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[PEACH] Solar Thrown Charms for different fighting style (11 Charms)

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  • [PEACH] Solar Thrown Charms for different fighting style (11 Charms)

    So, after some thinking I decided to write few additional Charms for Thrown, as unfortunately at this moment Thrown narratively works perfectly for silent assassins – but not for many other types of characters. This is my second post with Charms for Thrown, upgraded after looking at other discussion about this problem. I have also updated Danmaku Charms for this post.
    Charms here are made into two trees – one “general” style Charms usable by any style Thrown based character and the second one, based on Danmaku style games (Touhou especially) and their stylish displays of powerful, yet beautiful and very visible attacks.
    These Danmaku Charms are cannibalization of Aquamarine Bullets of Friendship Style, my Sidereal Martial Art written for 2,5 Edition. I would also like to use this place to ask – what do you think about martial arts style with similar effects and added theme of friendship though defeat as Celestial Martial Arts? Because it will take few years until we get Sidereals and I’m thinking about rewriting my style as Celestial before then.
    Please evaluate all Charms and comment honestly, I want to eventually upgrade their mechanics.


    General Thrown Charms:
    World-As-Weapon Meditation
    Cost: 1 or 3m; Mins: Thrown 3, Essence 1
    Type: Reflexive
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Precision of the Striking Raptor
    Coin in a purse, pebble on road, playing card on casino table, pillow in bedroom, broken granite column in temple of old... Solar is never without weapon. All items in the world are deadly weapons in the Solar's hands.
    The Solar may pay one mote while declaring her attack to Reflexively take draw/ready weapon action, and may use absolutely any object as a light mundane thrown weapon with Medium range. Such weapons can deal Bashing or Lethal damage, depending on Solar choice. If it’s dramatically appropriate Solar can use this Charm to throw much bigger projectiles, like giant stones, broken pillars or bodies of her enemies, if she can pick them up and reasonably throw (with Feats of Strength). Using the Charm in this way cost 3m. Such heavy objects gain stats of Medium or even Heavy mundane weapons.
    This Charm upgrades at Essence 3, giving all items used with it stats of appropriate Artifact Thrown weapons.
    Comment: Based on Improvised Assassin’s Trick from 2nd Edition Abyssals and http://forum.theonyxpath.com/forum/m...-thrown-charms Sanctaphrax’s Charms.

    Sight Beyond Sight
    Cost: 3m ; Mins: Thrown 4, Essence 1
    Type: Supplemental
    Keywords: Dual
    Duration: Instant
    Prerequisites: Angle-Tracing Edge
    Nothing can obscure target from Solar, as her inner calm and mastery of her weapon allows her to never miss her mark – for true masters cutting a single wing of an fly in storm of century is nothing more than child’s play.
    Any attack supplemented by this Charm ignores all penalties to Solar’s accuracy, be it greatest storms or pitch darkness. It doesn’t however allow for attacks beyond weapon maximum range without additional magic.
    Comment: Combined Sight Without Eyes and There Is No Wind for Thrown, weaker by not allowing unlimited range sniping.

    Eyes as Daggers Trance
    Cost: 3m; Mins: Thrown 5, Essence 3
    Type: Supplemental
    Keywords: Dual
    Duration: Instant
    Prerequisites: Sight beyond Sight
    Nothing can compare with speed and precision of Solar who mastered her throwing skills. Her eye and hand are one and time itself seems to stop as she takes aim.
    This Charm allows for making attack up to medium range without taking Aim actions. If Aim action is taken before supplemented attack up to medium range add Aim dice to the post-soak damage of a withering attack, or to the raw damage of decisive attack.
    At Essence 4 this Charm upgrades, allowing attacks made at short or close range to automatically add Aim dices to damage even when no Aim action was taken.
    Comment: Based on Kiss of the Sun Concentration from Righteous Devil Style.

