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  • I can't say I'm much of a fan for advance actions either, but at least it means my group is far more likely to play the game, and thus that I get to play the game.

    While flavourful mechanics are certainly important to make a game stand out, the by far most important part is that it's fun when playing the game.
    X-Again and Rote Action increases the fun by making you reroll specific dice (turning failures into successes, or successes into more successes).
    Advance Action is less fun because you reroll your dice pool again (i.e. just feels like more rolling, even if it's in...
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  • Tessie
    replied to Mummy: the Curse 2e Kickstarter
    I didn't. I quoted you on the mechanics of the first edition, expressing disappointment that they returned in second edition. If anyone thinks you commented on the team that works on 2e, then they've both misread the topic and the edition. I also specified which editions you worked on or not as to prevent other misunderstandings....
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    Last edited by Tessie; 11-14-2019, 07:23 AM.

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  • Tessie
    replied to Mummy: the Curse 2e Kickstarter
    It's not a deal breaker for me personally, but I'm a bit disappointed that it's included when another dev (who wrote for MtC 1e but not for MtC 2e) pointed out shifting target numbers as one of the mechanical failings of the game, and it's just going to be so messy combining it with other dice tricks, especially in roll-heavy groups like mine.

    It is, however, a deal breaker for my group. They're all oWoD veterans and never ended up playing MtC 1e because of shifting target numbers because of their experiences with oWoD difficulty. Now they're no longer interested in backing the book...
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    Last edited by Tessie; 11-13-2019, 02:44 PM.

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  • Tessie
    replied to Mummy: the Curse 2e Kickstarter
    Wow. I thought that was going to get cut for sure. Especially now that "target number" refers to a different thing in the system (extended actions, which are mentioned in the same preview)....
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  • Tessie
    replied to Strix origins
    What Requiem did was presenting multiple optional origins for both vampires on a whole as well as the individual Clans. Neither of them might be true. Strix are similarly hinted as the origin of fleshy Kindred, but that's also optional. That you assume that it's the canon origin for vampires is not indicative of any VtR/VtM mash up.

    Edit: Also, if they did want to bring in the VtM crowd, wouldn't they try for an origin story that is even remotely close to how it was in Masquerade?...
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  • Tessie
    replied to Torpor and vitae
    Don't know in first edition. In second edition the vampire is technically Torpid but there's no need to make a distinction since the automatic daily cost is gone and the vampire wakes up when unstaked.



    Technically you would heal the wounds in the health boxes, but end up with a cosmetic wound when the stake is removed. Leaving a weapon in the wound to prevent damage from being healed is part of the Kindred Duelling Fighting Style, which implies that anyone who does it without that Merit (or any other Merit doing the same thing) won't get the effect.
    It may sound...
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  • Tessie
    replied to Diablerising a strix
    Just make sure the players are aware of the risk and/or make sure it's reversible. I.e. the particular Strix that the PC attempted to diablerise is more than happy to make a deal with the other PCs for releasing their new puppet.
    I don't really see the point of messing with the Strix mentally, though. It's pretty on point for Strix to just screw Kindred over even in unexpected ways.



    For someone who argued there's no canon in VtR, you're awfully quick assuming a single, definite origin for vampires based on circumstantial evidence despite there being multiple optional...
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  • I would ignore the whole thing about the subject always taking a breaking point when the spell is cast. If they're unaware of the spell being cast, then they are only affected at the moment they become a Sleepwalker (which can be traumatic in its own right, but not an automatic breaking point for witnessing Supernal magic). Once the spell ends, the subject should always take a breaking point for having seen Supernal magic, just as the spell says.
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  • Tessie
    replied to Origins of Theban Sorcery?
    You mean betweeen the Theban (who's part of the Tremere backstory in Mage) and Theban Sorcery. That they share name is mentioned as an intentional potential connection and plot hook in a side bar in Left-Hand Path. Tremere is also connected to Strix (mentioned as breath-drinkers) and VII in similar ways.
    It's honestly quite difficult to theorise what the connection is because the Theban is only described through an unreliable in-setting document, as well as lack of overlapping themes between Theban Sorcery and the Tremere. You mention the health of a vampire's soul, but applying what's known...
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  • All Sleepwalkers together counts as the environment, and the environment Yantra grants a +1 bonus....
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  • Without major rewrites, basically not at all. For the vast majority of the time you'd be stuck only being able to observe as well as converse with the Bound. Since conversing with your Bound is the primary way to do anything at all in the game, you'll have to control them, and at that point you'll just play the Bound like you're doing in the vanilla game.
    Technically you could relinquish control of the Bound to the ST, but then it primarily becomes the ST narrating everything, and the players are relegated to in-character prompts to influence the ST's narration rather than actually play...
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    Last edited by Tessie; 11-10-2019, 06:44 PM.

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  • Tessie
    replied to How to Frame someone?
    Yeah, I'm actually proud of that. Since the system already favours open-ended investigations (i.e. the ST mostly just goes along with the players' suggestions, adjusting the culprit and motive and such by what's been revealed) it should work great for similar situations where the player characters manufacture an outcome.
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  • Tessie
    replied to How to Frame someone?
    You could use the Investigation system, but each Clue is not something you discover but false evidence you manufacture. Derive the number of Clues needed by the victim's traits somehow, modified by how easy or difficult it'd be to pin a particular crime on someone else.
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  • Tessie
    replied to Torpor and vitae
    You're forgetting both voluntary Torpor and Torpor from having no Touchstones. You can also feed someone in Torpor Vitae. It only wakes them up if the Blood Potency difference is large enough....
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  • Tessie
    replied to Horrors from mythologies
    Only if your player doesn't know how Beasts work and you don't make it clear that the Horror isn't the actual virgin Mary....
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  • Tessie
    replied to [2E] Durability of Materials
    The table from VtR 2e:
    1: Wood, hard plastic, thick glass
    2: Stone, aluminum
    3: Steel, iron
    +1: per reinforced layer



    Hardness is a very specific type of material resistance. Hard objects can still be very brittle, which would bring down their Durability. For example, porcelain has a hardness of 7 on Moh's scale, which would translate to Durability 6 with your method, and that's way too high for such a brittle material. Regular glass lands around 6 so Durability 5, which is also way too high.



    I would increase all of those...
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  • There's no reason why it wouldn't....
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  • Tessie
    replied to Horrors from mythologies
    If the character believes the Horror is the reincarnation of Mary, have the Horror be a monstrous version of Mary. What's the point in trying to look for other mythological monsters?...
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  • Not without homebrew....
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  • "What would it even be" style questions tend to sound very derisive. If you did ask in earnest, then I apologise....
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Tessie
Tessie
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Last Activity: Today, 06:34 PM
Joined: 05-27-2016
Location: Sweden
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