Announcement

Collapse
No announcement yet.

What Breaks If......

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Ellis
    started a topic What Breaks If......

    What Breaks If......

    I've had a couple of weird and pretty game-rearranging ideas lately, which I don't think really rate their own thread, so I'm putting them here instead. Please, bring your own as well.
    1. What breaks if Infernals bring in their 2e themes of becoming Primordials, but instead of being Essence-based, they're Attribute-based? Lunars were the other splat defined by being (as opposed to Solars doing), and they were Attribute-based, on the basis that Attributes are what you are but Abilities are what you can do. Besides, the existing Charm trees break down fairly easily if you take each Yozi to cover four Attributes, so Infernals favor two Caste Attributes and two of their own. Most of the Green Sun Flare Nimbus stuff goes in Malfean Strength while the By Pain Reforged stuff goes in Malfean Stamina, as opposed to the Transcendent Desert Creature stuff in Cecilian Stamina. There's definitely a little reshuffling involved, though. Also, Shintai/DBT similarities? I'm just saying.
    2. What breaks if Sidereal Resplendent Destinies are more like Vancian magic (the less cool Vancian magic as opposed to Exalted sorcery, that is). I mean, one of the criticisms of DND magic is that it feels like Batman's utility belt, but a James Bond utility belt is exactly the feel Sidereals are going for with their closed Charmset already. Let them requisition/pray for uses of Charms or Resplendencies, even if they don't have them, and the Maidens in the form of the GM approve or even suggest them. I think it would be very in theme for a Sidereal circle in the middle of planning a battle to get approved for Efficient Secretary Technique and take it as a hint that they're missing something. This idea has been brought to you by the comic in MOEP Sidereals where they say they've been "all been granted Terminal Sanction", which doesn't really make sense otherwise but is in all other respects highly enjoyable.

  • Ghosthead
    replied
    If they can understand it, why can't they speak it? If they can speak it, why other languages? Tower of Babel problem. Not an insolvable question - perhaps it is taboo avoidance, other languages are preferred for ethnic marking etc. but a question nonetheless. Compounded if we go for take a sort of Saphir-Whorf esque stance that Old Realm is a particularly special vehicle of communication that would be preferred (which I can't remember if the text ever did!).

    On another game and setting tack, what happens to all the ancient texts with lost knowledge which only savants knowledgable in the Old Realm can read? Are those replaced with codes / ciphers / constructed languages to keep the setting function of making texts opaque?

    Leave a comment:


  • Accelerator
    replied
    I got a headcanon. But...

    What breaks if I make it so that Old Realm can be understood instinctively by anyone who hears or reads it?

    Leave a comment:


  • Grod_the_giant
    replied
    Originally posted by JohnDoe244 View Post
    What are you trying to achieve?
    Simplicity, mostly.

    Leave a comment:


  • JohnDoe244
    replied
    Originally posted by Grod_the_giant View Post
    ...I ditch Solar XP split and just give a flat ~8 xp per session?


    ...I ditch XP altogether and grant Bonus Points instead? Say ~2 per session.
    Solar XP is a really good incentive to round out your basic stats instead of buying more "kill things" Charms. The expression bonuses encourage roleplay and interesting group dynamics. I'd be more inclined to award Solar XP to the whole party than ace it entirely. What are you trying to achieve?

    I've awarded BP instead of XP on a 1-to-1 basis for years. Works great. Halving the rate should work fine too -- reasonably balanced characters should grow at roughly the same rate as if you were using XP. The reason I go 1:1 is because Charms are grotesquely overcosted in BP, meaning PCs who go heavy into Charms will lag in development compared to if they were earning XP. And also it fixes fractional problems with abilities that cost XP and don't have a BP cost.

    Leave a comment:


  • Epitome
    replied
    Solar exp exists to incentivize players to buy other things than Charms. Charms are such an incredibly superior investment that the devs literally had to create a separate exp that allows everything except Charms to get players to spend their exp on other things.

    So the worst case is your players will no longer buy anything but Charms.