    Raptor Encircling Prey
    Cost: 5m, 1wp ; Mins: Thrown 4, Essence 2
    Type: Simple
    Keywords: Perilous
    Duration: One scene
    Prerequisites: Shower of Deadly Blades
    As the Solar throws her weapons around her, they move faster as eyes can follow. Solar stands inside whirlwind of blades, deadly and unstoppable as her enemies cannot approach her or be cut into ribbons.
    When this Charm is active, Solar rolls (Essence) with tag Overwhelming (Essence/2, rounded up) dices on each turn to inflict withering damage on all other characters within close range. This effect doesn’t increase Solar Initiative. At Essence 4+ this Charm works up to short range. Against enemies in Initiative Crash and trivial opponents this Charm constitutes an environmental hazard (Damage (Solar’s Essence) L/action, Difficulty (Solar’s Essence+2) ) resisted with (Dexterity+Dodge).
    Additionally, it becomes difficult to target the Solar through the whirlwind of blades, as they obscure the sight, and their physical power changes course of blows; attacks suffer an penalty of [Half of Solar’s Essence, round up].
    This Charm automatically deactivates if Solar suffers Initiative Crash – all weapons instantly fall to the ground.
    Special rules: This Charm can be used as alternative prerequisite for buying Shadow Wind Slash and Cutting Circle of Destruction.
    Comment: Based on 3RD Edition anima flux, 2nd Edition Orbital Impact Storm, Inugami Touhou-themed 2ed Solar Thrown Charm and my homebrew Bullet-Patterns of Love from my Aquamarine Bullets of Friendship Style. This Charm is Danmaku version changed in style for more general use and with safe bashing effects removed.

    Sunlight Burst
    Cost: 3m; Mins: Thrown 5, Essence 3
    Type: Supplemental
    Keywords: Dual
    Duration: Instant
    Prerequisites: Blades of the Sun (or if you don’t want to use Danmaku Charms, Precision of the Striking Raptor and Cascade of Cutting Terror)
    Few weapons are able to contain power of Solar Exalted. While throwing her blade Solar can fill it with her own Essence and then, upon reaching her opponent, weapon explode with tremendous force in beautiful display of Solar essence.
    This Charm boosts the damage of an attack based on the distance it’s made from, adding +4 against an enemy at close range, +3 against an enemy at short range and so on. This bonus is added as successes on a withering attack or dice on a decisive attack. Few weapons can contain such power – any created from pure Essence or mundane weapon used for such attack is instantly destroyed.
    This Charm is specifically incompatible with attacks made from Stealth or Ambush, as Solar Essence burns to bright to allow for such treachery.
    Comment: Based on Phoenix Flies on Golden Wings from Righteous Devil Style.

    Blade Following Blade Approach
    Cost: 6m, 1wp ; Mins: Thrown 5, Essence 3
    Type: Simple
    Keywords: Perilous, Withering-only
    Duration: Instant
    Prerequisites: Shower of Deadly Blades
    Calling upon her inner eye and her ultimate speed, Solar throws blade after blade, stopping enemies in their tracks.
    The Solar may draw multiple thrown weapons and attack a single target repeatedly, launching multiple withering attacks until she either misses or crashes her opponent. Blade following Blade Approach can only be used within short or close range, and can’t be used on targets already in crash. Used against a battle group, the Solar attacks until she misses or depletes the group’s Magnitude.
    At Essence 4+, the Solar gains one point of temporary Willpower when she crashes a foe with this attack.
    Special rules: This Charm can be used as alternative prerequisite for buying Cutting Circle of Destruction.
    Comment: Just Revolving Bow Technique for Thrown.

