Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
EthanSteele
Nov 18, 2007

I can hear you
Hey now! Craft isn't the only one that has subheadings, Performance also has the trees split up by subheadings! I wish more were. Athletics has Movement/Strength, Brawl General/Strikes/Grapples, Socialise Utility/Persona etc. It'd make everything much more manageable.

That Old Tree posted:

It's absolutely air-breathing mermaid bullshit because it's such a minimal difference but it costs you an extra 8XP to "fix" or insure against it mattering, it's incredibly contrived and "time constraints matter" is conveyed one-million percent better by putting actual real thought into a story, and not "well this one Charm takes a turn to activate and this one is instant, therefore ~drama~."

That's not what I meant to say it was, sorry if I didn't convey that. I did say it could have been conveyed a million times better, though, which is my main criticism of the book and its a pretty huge one when its a rulebook for a thing. I absolutely agree that its a terrible way of getting STs to think about time constraints, especially because some people will see the example and only think of immediate time limits instead of larger ones that, as you say, are better done with actual thought, but its better than having absolutely no mention of time as being a thing you should be concerned with at all. I disagree that having something instantly happen as a result of stuff that needs an immediate solution is an especially egregious contrivance, like sometimes things happen that need immediate response? I don't think that having a different type of Get Stronger for long term vs instant is an inherently terrible design decision and certainly not because its "incredibly contrived" to have to do things immediately sometimes. Not letting Goku power up is fine sometimes.

I do, however, think it would be better if the Instant version was just an alternate mode for the Simple charm, or something you get at certain essence or repurchase or whatever, because yeah, 8xp tax on being able to do a thing you do, but fast and less efficiently is a bit much! There are bunch of charms that do double duty in that way, like all the Resistance charms that have different things vs Withering or Decisive attacks. I'm sure then there'd be complaints that the charms are too complex, but its tough to have your cake and eat it on this one.


Alien Rope Burn posted:

Craft should be more "Oh, I have this convenient thing" or "my sword is just better" than juggling this bizarre downtime system full of speedbumps designed mainly to keep you from dominating the game by being an airship factory and guhhhh

Good news! There are a bunch of Lunar charms that are all about going "ah-a! I made one earlier!" and getting a bunch of craft points for craft related things. It's so much better.

Adbot
ADBOT LOVES YOU

EthanSteele
Nov 18, 2007

I can hear you
Yeeeeeeeeeeeeeeeeeeeeep, Morke sucks. New devs are way better.

EthanSteele
Nov 18, 2007

I can hear you
Dodge is used for Disengage and you can just do a Dodge+Dex roll to avoid boulders or whatever in normal play, same as any skill can be called for a test of whatever difficulty.

Having a charm to make sure the GM doesn't gently caress you up is straight up the worst, especially considering there's a highlighted bit somewhere that says that destroying someone's concept permanently can't happen anyway. I think the example given is that yeah you can accept a crippling injury to lose your arm, but you didn't sign up to play a one-armed swordsman so you can just go on a quick little quest and be all healed up. Adding a charm that does it as well instantly gets people thinking that loving up a character is thing that can and maybe even should happen unless they get the charm. Then what if one guy has the charm and another doesn't and you want to make that charm purchase useful so you give them the whammy magic and welp guess one dude is hosed now? Just absolute awful dogshit all round. Shouldn't exist except as a custom charm and if your GM makes that a custom charm then it's actual effect is to get you the gently caress out of the game because that is red flag central.

Mors Rattus posted:

They hired a really famous Korean artist for that one and then he didn't actually turn anything in until just before the deadline, so they didn't have time to replace it.

That guy is wild. When someone pours a bucket of water on him and gets him to not draw Maximum Thigh and Titty Women he has a bunch of really good stuff and his fantasy warrior and weapon stuff is extremely on brand for Exalted. Shame people don't get him a cold shower more often.


megane posted:

I've always hated dice tricks, even normal-rear end exploding dice, because they do exactly two things: they make it harder to understand the outcomes involved, and they make it harder to understand the probabilities of those outcomes.