    Using BP instead of exp should work fine, I think several people here do so.

    Leave a comment:


  • Grod_the_giant
    replied
    ...I ditch Solar XP split and just give a flat ~8 xp per session?


    ...I ditch XP altogether and grant Bonus Points instead? Say ~2 per session.

    Leave a comment:


  • JohnDoe244
    replied
    Originally posted by DrLoveMonkey View Post
    What breaks if I make Thunderbolt Attack Prana into a simple charm that keeps all the text is has now, except it lets you make an attack with any other close ranged ability, rather than supplementing an existing one.

    It mostly comes from my problem that most other effects seem pretty balanced from the standpoint of big epic effect costs big epic motes and willpower, and even then you approach a limit, but especially when supplementing Simple type charms like Heaven Sword Flash or Invincible Fury of the Dawn I find it just pushes it too far, especially for the relatively low cost.
    Could you use Supplemental Charms from the Combat Ability used to make the attack?

    Just read the text. Yeah, looks fine.

    Leave a comment:


  • DrLoveMonkey
    replied
    Originally posted by Chausse View Post

    Yeah sorry I read it a long time ago and kept the idea of double damage but without context or details. Maybe putting TAP Essence 3 might be good for me then if my next table goes for it
    Yeah, and if your group isn’t currently having a problem with it, like they’re not way overdoing it Essence 2 might just be fine anyway, I just think that even at 3 it’s balanced. Plus that was an athletics Supernal can do some really powerful combat thing right off the bat that sets him apart, while making the combat Supernal still better.

    Leave a comment:


  • Chausse
    replied
    Originally posted by DrLoveMonkey View Post
    Oh wait, you might mean the water melee signature Roaring River Slash, where you roll damage twice and add the result together? It’s a very similar effect but the charm itself as well as it’s context in the charmset, is very different. For one it’s a simple charm, and another it expends water aura, which mean together the only melee charms that can supplement it are the excellency and the one that ignores a few points of hardness, so there just isn’t that same potential to explode. Which is good, Solars are about combining ten different effects to blow up.

    Sometimes Solars and DBs get effects at the same Essence, like true flight, but they’re not always so easy to compare.
    Yeah sorry I read it a long time ago and kept the idea of double damage but without context or details. Maybe putting TAP Essence 3 might be good for me then if my next table goes for it

    Leave a comment:


  • DrLoveMonkey
    replied
    True, for a water swordsman being able to straight up double decisive damage is their special awesome power to punch above their limits, but for Solars, at least with TAP as written, it’s more the sauce to go on a lethal combo that can already kill almost anything, and ensure that it does 80% of the time or more.

    Leave a comment:


  • The Wizard of Oz
    replied
    It's also unusable by Air/Earth/Fire/Wood aspects in bonfire, due to the Aura requirement. Even for Water aspects, being in Aura when using melee (mostly Fire-aspected) is awkward.

    Leave a comment:


  • The Wizard of Oz
    replied
    It's also unusable by Air/

    Leave a comment:


  • DrLoveMonkey
    replied
    Oh wait, you might mean the water melee signature Roaring River Slash, where you roll damage twice and add the result together? It’s a very similar effect but the charm itself as well as it’s context in the charmset, is very different. For one it’s a simple charm, and another it expends water aura, which mean together the only melee charms that can supplement it are the excellency and the one that ignores a few points of hardness, so there just isn’t that same potential to explode. Which is good, Solars are about combining ten different effects to blow up.

    Sometimes Solars and DBs get effects at the same Essence, like true flight, but they’re not always so easy to compare.

    Leave a comment:


  • DrLoveMonkey
    replied
    Originally posted by Chausse View Post

    I was thinking Essence 3 is a lot because it's at the same Essence that Dragon Blooded got their Brawl signature Charm that has basically the same effect, and logically Solars access effects at a lower Essence level that Solars, but I'm not sure my reasoning makes sense
    Sorry, which signature charm does that? I might be missing something here...

    Leave a comment:

Working...
X