    Returning Sunrise Strike
    Cost: 3m; Mins: Thrown 4, Essence 2
    Type: Reflexive
    Keywords: Withering, Perilous
    Duration: Instant
    Prerequisites: Angle-Tracing Edge
    Solar’s blades always find it’s mark – that’s sure. But if the Solar wishes, by her will one weapon will strike her enemies as long as she desires.
    This Charm can be used to repeat any Withering attack the Solar makes. Whether or not it hits, after resolving attack Solar can reflexively pay 3m to make the weapon continue of its own volition, looping back to strike at the opponent again. At the start of the target’s next action, the attack repeats, effectively being thrown at them a second time. The Solar does not need to be in range for this effect to take place, though if she is she can enhance the repeated attack with Charms as normal.
    This repeated strike is aborted if the weapon in question is destroyed or “disarmed” before it can make its attack (this requires an attack roll at a difficulty of [Solar's Thrown] and a -3 penalty, targeting the weapon in question), or if the thrower recalls it herself by using different magical effect.
    After completing its repeated strikes, the weapon reacts as it normally would, generally by falling to the ground or returning to its master’s hands.
    Comment: Based on Revlid’s Returning Sunrise Strike for 2nd Edition (unfortunately cannot link, it was posted on old WW Exalted forum)


    Danmaku Charms:
    Blades of the Sun
    Cost: 5m, 1wp ; Mins: Thrown 2, Essence 1
    Type: Simple
    Keywords: None
    Duration: One scene
    Prerequisites: Cascade of Cutting Terror
    Looking for weapons or scavenging them is below Chosen of the Sun. Why scavenge weapons from enemies, when you can call upon your own birthright to shape blades from Essence itself?
    Upon activating this Charm hundreds of throwing weapons start circling around Solar, all of them constantly moving, but all always within his grasp. Those weapon are not real, only a mere phantasms of blades crafted from all colors of sunlight – at least, while not held or thrown by Solar. When this Charm is Active, Solar is considered to always have a weapon Readied as long as she has at least one hand empty – she can choose any weapon summoned by this Charm. She can Reflexively change Readied weapon with any other weapon summoned by this Charm, or Ready another one after throwing first. While Solar holds weapon summoned by this Charm, such weapon becomes real in every way and remains in this state until striking enemy upon being thrown or if it is separated from Solar for more than One Action. In such situation weapon disappears and then materializes again among hundreds of other phantasmal weapons encircling Solar.
    Upon learning this Charm Solar must choose [Essence/2, rounded up] templates of weapons he will be able to summon with this Charm. He can add new templates (but not change previous) upon raising in Essence. When activating this Charm, Solar can choose to summon all or only some of the templates available to him. This Charms allows creation of any base quality mundane weapons.
    Solar may reflexively choose whether or not these weapons inflict lethal damage on character to character basis; if she chooses to inflict bashing damage, no damage from this weapons can injure a character further than Incapacitated.
    Upon reaching Thrown 5, Essence 3, all weapons created by this Charm are automatically upgraded to their artificial versions.
    Comment: Glorious Solar Sabre for Throwing Weapons (or old edition Fiery Solar Chakram).

    Wondrous Missile Curtain Pattern
    Cost: 5m, 1wp ; Mins: Thrown 4, Essence 2
    Type: Simple
    Keywords: Perilous
    Duration: One scene
    Prerequisites: Blades of the Sun
    As the Solar throws her phantasmal weapons around her, they move as fast as if creating new galaxy of light. Upon activation, shimmering light encircles Solar, taking form of constellation of miniature suns and light beams orbiting her person at enormous speed.
    When this Charm is active, Solar rolls (Essence) with tag Overwhelming (Essence/2, rounded up) dices on each turn to inflict withering damage on all other characters within close range. This effect doesn’t increase Solar Initiative. At Essence 4+ this Charm works up to short range. Against enemies in Initiative Crash and trivial opponents this Charm constitutes an environmental hazard (Damage (Solar’s Essence) L/action, Difficulty (Solar’s Essence+2) ) resisted with (Dexterity+Dodge). Solar may reflexively choose whether or not these projectiles inflict lethal damage on character to character basis; if she chooses to inflict bashing damage, no damage from this hazard can injure a character further than Incapacitated. Solar may exclude every person to whom he has some positive Intimacy from suffering effects of this Charm.
    Additionally, it becomes difficult to target the Solar through the shining lights, as their colorful display obscure the sight, and their physical power changes course of blows; attacks suffer an penalty of [Half of Solar’s Essence, round up].
    This Charm automatically deactivates if Solar suffers Initiative Crash.
    Special rules: This Charm can be used as alternative prerequisite for buying Sharp Hand Feint.
    Comment: Based on 3RD Edition anima flux, 2nd Edition Orbital Impact Storm, Inugami Touhou-themed 2ed Solar Thrown Charm and my homebrew Bullet-Patterns of Love from my Aquamarine Bullets of Friendship Style. This Charm can also be easily changed in style for throwing normal weapons around Solar if someone doesn’t want Danmaku effects.