As someone that can't do numbers for poo poo because of a brain problem I just have to trust that the thing improves the odds and doublecheck with the GM/anydice if something feels weird. Exalted success chance in my mind is ~40%ish because 4 out of 10 results are successes, but 10s are double so you have a 10% chance of two successes on a die so it skews towards either a million successes or just a few and the more dice you roll the closer it gets to 50%? I think? I absolutely couldn't play Exalted without a thing to roll the dice for me and auto-order them from highest to lowest.

EthanSteele
Nov 18, 2007

I can hear you

Mors Rattus posted:

I’m also not sure how Drifting Leaf Evasion works. For 1m, if activated before someone rolls an attack on you, you dodge their attack if it has successes equal to your Evasion. Which…like, I don’t know why this is a Charm, it is very niche. You have to bet that you’ll only just barely be hit? Like, it only works if you get hit but not hit hard enough to have any threshold successes? Why?

You explicitly use it after the attack roll is made so you never waste it. If you had to use it before then it would absolutely be weird and bad, but it's not. It's used when you thought you were going to dodge but then they rolled some 10s and got way more successes than they "should" have. it's generally held by the playerbase at large as one of the most powerful and useful defensive charms in the game that comes up a lot more often than you'd think.



Ah, the innocent days of 10 years ago where people legit thought there was no bad publicity

EthanSteele
Nov 18, 2007

I can hear you

Battle Mad Ronin posted:

Does the book generally do a good job of explaining Wises, Traits and Circles?

Burning Wheel had an annoying, pretentious and entirely too on-the-nose tendency to purposefully underexplain a lot of things. I remember the Traits list having things like "He's a Jonah that one" and "Joan of Arc" as unexplained Traits that the player/GM (that wasn't really clear) were supposed to either know what meant or figure out for themselves.

It's not that the player/GM figure out what it means its that the group as a whole decide/agree what it means.

Traits without any description are defined as "character traits" that don't do anything except what you say they do. Like being Tall, Hirsute or Slighty Chubby. There are no unique mechanical benefits beyond what character traits as a whole get, which is if you play it up and suffer for it/do something interesting with it then you get rewarded. Like "Uncanny Resemblance to the King" doesn't do anything except say your character has an uncanny resemblance to the king which you then do stuff with narratively or lobby for advantage with if you're pretending to be the king or his son or something.

You don't need a mechanical explanation of why the Baker lifepath gets "Floury Hands" or the Ditch Digger gets "Always Damp" those are just things they are and you decide how those traits affect the game. Some of them are jokes like the weird one about getting the extra option to laugh when you hesitate, but that one's actual mechanical thing is explained, just not why its called what it is.

I definitely disagree that it purposefully underexplains things as a matter of pretention, so much as it's a game made by a group for their group and has a bunch of assumptions about how people play which is a problem that's plagued games since original Dungeons and Dragons. I'm basing the assumption thing on the fact they published a companion book, the Codex, which is like 30% rules clarification and explanation with examples and 70% design philosophy and table etiquette. I mentioned it before but you can read Burning Wheel and see that its very easy to get into situations where you can't possibly succeed and then the Codex explains that scenario as not only being good, but desired because that's how you're going to advance in skills and stop being absolutely terrible at them and also that at their table when that happens you roll the die and without even looking at them you look the GM square in the eye and say "I failed, do your worst" and that all players have different coloured dice so when you give someone a helping die you literally give them one of your die so you can see if your help was good or not even though it has no mechanical bearing at all. Burning Wheel is a game where getting so drunk you get -3 to your sword skill and then getting into a fight with someone is a thing you seek out because that's the only way to get the test needed to level up your sword skill. Or you break your arm and now conditions are perfect for you to go get lost on a mountain to level up your orienteering skill. I think it's more a case of it's a game written by a particular group, for that group aimed at getting a particular play experience with the idea that if you're buying the book in the first place you're already on board for a bunch of stuff that started out as a Shadowrun hack and they just didn't know how much they'd need to explain, because to them the reasons are obvious and when you're in that situation it's tough to figure out what bits need explaining and what don't rather than they're doing on purpose to be pretentious. Like, Apocalypse World is a game that explains absolutely everything and its definitely the exception rather than the rule. But then again they did name their companion book the loving Codex so maybe there is more than a little pretentiousness there.

