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  • One thing to keep in mind is that A sufficiently powerful and motivated sorcerer could create whole new kinds of exalted tier beings.

    Maybe there's a Solar Tomb-Manse somewhere where a first-age solar's experimental Dragonblooded replacements sleep in suspended animation, or even in a secluded shard-world where they've been growing in numbers and knowledge since their creator fell.

    Now it's up to a newly awakened solar to find his old home before the Death lord that was once his previous self can secure them.
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  • I'm playing with a few concepts:

    1.) Mortal sorcerers can crack their souls open to allow them to better manipulate the essence of the world. This lets them develop a mote pool, but permanently disfigures their souls such that they cannot be reincarnated should they die.

    2.) Grafting an elemental into a person to create a fused life form or a symbiotic pair.

    3.) Create weapons and armor with animating spirits who can use charms while wielded by mortals.
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  • A Not Quite Simple Soul
    replied to Great news for Lunar fans!
    I think you're overstating it. The Dragonborn could have set themselves up into a position where they could make the claim to being the ones keeping creation together, but it's pretty clear they're doing a poor job of it, and the lunar are pretty terrible at it too.

    That said, it does play into the importance of the solaroids, the Lunars and the DBs are in a stalemate. Without the disruption caused by the Solars coming back en masse, there'd really be very little to break the stasis.

    So in that respect the solars really do need to be the initial focus, because without...
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  • A Not Quite Simple Soul
    replied to Great news for Lunar fans!
    The Lunars, DBs, and Solars are kind of the most important exalted in the world currently, frankly all three could make a case for initial release rights based on how much they define the setting.

    As much as I want the exigent charm guidelines, if i was determining release order those would be the first three books with arms of the chosen and exigents being on the second priority tier.
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    Last edited by A Not Quite Simple Soul; 08-13-2017, 01:36 PM.

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  • Assuming said icewalker knows said glassmaker exists? It probably depends on a few things.

    First of all the farther you get from the Isle and the Immaculates the less of a concern the wyld hunt becomes and the more likely the local gods may grow bold enough to enslave the local mortal populace and force some warped vision of reality upon them in order to monopolize their worship.

    However barring such shenanngians, organized faiths tend to be more about who or what gets the most worship and when. If only because the Immaculates made it that way by defining the term in...
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    Last edited by A Not Quite Simple Soul; 08-11-2017, 02:33 AM.

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  • I think it might also be why the sids need to put so much effort into tracking down and training their pre-exalts early, get them enmeshed with other sids and Yu-Shan so when that happens everything they care about is already immune to the effect.
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  • A Not Quite Simple Soul
    replied to Shard: Endless Night
    Well I think it's honestly very intriguing, the idea of a world lit by three dancing moons, ruled by lunar lords ringing a sidereal deliberative in the center, a world wracked with a different kind of ruin, but standing strong... Marvelous.

    I think we either need more or less of Uranus though. Frankly it kind of feels like the whole thing could be set up without her. The death of the sun and moon would have been the failsafe instead of the great curse and boom badda bing she's officially irrelevant and nothing else about the setting so far would change. Maybe if you tied her existence...
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  • A Not Quite Simple Soul
    replied to Healing Potions [PEACH]
    Not the whole charm! Just the rolling format. Whatever rolling system the charm used, but instead of using the Solar's actual rolling power which would easily be 10-24+ dice depending on how much the solar gives a crap, just use a smaller number of die set by the potion power....
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  • A Not Quite Simple Soul
    replied to Healing Potions [PEACH]
    Well without understanding the opportunity costs I can't really say much more than: consider mimicking one of the medicine charm rolls for healing using a number of dice set by the potion's strength instead of someone's ratings, and no dice or willpower bonuses can be applied... well maybe the person drinking can use a willpower to boost the healing roll, but that'd be about it. I understand the need to control the amount of healing, but it seems like there's simpler ways to do that than running through that point system.
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  • A Not Quite Simple Soul
    replied to Healing Potions [PEACH]
    You have a mechanic, the problem is that you're not specifying the costs involved. it's hard to judge this if we don't know what it costs, how it's made, and/or if a player could make them.

    Once thing I do wonder based on what you have is why you decided on the convoluted point scheme? Why not simply x health levels based on the strength of the potion?
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  • Well that's not really...

    Look it's problematic for reasons that have nothing to do with my specialist hack or evolution.

    1.) It's a flat pain to deal with. In order to run an encounter with multiple sliver types, especially one where the PCs occasionally kill some of the specialists you'll have to deal with the stats of all your slivers fluctuating wildly as specialists die and possibly get replaced. You have to maintain an amalgamated stat block with the highest ratings in a given stat of any sliver still on the field meaning the you have to stat a new monster as prepwork...
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    Last edited by A Not Quite Simple Soul; 08-01-2017, 03:41 PM.

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  • Well the problem isn't the charms, or not just the charms. The problem is that the crafting skill reduces everything to a dot rating and then tells you to either use a preprinted artifact or make one up yourself.

    The system is so free form that it's entirely dependent on that artifact rating, and puts all the work on the players/storyteller.

    Even a lot of the re-writes i've seen don't address that core issue.

    I'm have tempted to scrap it and kit bash a new one based on tephra.

    Each major craft type would have basic versions: like swords, shields,...
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  • I don't quite get how the stat equalizing thing would make them less likely to overrun everything. Since its based on the highest it means they can can make one or two hyper specialized slivers for each stat and become a tribe of Mini-UCs.

    Taking it away makes them less likely to own everything, and also makes drones more useful since they can have good overall stats without the weaknesses of the specialists even if they don't have the stats to take as much advantage of any particular specialist charms the way their actual owners can.

    Another thing to consider is that...
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    Last edited by A Not Quite Simple Soul; 08-01-2017, 05:11 AM.

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  • The big problem here is what happens when you unlock evocations and then uncommit the willpower?


    More generally the problem is that the crafting system in exalted 3e is very generalized. In order to have special effects for doing something specific you have to make them up. Frankly, I was more than a little disappointed that a skill with so many charms basically put all the design work on the shoulders of the GM and players.

    As for mechanical effects of binding a demon into a tool or weapon... well why not allowing people who use the tool/weapon to access the demon's...
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  • I think the second line about stats equaling out, is a mistake.

    1. It doesn't really mesh with slivers. Their inherent stats stay a part of them, if a Muscle sliver and a Pulmonic sliver both stand next to each other the pulmonic sliver is still bigger and badder than the muscle sliver, they're both just bigger and badder than they were separately.

    2. It'd be a pain to keep track of.
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A Not Quite Simple Soul
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