    Sunlight Burst
    Cost: 3m; Mins: Thrown 5, Essence 3
    Type: Supplemental
    Keywords: Dual
    Duration: Instant
    Prerequisites: Blades of the Sun (or if you don’t want to use Danmaku Charms, Precision of the Striking Raptor and Cascade of Cutting Terror)
    Few weapons are able to contain power of Solar Exalted. While throwing her blade Solar can fill it with her own Essence and then, upon reaching her opponent, weapon explode with tremendous force in beautiful display of Solar essence.
    This Charm boosts the damage of an attack based on the distance it’s made from, adding +4 against an enemy at close range, +3 against an enemy at short range and so on. This bonus is added as successes on a withering attack or dice on a decisive attack. Few weapons can contain such power – any created from pure Essence or mundane weapon used for such attack is instantly destroyed.
    This Charm is specifically incompatible with attacks made from Stealth or Ambush, as Solar Essence burns to bright to allow for such treachery.
    Comment: Based on Phoenix Flies on Golden Wings from Righteous Devil Style.

    Blades-as-Shields Method
    Cost: (+3m) ; Mins: Thrown 5, Essence 2
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: Blades of the Sun
    Upon learning this Charm, Solar’s phantasmal blades take on more material form, moving around Solar to stop all danger to her by swatting attacks away.
    This Charm is permanent upgrade to Blades of the Sun, allowing Solar to increase its cost by 3 motes when activating it and giving it additional effects. As long as Blades of the Sun is active, Solar can parry all attacks as if she was wielding medium artificial weapon with Shield tags, using her (Dexterity + Melee) or (Dexterity + Thrown) dice pools. She can use additional Melee Charms to support this parry only if she is using her (Melee) dice pool. Additionally, she is considered to be always behind Heavy Cover as long as Blades of the Sun is active.
    Comment: Some defense in Thrown is nice.

    Shining Missile-Curtain
    Cost: (+3m) ; Mins: Thrown 5, Essence 3
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: Blades-as-Shields Method, Wondrous Missile Curtain Pattern
    By learning this Charm Solar becomes capable of bending and changing movements of every part of her constellation of light, created by Wondrous Missile Curtain Pattern, allowing her to create delicate images and patterns from her light bullets.
    This Charm is permanent upgrade to Wondrous Missile Curtain Pattern, allowing Solar to increase its cost by 3 motes when activating it and giving it additional effects. At the beginning of her Action Solar can reflexively decrease withering damage amount dealt by Wondrous Missile Curtain Pattern up to zero. For every dice taken from damage dices, Overwhelming tag decreases by one. For every point of sacrificed damage all of the Solar’s withering attacks against her enemies remaining inside Wondrous Missile Curtain Pattern are enhanced by one non-charm dice added to her Thrown attacks accuracy as the delicate patterns of her constellations guides enemies exactly where she wants them to be.
    Comment: I consider creating displays of danmaku guiding enemies exactly where you want them to be to hit them with powerful attacks as very interesting mechanics.