The closest it comes to pretentious for me is the archaic words it uses for some character traits, but that's also the point, the Scribe gets "Sore Hands" the Sagely Scholar gets a bunch of ten dollar words because that's the sort of character they are. Oikofugic is to have wanderlust, but it isn't on a villager that wants to wander about, it's on the lifepath where you spend ten years of your life roaming around in the woods because oikofugic 4 lyfe.

drat that's a lot of words I wrote. Burning Wheel is real fuckin' rad and it's one of my favourite games, but it definitely took a while to get hooked.

EthanSteele
Nov 18, 2007

I can hear you
Exactly.

EthanSteele
Nov 18, 2007

I can hear you
In practice it ends up working as the final blow in a targeted harassment campaign of getting someone to isolate themselves from everyone and everything as you wither away their intimacies until you pen a letter that goes "No one loves you and you believe in nothing. You are a lamentable dust man." or if combined with the secret message charm then to all outsiders it looks like a very nice letter from a close friend.

Except if you can so thoroughly manipulate someone's intimacies to end up in that state and they're powerful enough to warrant this approach then you're usually better off just making them your new best friend and have them do useful stuff for you until they die instead. But sometimes you just gotta kill a deathknight!

The idea of it is neat and as a phenomena that exists and can happen in the game it's good. Some DBs or Sidereals are investigating a sudden death and then all the clues of isolation (strangely without paranoia) and repeated letters of complaint from Ms. A. Nathema from Berwick-upon-Tweed moaning about the latest plays and how they're corrupting the children all come together and it's an awful Solar back on their bullshit.


Joe Slowboat posted:

I'm pretty sure this is not the intent of the original dev team, but honestly? A less smug reading of Cup Boils Over produces a really fun charm that feels like something out of The Dying Earth or a story Severian would repeat in the Book of the New Sun.

It's like something out of one of the inspirations for the game? Weird.

EthanSteele
Nov 18, 2007

I can hear you
My snark wasn't aimed at you Joe Slowboat, sorry! It was more a general thing where people have pointed at charms and then wondered what it's about when it successfully recreates a thing from cited examples of inspiration.


Night10194 posted:

I'm also not entirely sure that a game with Exalted's reputation coming from 2e really wants to mess around with 'Here's how to run a targeted harassment campaign where you cut someone off from everything and then they kill themselves'.

It don't think it does, other than when you're outrageously reductive as I was.

EthanSteele
Nov 18, 2007

I can hear you

megane posted:

Why does Sail contribute to your persona's stats.

Why are none of these effects retroactive.

Why do you need to buy four different charms to let you have an alternate identity.

Sail contributes because its a caste ability of the Socialize guys. Same as why Ride is in there.

Personas are a lot of work, but they eventually become like 75% of a character that grows at 2/3 the rate of a full player character so like Mors Rattus says you can eventually do everything given the chance to switch persona so they're really super duper strong. Some of the hoops are there so you can't make a guy with no combat skills and then flip to All Combat No Social without already having the combat skill in your original form so you don't just go "I'm 75% a Dawn, lets go" but holymoly could it have been done way easier without a bunch of nonsense, especially the 66%/75% stuff.


Alien Rope Burn posted:

Well, the XP and ability limitations generally keep your personas shallow in my experience. You end up with purpose-built roles that are solid in what they do but aren't going to remotely threaten somebody who's cornered a niche. It also eats the hell out of your main XP pool.

I'm not sure I understand, how do they eat your main XP pool? I thought they just earn their own extra XP which they use to buy their own charms and abilities (if you have the thing that lets you do that)?

EthanSteele
Nov 18, 2007

I can hear you
Black Claw and Dreaming Pearl are rad and Steel Devil sucks. The first two feel like they are doing a particular flavourful thing and it all works. Steel Devil is just two swords and that's it. Single Point is way cooler as an extra attack thing.

EthanSteele
Nov 18, 2007

I can hear you
You can, it's just not Proper Noun Technique.

