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  • Jefepato
    replied to Ask the Devs v2
    Can you choose not to apply automatic successes from a Charm to your roll if you'd rather spend motes on an Excellency for actual dice instead?

    For example, let's say our Solar hero is using Ancient Tongue Understanding + Six Eternities' Travail, mainly because Six Eternities' Travail is currently the only real dice trick for Occult rolls. Can his player choose not to use the automatic successes from Ancient Tongue Understanding and just fire off a full Occult Excellency instead, to maximize his chance at rolling 10s for those additional SET dice?
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  • Have they actually stated this somewhere?

    Adamant Circle workings require a lot of successes. I don't think adding a few more dice tricks would make them trivial to achieve at all, and buying deeper into the Occult Charm tree in exchange for not having to stack quite so many Means onto your workings doesn't seem like an unreasonable tradeoff....
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  • Anyway, something I've noted before is that mortal sorcerers aren't going to be much use at high-Finesse workings -- so ironically, mortal sorcerers might end up seeming even weirder than Exalted sorcerers, because whatever their projects are have taken forms they didn't have the strength to plan out fully.

    You really need that Occult Excellency, at minimum, to hit those bigger numbers. (I don't think there are many Occult dice-trick Charms in print -- I think Ancient Tongue Understanding and that one upgrade from Miracles of the Solar Exalted might be the only ones? -- but there's...
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  • Did you select "with replacements?"

    Because selecting "without replacements," which seems to be the default option, would give you exactly the problem just described.
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  • Jefepato
    replied to Ask a question, get an answer
    This might be more of a 2.5 question. I'm not really sure if the rules about ghosts have changed (or will change) in 3rd edition.

    Does every human who dies generally have the choice between entering Lethe and landing in the Underworld as a ghost?

    I've been reading Masters of Jade. It's mentioned that Guildsmen really don't want to die without a lot of grave goods, because the many people whose lives have been ruined by the Guild will be waiting for them in the Underworld. And especially rich Guildsmen even have their slaves killed as part of their grave goods, dooming...
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  • Jefepato
    replied to Sorcery Workshop
    If that's all the spell does, it isn't a terribly powerful effect by Exalted standards -- after all, you still need to cook and distribute the stuff if you're feeding a group of people, and it certainly doesn't make for a healthy diet on its own. (Obviously still valuable if you're dealing with a famine or extreme poverty, of course.) So you should probably get a lot of rice and grain out of this.

    Maybe one casting gives you enough rice and/or grain to feed a battle group of Size (sorcerer's Intelligence) for a day? Or maybe more than one day? I'm having trouble visualizing the...
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  • Jefepato
    replied to Sorcery Workshop
    I guess if you're going to try and balance spells by economic impact (probably not the best way to balance anything), then the demon-summoning spells are likely to beat any number of mundane animals you could create. A few hopping puppeteers (to give one example) could put a city's worth of masons out of business.

    (The control spell effect could get a bit wild if some Marukani sorcerer starts turning his prize horses into a lot of prize horses, but a sorcerer who's serious about animal breeding could do far crazier shit than that anyway.)

    I'm certainly open to further...
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  • Jefepato
    replied to Sorcery Workshop
    That's not a bad idea. In retrospect, I don't think mortal sorcerers should necessarily be limited to creating only one sheep at a time -- that feels kind of weak, however miraculous the spell itself may be.

    Maybe instead of depending on the sorcerer's traits, it should just be a flat number based on creature size? Two dozen small birds, one dozen chickens, half a dozen sheep, or two cows? (I have no idea what's appropriate, honestly.)...
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  • Jefepato
    replied to Sorcery Workshop
    So I guess this is the thread for custom sorcery spells? I was going to just post in the Sorcerous Workings thread, but if nobody minds me bumping an older thread then here's an idea I had earlier.

    Honestly, I was originally thinking of more interesting ways to produce food than Food From the Aerial Table, and I ended up with this weird concept. The original idea was something like "what if you used a sorcerous working to give someone an ability similar to the Second Bread thaumaturgy ritual," but I decided that something too similar to an existing power wasn't a great...
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  • Jefepato
    replied to Ask a question, get an answer
    I like this a lot. I'd like to suggest an additional effect:

    A repurchase (requiring Craft 4, Essence 2) allows the Solar to do the same thing with a Major project (increasing the duration of the Charm to "one project" as appropriate), but observers must have at least one dot in a relevant Craft ability to take advantage of the effect. (The Solar can definitely lead a group of amateur blacksmiths in forging good-quality weapons, but someone who has no idea how to use a forge can't join the fun.) A Solar with Craft 5 may apply this effect to non-magical superior projects...
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  • Jefepato
    replied to Ask the Devs v2
    The bit about Divine Mantle does bring me to another question.

    Certain spirit Charms specify the use of a particular weapon. Ahlat's Blood Kisses Sand mentions using Bloodspike specifically; ditto with Horizon-Breaker Shot and Glad-of-War, and Octavian's Crimson Spray Blur and the staff Equitable Resolution.

    Does that mean that the Charm actually can't be used without that weapon? Is Blood Kisses Sand an Evocation of Bloodspike, for example?

    In other words: if a Solar manages to get hold of Ahlat's Charms via Divine Mantle, can he use Horizon-Breaker Shot...
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  • Jefepato
    replied to Ask the Devs v2
    Solars and Lunars both have several Charms out there for gaining the use of spirit Charms, which is cool. However, I've noticed that any Lunar with God-Body Consumption can choose to spend XP to learn Eclipse-tagged Charms permanently without committed Essence, while Solars don't seem to have any way (using currently printed Charms) of doing that without the actual Eclipse anima power.

    Is that deliberate, or should it be at least possible for non-Eclipse Solars to join the fun? Are spirit Charms somehow more appropriate to Lunar themes than Solar themes in general, or is it just...
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Jefepato
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