    Glorious Spark or Solar Mastery
    Cost: 6m, 3a, 1wp ; Mins: Thrown 5, Essence 4
    Type: Simple
    Keywords: Decisive-only
    Duration: Instant
    Prerequisites: Fiery Solar Chakram, Wondrous Missile Curtain Pattern
    Taking upon her positive feelings and shaping them into weapon to protect her friends, Solar gather her anima into tremendous display of her proves, throwing pure beam of light and energy against her foes.
    The attack ignores the range of her weapon, and can be made from medium or long range without an aim action, or extreme range with an aim action. Solar gains full dice benefits of having used a full Thrown Excellency on this attack. The Solar must have higher Initiative than her target to use this attack; the conjured beam does not use the Solar’s Initiative to do damage, but instead has a raw damage equal to her current temporary Willpower multiplied by one or the rating of any positive Intimacy she is trying to uphold or protect. Any target between Solar and her main target with Initiative lower than Solar is also hit, but only with raw damage equal to her current temporary Willpower.
    Solar may reflexively choose whether or not that beam inflict lethal damage on character to character basis; if she chooses to inflict bashing damage, no damage from this attack can injure a character further than Incapacitated. Solar may exclude every person to whom he has some positive Intimacy from suffering effects of this Charm.
    Using this Charm sets her anima back to the dim level, and in order to use it again, the player must make three separate stunts in which her anima grows while she begins to produce the strength to unleash another Glorious Spark or Solar Mastery. These stunts must always be related to the Intimacy used to unleash Glorious Spark or Solar Mastery.
    This Charm is specifically incompatible with attacks made from Stealth or Ambush, or Observer-Deceiving Attack as Solar Essence burns to bright to allow for such treachery.
    Comment: Parts of Fiery Solar Chakram, Solar Spike and Cascade of Cutting Terror combined to form new Charm.
    Last edited by Daerian; 06-01-2016, 11:43 AM.


    My homebrew/rewrites:
    2nd->3rd Edition Sorcery Spells Rewrite
    Talisman of Ten Thousand Eyes Evocations
    Solar Occult Charms for Sorcerers
    Solar Thrown Charms (with Solar Danmaku Charms)

  • #2
    Yyyyyeeeessssss.

    Yes, this is beautiful.


    Iä! Iä! Moe fthagn!

    Comment


    • #3
      Now I can finally make my Reimu Twilight


      Read my shit at my homebrew topic, 2.5e and 3e material!
      Play Alchemical's in 3e now, you're welcome.

      Comment


      • #4
        These are nifty, but look familiar...

        In such situation weapon disappears and then materializes again among hundreds of other phantasmal weapons encircling Martial Artist.
        ... Wait, Martial Artist? Wait a minute, I vaguely remember someone on the old forum making a Sidereal Martial Art that was basically "Touhou Kung Fu".

        I mean, no harm in taking some inspirations from another project. Though you might want to look out for typos like this.


        Disclaimer: I'll huff, grump, and defend my position, but if you're having fun I'll never say you're doing it wrong.

        Comment


        • #5
          I don't feel up to a proper analysis, so this is just at-a-glance stuff...

          The accuracy boost of Sight Beyond Sight feels redundant with Precision of the Striking Raptor.

          Wondrous Missile Curtain Pattern is pretty cool, but seems overly powerful even though it'll always be soaked down to minimum damage.

          I don't think imitating Solar Spike is a great idea from a balance perspective.

          Comment


          • #6
            Thanks for all comments :-)

            Originally posted by Kyman201 View Post
            These are nifty, but look familiar...
            ... Wait, Martial Artist? Wait a minute, I vaguely remember someone on the old forum making a Sidereal Martial Art that was basically "Touhou Kung Fu".
            I mean, no harm in taking some inspirations from another project. Though you might want to look out for typos like this.
            This is my previous project, as written in opening statement ;-) It's nice someone remember
            Thinking about rewriting it and making it Celestial this time around because we won't get Sidereal MA for long time, but not sure. Typos corrected.

            Originally posted by Sanctaphrax View Post
            The accuracy boost of Sight Beyond Sight feels redundant with Precision of the Striking Raptor.
            Indeed, removed. Cost decreased by 1m.

            Originally posted by Sanctaphrax View Post
            Wondrous Missile Curtain Pattern is pretty cool, but seems overly powerful even though it'll always be soaked down to minimum damage.
            I think in practice this one will be not that much stronger than anima flux and/or 1-2 dodge Charms for Initiative Shifting.