EthanSteele
Nov 18, 2007

I can hear you
Summoning Demons/Elementals is the general purpose spell because there are demons and elementals for literally everything. It's insane how strong they are.

Summon First Circle demon gets you: Puppeteers for building anything, Blood Apes for fighting things, Neomah for courtesans and social stuff (and lineage building, making babies for gay couples), the Agathea for weird demon wasp mounts, one for making tools, a weird one that kills things as it hops from body to body, stomach bottle bugs for healing and warding off sickness, weird living armours that you wear, eels that eat memories and then vomit them up for you to view them, ones that are excellent hunters/trackers and the list goes on.

That's the first circle. The basic demon summoning spell. You get all of those and more.

Summon Elementals gets you stuff from a guy that's on fire, flame ducks, a cloud man who likes to sing, a weird cloud that flies around and will alert you of anything that goes on, a bear made out of trees, the embodiment of the undertow of the sea that know all of the secrets of anything on the sea, guys that make the wind not be there so sailors hate them. In theory there are as many elementals as demons, they just haven't had someone who was super jazzed write a bunch of them up.

Found this quote under the training times bit: "Martial Arts Charms always require rigorous training, and learning spells requires a mentor or a text copy of the spell in question and many hours of intense study." so being a book nerd is a thing.

Nessus posted:

Over in the Exalted thread Ferrinus (credit where due) had a good idea, which is that the real penny-ante poo poo like how to ward your windowsills against ghosts is just an Occult roll, or possibly just free if you're from the area and have like Occult 4.

That's exactly the sort of stuff that would be great as sample difficulties for certain skills in an advice chapter or something instead of loving snake gem bullshit.

EthanSteele fucked around with this message at 23:38 on Apr 4, 2019

EthanSteele
Nov 18, 2007

I can hear you

PurpleXVI posted:

In 2E I always felt like elementals got tremendously undersold, they're the civil servants of Creation who more or less do all the drudge work that keeps reality working as expected. That's a ton of potential content and, hell, playable character concepts.

Yeah! That's been the stance of every dev afaik, that they should be really cool, just that no one has done a book on them. I'd love a cool thing that's just a compendium of elementals.

EthanSteele
Nov 18, 2007

I can hear you
Sometimes you really want a moment you can point at and go "this is where it all went wrong"

EthanSteele
Nov 18, 2007

I can hear you
Once again, the GM Chapter Suggester logs on.

EthanSteele
Nov 18, 2007

I can hear you
The difficulty examples that do exist are garbage. 1 and 2 are ok, and then 3 and 4 are absolutely useless.

Edit: its worth noting that extra successes get you nothing except for in the combat system because that completely breaks the game.

5 difficulty Bureaucracy would be at least a contract with absolutely 0 loopholes and is airtight and perfectly within the law and legible to all that read it, I guess.

EthanSteele fucked around with this message at 21:02 on Apr 5, 2019

EthanSteele
Nov 18, 2007

I can hear you

PurpleXVI posted:

Maybe make Sorcery not something that requires Occult to use: The associated skill is instead your thematic, tool and limitation for your sorcerous working. Bureaucracy? You create sick contracts that change laws and how people think, possibly geasing an entire city to follow your rules or suffer an unthinkable punishment. Brawl? You wanna move that mountain? You don't need any loving spirits or rituals, you smash that thing out of the way piece by piece, or hammer the ground until it collapses into a gaping chasm.

This is what you can use those skills to do in the game already. Smashing the mountain is more Athletics, but there's a secret Athletics charm in Brawl that lets you smash things really quickly. You don't need Sorcery to do those things. For making your associated skill to be your thematic, tool and limitation that's covered by shaping rituals. Some use charisma and performance to pray properly, some are powered by relationships. There's no reason you couldn't write one up that uses Bureaucracy to request a thing from the Heavenly Bureaucracy, or War to make your guys march in a mandala or Brawl to punch the poo poo out of a shadow self you vomit forth, or Intelligence+Melee to write runes in the air with your sword. But then you have the problem of a guy getting to double-up on really useful skills (especially the combat ones) to then let him do magical spells as well and I'll be honest everybody not being able to be a wizard without investment is fine when you can do all sorts of crazy poo poo already.

