart of what these modifiers should be. It also doesn't help that because d100 systems tend to list things like 'trivial' and 'very easy' that GMs end up calling for rolls on things that they probably should just give an autosuccess.

fool of sound
Oct 10, 2012

Alien Rope Burn posted:

Here it is.

Yes, the designer expected GMs to toss down 100 attack rolls every round.

But they can only rend once per round, because rending would be broken otherwise. :v:

Hey, only a max of 15 against any given medium creature!

fool of sound
Oct 10, 2012
The amount of effort focused on magic in WHFR2e is weird (two sourcebooks and an entire large chapter of core), considering that thanks to the nature of character creation and advancement, you're not even particularly likely to have a caster in any given campaign. Granted, the priest sourcebook also has a lot of cool fluff and other materials outside of actual priest magic.

fool of sound
Oct 10, 2012

MonsieurChoc posted:

If you want to play a wizard, you can just switch classes to Apprentice Wizard by paying an XP cost. You can switch to any Basic Career that way.

At the cost of something like 1500 XP to be able to advance to Journeyman, yes. You end up way behind if you do that. Not a huge deal, but it's an uphill battle for a while.

fool of sound
Oct 10, 2012

Night10194 posted:

Is it that Amethyst and Amber kind of suck?

My problem with it is that it goes through some lengths (in the wizard sourcebook, at least) explaining that each wind of magic is the incarnation of a particular human emotional response, then proceeds to only give them spells based on the 'element' it embodies. Hysh (Light) is the lifting of burdens, protectiveness, comfort, serenity, conviction, and dawning understanding, for instance, but it's spells focus mostly around shooting lazers and blasting demons, with a bit of healing thrown in.

fool of sound
Oct 10, 2012

Kai Tave posted:

I sat through a Rifts combat once, a fight with some dudes against a bunch of those Xctxctcxctxtcx bug monsters that have a chunk of North America staked out and it was legitimately the most tedious goddamn thing I've ever witnessed.

You must have never seen or played HERO with optimized characters.

fool of sound
Oct 10, 2012

Night10194 posted:

Hero is the system where I worked on a PC for 4 hours and had no idea if he'd be useful. I've never actually made it into a Hero campaign, but from the times I've been told to make a PC for it, it's one of my most hated systems.

Yeah it's utterly impossible to make a decent character without substantial system knowledge, and impossible to make a character in a reasonable amount of time without the builder program. I've only played on one campaign of it, and it's pretty interesting in actual play, but the learning curve is so steep I'd pretty much never recommend it to someone who's never run it.

e: Interesting with non-optimized characters, at least. Fights between optimized characters never end.

fool of sound
Oct 10, 2012

Kai Tave posted:

"Oh yeah Hero, I used to play that"

Greetings.

fool of sound
Oct 10, 2012

Bieeardo posted:

they seemed to have one system guru administrator who took concepts and churned out sheets, or tweaked sheets for functionality and optimization.

Yeah, this is what my GM did the one campaign I played in.

fool of sound
Oct 10, 2012

Moinkmaster posted:

That is goddamn amazing. What leads to someone just making GBS threads that many numbers on the page and then sagely nodding while thinking that this is the right thing to do? Like, what are literally anything else in a game even meant to do with it, when it can't be interacted with in any meaningful way aside from "it murders the gently caress out of me/us/reality with no recourse"?

The guy who made it did it as a joke/template experiment.

fool of sound
Oct 10, 2012
I'd like to see Tenra Bansho Zero since I've heard it's good but have never really looked at it,

fool of sound
Oct 10, 2012

Night10194 posted:

The Gods certainly exist, that part isn't especially in question. But they are far more distant than D&D type Gods and people who actually have Divine Magic are extremely rare and valuable. The average Priest in setting has nothing, really. An Anointed Priest or someone with the capability to be one is a rarity in and of itself and that alone makes you something of a hero.

The Gods being more distant and worshiped much more like an actual polytheistic pantheon is one of the things I like a lot. It also ensures the good guys don't run into the single biggest problem Chaos has, where Chaos Gods are such micromanaging douchebags that they kind of take character away from their worshippers.

Not only that, but it (was) strongly implied that many of the gods had multiple aspects worshiped by different cultures. Heck, two of the Elven gods were suggested to be less destructive aspects of Khorne.

fool of sound
Oct 10, 2012

Kurieg posted:

Well, that's ignoring the fact that they literally Soddom and Gommorah'd Slannesh into being.

I think that's only in 40k? But I could be mistaken.

fool of sound
Oct 10, 2012

Covok posted:

As a follow-up question, to the ones who read the entire book, do you find yourself more often in the GM or player role? See, I tend to just read the relevant bits and call it a day because I'm lazy. But I am likely also influenced by my decision to run multiple different systems at once. For example, I currently am running an IRL Masks game, a roll20+Skype 5e game, a roll20 + Skype Urban Shadows game, a pbp Masks game, and, soon, a pbp Chuubo's game. I might run a Torchbearer game soon as well. I'm wondering if players or GMs tend to read the book more thoroughly and, if GMs, the ones who read more thoroughly tend to run less games at once.

Why? Curiosity in general rpg player practices and curiosity about Fatalers.

I usually read the whole book, though I tend to approach it piecemeal; I skim around and digest it over a month of so before i actually run it. I'm usually the GM, and I never run more than two games at a time.

fool of sound
Oct 10, 2012

fool of sound
Oct 10, 2012

Covok posted:

I really don't get that "their sheets cannot save them" mentality. Like, does he literally mean "their main form of agency and interacting with mechanics mean nothing in the way of my desire to control everything"? Or is there more nuance to it that I'm missing?

No, that's exactly what it means. Wick wants to tell a particular story, the players' characters and their abilities be damned.

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fool of sound
Oct 10, 2012
Yes, but on the other hand Wick is a massive sack of poo poo.

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