            Originally posted by Sanctaphrax View Post
            I don't think imitating Solar Spike is a great idea from a balance perspective.
            Well, Solar Spike is still much stronger in Archery thanks to all it's sniping boosts and his own upgrade Charm. Ultimate attack based on Intimacy is very much in style for Danmaku Thrown and I decided to use modified Charm considered allowable by official creators, while removing possible balance issue (Ambush/Stealth boosts)... which seems I have forgotten to write, talking only about breaking stealth. Corrected ("This Charm is specifically incompatible with attacks made from Stealth or Ambush, or Observer-Deceiving Attack as Solar Essence burns to bright to allow for such treachery."). Not that it would be easy to Stealth/Ambush someone with bonfire anima until we get Crystal Chameleon back ;-)

            Originally posted by Sandact6 View Post
            Now I can finally make my Reimu Twilight
            Glad to help ;-) But isn't she more of Zenith, while Marisa is Twilight ?
            Last edited by Daerian; 05-30-2016, 02:06 AM.


            My homebrew/rewrites:
            2nd->3rd Edition Sorcery Spells Rewrite
            Talisman of Ten Thousand Eyes Evocations
            Solar Occult Charms for Sorcerers
            Solar Thrown Charms (with Solar Danmaku Charms)

            Comment


            • #7
              Originally posted by Daerian View Post
              This is my previous project, as written in opening statement ;-) It's nice someone remember
              Thinking about rewriting it and making it Celestial this time around because we won't get Sidereal MA for long time, but not sure. Typos corrected.
              *Double-checks*

              ... So you did. Well, I shared this with a friend of mine who DOES play a Night with Thrown, and he especially liked the "Surprise! Splody Knife!" charm


              Disclaimer: I'll huff, grump, and defend my position, but if you're having fun I'll never say you're doing it wrong.

              Comment


              • #8
                Small thing I just noticed: Sight Beyond Sight has min Thrown 3 and prereq Angle-Tracing Edge. Angle-Tracing Edge requires a min Thrown 4.


                Book of the Emerald Circle
                Custom Sidereal Charms
                Expanded Sidereal Linguistics

                Comment


                • #9
                  Originally posted by Kyman201 View Post

                  *Double-checks*

                  ... So you did. Well, I shared this with a friend of mine who DOES play a Night with Thrown, and he especially liked the "Surprise! Splody Knife!" charm
                  Happy to help :-)

                  Originally posted by Limited Reagent View Post
                  Small thing I just noticed: Sight Beyond Sight has min Thrown 3 and prereq Angle-Tracing Edge. Angle-Tracing Edge requires a min Thrown 4.
                  Thanks, I first wanted to use Precision of the Striking Raptor as prerequisite and didn't change it after.


                  My homebrew/rewrites:
                  2nd->3rd Edition Sorcery Spells Rewrite
                  Talisman of Ten Thousand Eyes Evocations
                  Solar Occult Charms for Sorcerers
                  Solar Thrown Charms (with Solar Danmaku Charms)

                  Comment


                  • #10
                    Originally posted by Daerian View Post
                    I think in practice this one will be not that much stronger than anima flux and/or 1-2 dodge Charms for Initiative Shifting.
                    Anima flux doesn't really matter Charm-balance-wise because it's not purchase-able. But since you bring it up...anima flux is less damage, can't pierce Hardness, and doesn't apply a huge penalty to all attack rolls against you.

                    The penalty is, I think, the most powerful part of the Charm by a wide margin.

                    Comment


                    • #11
                      Thanks for opinions

                      Originally posted by Sanctaphrax View Post
                      Anima flux doesn't really matter Charm-balance-wise because it's not purchase-able. But since you bring it up...anima flux is less damage, can't pierce Hardness, and doesn't apply a huge penalty to all attack rolls against you.
                      Yes, but anima flux is also passive and free, not simple effect and not a dedicated Solar Charm ;-) There will probably be effects for strengthening anima flux (like Fire Dragon Style).