EthanSteele
Nov 18, 2007

I can hear you
How do you not realise what a terrible idea those words are. I do not understand how they got that far and then showed people it expecting them to say how its getting them hyped to play the game.

EthanSteele
Nov 18, 2007

I can hear you

PurpleXVI posted:

The "are charms things in-game"? question was also one that I never could get a GM to answer because it always bothered me a bit, like. When my character is laying plans with someone else or talking about their powers, etc. how would the conversation be shaped? Without knowing if charms are explicitly things in-game with those names, it gets hard to define. On the other hand if they're not explicitly things in-game, why do they have these over-the-top names and wouldn't every Exalt who knows the same charm have a different name for it, if they even have a name for it?

The book states that they have names for player convenience to reference them, but in-fiction they are just expressions of your prowess. The example given is people would remark on your incredible strength, not your use of Increasing Strength Exercise or Ten Ox Meditation.

Conversations would be "and then you'd jump to this rooftop" rather than "and then you'd use Monkey Leap Technique to reach this rooftop" though an Exalt that studiously names all of their techniques and writes them down in a little book to codify every aspect of their abilities is certainly a character.

EthanSteele
Nov 18, 2007

I can hear you
In the games I've been in we've done martial arts charms generally as discrete techniques that people in the know can recognise, no matter what you call it they can see that it's based on Snake Style technique of "Snake Strikes the Heel" or whatever. You can deliver a powerful knee strike to a guy and nothing is stopping you giving the attack a fancy name, but no one will recognise that it's specifically a combo of Thunderbolt Attack Prana, Ferocious Jab, Falling Hammer Strike and Fists of Iron Technique.

By giving them fancy names in the book I think it's clear they like fancy names and think that's cool, they just aren't forcing you to yell "Thunderbolt Attack Prana!" as you do a move unless you want to.

Apparently it was a thing in previous editions that the first solars sat around and codified the use of essence with names and they would agree that the particular way you enhanced your sword was most commonly referred to as One Weapon, Two Blows. And that in 2E they were actually charms that you activate in-fiction and it meant people kept yelling about how it meant you weren't actually strong, you were just using a magical spell called Nine-Aeon Thews to lift a thing? loving hell.

EthanSteele
Nov 18, 2007

I can hear you
Being an abstraction is completely unrelated to how many there are. I'm sure you know in your heart of hearts why there are so many.

EthanSteele
Nov 18, 2007

I can hear you
Being able to double the amount of food you have is absolutely a setting-bending power if everyone could learn it.

EthanSteele
Nov 18, 2007

I can hear you

Tibalt posted:

You couldn't put it into widespread use though. Not enough to feed an army, for example.

I'm not sure why an army would be any different to any other group of people? If everybody knew how to literally double all bread you'd need half as much supply to feed the same amount of people. Pretty much everything would completely change.

Distances you can travel? Doubled. One loaf of bread gets you twice as far as it currently does, suddenly 90% of the population don't stay in their village for their entire life because they actually carry enough food to just gently caress off somewhere else. That also means that the space between villages can be doubled which instantly fucks a whole bunch of factors by itself. Whoever came up with original set up for Creation was a huge history nerd and could probably tell us a thousand ways everyone knowing Second Bread would gently caress everything up.

EthanSteele
Nov 18, 2007

I can hear you

Kaza42 posted:

There's a difference between "Everybody can learn" and "Everybody knows". Barring rare mental or physical conditions, everyone can learn how to make nails and horseshoes. It's even super useful to be able to do that! But most people aren't blacksmiths.

You need a limited number of nails in your life but most people would really like to have food every day. If everybody could learn it, they would. And even if they didn't, your Solar could teach everyone and now your society has twice as much food as everyone else. It's pretty much "do we want magic tricks that the supernal Lore master can teach literally everyone in the setting?" and the answer is definitely yes.

