Originally posted by Frostav
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What limits should there be on High Essence Solar Charms?
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Last edited by Sith_Happens; 11-21-2020, 06:19 PM.
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Originally posted by habitableexoplanet View Post
I think
I'm against stopping the doom entirely.
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Originally posted by Sith_Happens View Post
On the other hand Creation has at least one level of Underdark even if it's not written as place to ever actually go to, so you never know where might have a behemoth sleeping under it for the past 10000 years.
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Originally posted by Frostav View PostPeople often seem to forget that God King Shrike doesn't let you like, magically make a behemoth come out of nowhere. The disaster has to be something that could actually happen.
On another note, what is the "Dogstar" in its second name (why do some charms have second names to begin with...?) referencing? The star Sirius?
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Originally posted by Yamajin View PostWhy the charm is named after a real-life star is beyond me, especially since I imagine there's a suitable Endings-related constellation or star that might have served just as well.
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Originally posted by DrLoveMonkey View Post
Yeah I was thinking about the other day of an investigation charm that's an Essence 5 Solar one. When you find a piece of evidence you roll against difficulty 5, and each threshold success brings you closer to the ultimate culprit. So, for example, you find a piece of torn fabric at a kidnapping scene. So if you roll 10 successes that tells you that the fabric comes from a uniform of a dock worker of a specific company, then it tells you that company has side finances with a group of traders that visit the wyld tainted zones often, then it tells you those traders are involved in illegal dream eaten slave trading, and that the head of the operation is a man named Thadfur Daneel, it then tells you that he lives near and frequents a bar near the docks so you can go get him right now.
That kind of charm tells me you're not actually interested in playing Law and Order: Fucking Badass Solar Magistrate. You just want to find a crime story, skip to the end, and move on.
I think there is a fine line with Charms, especially for Solar, where you are supposed to not go too far because else you will destroy the purpose of the system, especially if you think you can "prevent the problem" by capping them with an ability roll.
For example, I don't know about people here, but I have no problem asking an Exalt for a roll when using Judge's Ears Technique when trying to know if a powerful enemy is lying, because I'm okay with the Charm being "absolute most of the time", but not really when it's just a straigth "are you the bad guy ?" tool
My homebrew (Leave comments if you want to help improve) : A quick recap of all the pools and stats for Quick Exalted 3E characters
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Originally posted by Yamajin View Post
Presumably, yes. I'm not really super into ancient astrological symbolism and all that jazz but it's my understanding that Sirius has been associated with bad omens in the past. Why the charm is named after a real-life star is beyond me, especially since I imagine there's a suitable Endings-related constellation or star that might have served just as well.
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