                      Originally posted by Sanctaphrax View Post
                      The penalty is, I think, the most powerful part of the Charm by a wide margin.
                      It can be easily ignored by Archery and new Thrown Charms, pretty sure you can write Charms for Melee and Brawl to ignore penalties too (they don't have them because there are not enough things applying penalties for Melee and Brawl, which I consider good place to design). However, if you feel it's too strong (I don't, but at the moment I'm theorycrafting) maybe moving this part to upgrade would be better?


                      My homebrew/rewrites:
                      2nd->3rd Edition Sorcery Spells Rewrite
                      Talisman of Ten Thousand Eyes Evocations
                      Solar Occult Charms for Sorcerers
                      Solar Thrown Charms (with Solar Danmaku Charms)

                      Comment


                      • #12
                        Originally posted by Daerian View Post
                        Yes, but anima flux is also passive and free, not simple effect and not a dedicated Solar Charm ;-) There will probably be effects for strengthening anima flux (like Fire Dragon Style).
                        The fact that it's passive and free means that it's allowed to be unfair. Simple Charms have to be reasonable.

                        Originally posted by Daerian View Post
                        It can be easily ignored by Archery and new Thrown Charms, pretty sure you can write Charms for Melee and Brawl to ignore penalties too (they don't have them because there are not enough things applying penalties for Melee and Brawl, which I consider good place to design). However, if you feel it's too strong (I don't, but at the moment I'm theorycrafting) maybe moving this part to upgrade would be better?
                        No, it should be removed entirely. Requiring another Charm purchase wouldn't make it fair.

                        The Solar Charms for removing the penalty don't matter. Who cares if a tiny fraction of your opponents can spend 3m per attack to ignore the penalty? You've still got a crushing advantage over that tiny fraction, and an even more crushing one against everyone else.

                        Also: "you can homebrew Charms to defend against this" doesn't make anything fair.

                        Comment


                        • #13
                          Originally posted by Sanctaphrax View Post
                          The fact that it's passive and free means that it's allowed to be unfair. Simple Charms have to be reasonable.
                          Without being aggressive or personal, I don't understand logic behind this sentence.

                          Originally posted by Sanctaphrax View Post
                          No, it should be removed entirely. Requiring another Charm purchase wouldn't make it fair.

                          The Solar Charms for removing the penalty don't matter. Who cares if a tiny fraction of your opponents can spend 3m per attack to ignore the penalty? You've still got a crushing advantage over that tiny fraction, and an even more crushing one against everyone else.

                          Also: "you can homebrew Charms to defend against this" doesn't make anything fair.
                          I was really finding it strange why are you so hellbent on small penalty comparable to bad light or high wind for most of games (which effects of this Charm perfectly models), until I saw somehow word "half" got eaten in formatting. It was supposed to be (Half of Solar's Essence, round up). Changing it now, full Essence was of course far too strong.


                          My homebrew/rewrites:
                          2nd->3rd Edition Sorcery Spells Rewrite
                          Talisman of Ten Thousand Eyes Evocations
                          Solar Occult Charms for Sorcerers
                          Solar Thrown Charms (with Solar Danmaku Charms)

                          Comment


                          • #14
                            That helps, but I still think it's worryingly strong. Persistent penalties are scary stuff.

                            Originally posted by Daerian View Post
                            Without being aggressive or personal, I don't understand logic behind this sentence.
                            If there's a choice, you have to balance each option against the other options. If there isn't, you don't. Stuff you get for free, like anima flux, is way less constrained balance-wise than Charms are.

                            Comment


                            • #15
                              Originally posted by Sanctaphrax View Post
                              That helps, but I still think it's worryingly strong. Persistent penalties are scary stuff.
                              On the other hand, that Charm's effects are something pretty much exactly defined as things giving these penalties and most players should be capable of giving such penalties to their enemies with stunts.


                              My homebrew/rewrites:
                              2nd->3rd Edition Sorcery Spells Rewrite
                              Talisman of Ten Thousand Eyes Evocations
                              Solar Occult Charms for Sorcerers
                              Solar Thrown Charms (with Solar Danmaku Charms)

                              Comment

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