EthanSteele
Nov 18, 2007

I can hear you

PurpleXVI posted:

I know I keep harping on it, but it still annoys me when Solars start invading the other splats' turf in terms of ability thematics. Is it fluff as actual shapeshifting or just as illusions? Because if it's actual shapeshifting, goddammit guys, get a loving proper thematic for Solars and stop stealing from the Lunars and Sidereals.

Lunar's gets the ability to learn charms from spirits etc in various ways as well (I think every splat does in some form?) and the Eclipse thematic is the wanderer in a strange land learning weird secrets from the mysterious inhabitants thereof. This particular power is shapeshifting, but there's a bunch that aren't. It's fine.

EthanSteele
Nov 18, 2007

I can hear you
Animals big enough to ride sometimes have a little note of how easy it is to tame next to its Speed bonus. Tyrant Lizard is basically "pretty much impossible unless you're a player character"

Death Moa don't have a listed speed bonus (rideable still says +0 normally), but they "tower over men and horses" and you can ride a Claw Strider which are as "tall as a man" so gently caress that. Death Moa are based on the bullockornis (aka, Demon-Duck-of-Doom, for real, look it up) and their bodies are pretty much the same size as a camel's body so I can't think of a reason you couldn't ride them in terms of physical size considering people ride ostriches in real life.

SirPhoebos posted:

Given how much Exalted tries to pretend it has nothing to do with it's actual inspirations, I'm going to guess that yellow is explicitly not allowed.

Credit where credit is due on this one: The Austrech is the chocobo and are available in all the expected colours.

EthanSteele fucked around with this message at 18:04 on Apr 10, 2019

EthanSteele
Nov 18, 2007

I can hear you
There is no mention, so I believe the cowards saw this coming and left it to the player.

EthanSteele
Nov 18, 2007

I can hear you
For making artifacts, nothing says you have to come up with all the evocations at once. Make your thing with just one and see how it goes. I definitely agree guidelines would be a huge help. Can't wait for the Exigents book.

EthanSteele
Nov 18, 2007

I can hear you

Night10194 posted:

How the gently caress was 200 pages not enough. What Charms are there even to do!?

200 pages is enough. 99% of these are specific charms requested by kickstarter backers as part of their reward tier.

EthanSteele
Nov 18, 2007

I can hear you

SunAndSpring posted:

Drama-Fueling Ardor says that, while acting, the Solar's "energetic charisma and sexual energy is almost palpable." Guess people are getting really horny watching whatever the equivalent to Shakespeare is in Exalted's world. You add one success to a Performance roll while acting in a play, also muting (best of Essence or 3) peripheral motes used on this roll. Any successes over the Resolve of the average audience member transfer to the next roll of any one of the other actors on stage as non-charm dice, fluffed as your performance inspiring them to do better in turn. Those actors, if well-received by the audience, will generally form an intimacy towards you based off respect for your talent or adoration. Any 9s or 10s they roll turn into motes for you. I like the effect, although I'm really confused by this charm implying that people are turned on by you going "Alas, poor Yorick! I knew him, Horatio, a fellow of infinite jest, of most excellent fancy. He hath borne me on his back a thousand times, and now, how abhorred in my imagination it is!" I guess I just don't associate the theater with the same feelings I get looking at a particularly handsome movie actor. 3/5.

Divinely-Inspired Performance lets you know the script of a play without having to read it and what emotions to express during a line or in reaction to a line. Unless your Solar has a habit of wandering into plays without knowing anything about them, this is useless. 1/5.

Presumably, with these charms for actors you are going to be playing an actor and being able to just walk in somewhere and do that becomes really useful. Niche, but knowing all the lines is a good charm actually imo, especially if you do a lot of acting and don't want to gently caress about with downtime learning scripts.

As for finding theatre actors hot? It's pretty much your favourite handsome movie actor performing on tv vs your favourite handsome movie actor performing in the room with you looking directly at you and definitely totally for real reading all the lines specifically at you and you alone. You can see why that might make people go phwoar what a hunk/babe. Don't just be thinking of Shakespeare, in the East Asian themed game you need to consider the theatre native to that region too, although historically theatre has been pro-pimping out its actors worldwide, with people being super horny over performers pretty much all over. Kabuki plays were performed almost entirely by sex workers as pretty much just showing off the goods. It's why women were banned from performing in them. Of course that just meant it became entirely gay sex workers instead. The government tried to ban it entirely for decades, but the residing emperor loving loved kabuki because he loved to go have sex with all the actors when they came to town and he would veto banning it outright. When he died and was replaced they tried to ban it again, but the new guy didn't understand the deal and said "no, out of respect for that last guy and his love for it, I will not ban it" then they told him it was about being gay as hell and he changed his mind and instantly banned it because gay sex was a thing that poors weren't allowed to do.

quote:

"extreme long range".

hosed up but true, but apparently there is more than one type of extreme range. You can be like 3 extreme range from someone apparently. Doesn't help this bad description work though.

quote:

Armed and Ready Discipline lets you attack while putting on armor with Whirlwind Armor-Donning Prana (which reduces the time needed to put on armor from minutes to turns) with a stunt, and can activate Summoning the Loyal Steel or Call the Blade to get your sword for free in the same instant. This is marginally useful for the scenarios where you aren't walking around with your armor on all the time, and useless by Essence 2 when you get access to Hauberk-Summoning Gesture, which just lets you put on your armor instantly if I'm reading it right. 1/5, someone paid for this.

Hauberk Summoning Gesture just lets you summon your armour from Elsewhere and put it on as if you were putting it on normally so it still takes time (rounds instead of minutes because of the prereq). It's the "put a thing in a magic hole" power for armour. Quote from Vance on that one

Blade-Turning Body Technique doesn't exist in my copy. I bought it after the kickstarter so maybe they errata'd that one out? And loving Fortress-Body Discipline isn't supernal proofed so you actually become worse until Essence 3.
If it read "(whichever is higher, Essence or 4) soak and (whichever is higher, half-Essence rounded up or 2) hardness" then it would be fine, but as written you can reduce Durability of Oak to +2 Hardness while only getting +1, making you get +3 total instead of 4 from just using that charm by itself. Nice work Morke.

EthanSteele
Nov 18, 2007

I can hear you
Shattering Clash is really good if you're in a game where not literally every enemy has an artifact weapon. Like a bunch of DBs with a regular swords or spears can be pretty rude and this lets you just break their weapon and make them rely on whatever unarmed poo poo they've got going on. Being able to do some damage and disarm a guy is a good way of making people stop fighting. Certainly very flashy. I think it's good if you don't wanna kill a guy.

I think it should probably just be a gambit rather than a charm to just destroy someone's weapon, harder than a disarm but making it so they can't recover the weapon would be worth it? I guess maybe there's Sledgehammer Fist Punch but that's Brawl.

Speaking of breaking weapons, there's the cool picture of Panther having a hammer break as it hits him and I don't think there's a way to recreate that other than with a weird craft charm that instantly breaks things?

EthanSteele
Nov 18, 2007

I can hear you
Yeah! It took me a while to even recognize it was meant to be him because he's so washed out!

EthanSteele
Nov 18, 2007

I can hear you

SunAndSpring posted:

Yeah, it does seem like a charm you use to just immediately frag somebody at short once you're done dunking on their troops or subordinates. Still no idea why it's in Melee instead of Dodge. Really the big advantage of ranged attacks like Archery and Thrown is that you can just immediately target someone else with your decisive attack once you're done shooting at a softer target with withering blows.

Anyway, I'll probably concede that Gleaming Sever's base effect is good, but I still think its secondary effect is very niche.

Strong Base Effect with Niche Extra seems like exactly the right way to design a charm. People complain that some charms effects are too niche and "why is this a separate charm?" comes up all the time, this is the way that solves both of those issues.

EthanSteele
Nov 18, 2007

I can hear you

NGDBSS posted:

A friend of a friend who makes her living as a freelance artist didn't like that cover because of how it used color. Anyone here care to weigh in?

I have an artist friend that says the same. The purple on the red and the her being all squished up is no good.

EthanSteele
Nov 18, 2007

I can hear you

Joe Slowboat posted:

Moreover, for Dynastic women, there's a threat of the husband's 'progenitive essence' being wasted, which Dynastic marriages are explicitly about controlling. In any case, it's about power and control.

I think it works more or less as something that will piss off plenty of Dynasts; nobody ever said Dynastic society wasn't deeply hypocritical.

That's right, you really don't want any possible contenders to your stuff because your idiot husband went off and got someone else pregnant. That alone is bad enough let alone the whole essence thing where they might have messed up their one task of giving you children that exalt. Not providing powerful children is considered a breach of contract!

And yeah, Dynastic society is hella hypocritical, that's sort of the point that it's bad bullshit.

EthanSteele
Nov 18, 2007

I can hear you
There's a picture of Mnemon with a huge poo poo-eating grin as she makes a statue of herself that is a 100% perfect summary of her character. It's good.

EthanSteele
Nov 18, 2007

I can hear you

Joe Slowboat posted:

I heartily agree, any 'mutates people into monsters!' thing drives me up the wall. Warhammer is of course the most blatant offender.

Thankfully 3e Wyld Mutants seem to be mostly steering towards less 'these are monsters to kill' and more 'people get real weird out on the edge of reality, and it's really dangerous to live out there. Plus there's raksha, who are soul vampires.'

Yeah, Wyld Mutants are presented just as people get really weird looking and killing them because of that is a hosed up thing to do. Just cos a guy has a skin condition that makes him go invisible when he's stressed out is no reason to march on his village.

I think part of it is that 3E explicitly doesn't have 5000 existential threats for people to point at and go "see! if the Realm wasn't here everyone would die! It HAS to be this way it's good actually!!" Lunars are the closest and well, whose fault is that?

EthanSteele
Nov 18, 2007

I can hear you
D&D is at its core the dungeon delving game where you get on the equipment treadmill and have a good time. There's a bunch of stuff that it really isn't built to do that people keep trying to do anyway when the solution is pretty much always just to use a different system for what they want to do. As much as you want to do a cool court politics game in D&D, its a game that is fundamentally about fighting and getting loot.

At least 5E for the most part is not as bad as previous ones where if you didn't have a +1 sword at level 3 you were hosed.

EthanSteele
Nov 18, 2007

I can hear you

Halloween Jack posted:

Considering that reaction rolls and negotiation are built into AD&D1e, the possibility of getting captured and getting free should be considered. There's even a well-known module series, designed for tournament play, with such a scenario built into it.

Yeah! in AD&D fighting is something you avoid because you always get messed up, you're supposed to try everything else first and get out with as much loots as possible because that's the really good source of XP, killing monsters gets you a token sum that is definitely not worth the trouble. Intelligence is good because you get more languages and being able to speak orc and goblin is basically a super power.

Adbot
ADBOT LOVES YOU

EthanSteele
Nov 18, 2007

I can hear you

PurpleXVI posted:

gently caress any mechanic, optional or otherwise, that gives separate XP rewards for the players, especially when different archetypes(or elemental flavours in this case) have different requirements which means that depending on the game, the players may get an uneven number of chances.

I agree! It always feels really bad when one person doesn't get their thing. It's part of why my GM refuses to run with more than 3 people at max. Any more than that and you just don't have the time to let everybody shine. The "intentionally cede the spotlight" thing helps a little, but it should really be yo if the Fight Guy doing a fight took up half the session so the Diplomacy Guy didn't get a chance, that counts too. Everybody gets 5 normal xp and 4 special xp every session, either because they tried to do the thing or they didn't have time because someone else was doing their thing.

I like that they're giving an incentive to play in a certain way and I'm not sure what else they could give you instead cos it's not like Burning Wheel Artha type stuff, but maybe just go "if they even try to do this thing then they get it" or something I dunno, I ain't a game designer.

In theory I guess it's supposed to balance out? If the talky guy didn't get 2 xp this time because a thing took up a lot of time then that guy won't get 2 xp next time because talky guy is getting his but that's garbage and it's a known thing for decades that it still feels lovely to "miss out" on a thing up for grabs so all that ends up with is two people feeling lovely they didn't get the maximum number of thing and then if there's a third party that's got maximum thing both times now everyone feels bad!

  • 1
  • 2
  • 3
  • 4
  • 5