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  • Ferryman
    replied to Crafting for an army
    True. Thousand-Forge Hands does, however....
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  • Ferryman
    replied to Arms of the Chosen Preview
    Well sure. If you want to steal the mechanics it's probably pretty easy to lift them wholesale and just reskin them to something appropriate to the material in question. I don't think anybody can really argue with that. I certainly wouldn't.

    OTOH I'm not sure that's should always be true. And even when it is, I think that there is a case to be made that the thematics still matter and that preserving them via material associations can be important even if it never changes the roll of a single die. My Solar might choose to wield Stormcaller but hesitate to use it's mechanically indistinguishable...
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  • Ferryman
    replied to Arms of the Chosen Preview
    It's amazing to me that we can know enough about an unreleased book to be confident that the one previewed snippet available is flawed and needs to be changed.
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  • Ferryman
    replied to Ask the Devs
    First, congratulations guys!

    Second, thank you for doing this. You are both brave and fearless, and I hope you do not come to regret making yourselves available in this fashion.

    Third, a question! I saw that both Antagonists and Bestiary documents are on the radar soon. So since that's something I assume you guys have spent some time on, have you seen any evolution in your approach to presenting enemy blocks along the way? I know that the idea behind QCs was to streamline enemy combatants, but looking at say the Immaculate shikari in the Core book it's apparent that even...
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  • Ferryman
    replied to Arms of the Chosen Preview
    Yeah, it looks like Resonant and Dissonant are straight-up the Mastery and Terrestrial keywords for Evocations.
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  • Ferryman
    replied to Decay of Ages Past
    Seconding all of the above. I'm not an expert on this subject, but generally speaking: organic materials (wood, fiber, paper, vellum, etc) tend not to fare well in the long run. Dry, still, cool conditions can prolong the lifespan of such materials, while humidity and exposure to the elements (heat and light particularly) tend to accelerate them. In the long run they're usually doomed. Inorganic materials (stone, glass, metals) are much more likely to survive exposure and are more resistant to decay, but are still vulnerable to physical erosion (particularly abrasion and corrosion, but also thermal...
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  • Ferryman
    replied to Dragonblooded Inbreeding
    Keep in mind that the vagaries of genetics, just like the laws of subatomic physics, may not actually map directly to the metaphysical framework of Creation.

    Which is not to say that the Dynasty is just one big incest party. The typical responses from the devs have seemed to suggest that recognizable Earth-norms frequently (though not always) have analogues in Creation, but that the reasons for those norms might be different, non-sciency ones. The underlying forces that discourage inbreeding might not be about "genes" and might instead be something like a religious dictate...
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  • Ferryman
    replied to What is up with the Exalted line?
    An asshole's bad behavior is not someone else's fault. It's the asshole's fault. It's nobody else's responsibility to make up for their bad behavior.
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  • Also don't forget an important part of improvisational gaming is involvement from the players. Expecting one person to carry all the weight of constant creative improvisation can be exhausting for that person, particularly given the numerous other demands on a Storyteller's time and attention. A good improvisational game will have an expectation on the players to regularly volunteer their own clever ideas and help flesh out in the world around themselves as they move through it. So long as this is done in good faith, that kind of collaboration can be very satisfying and can take a lot of pressure...
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  • Ferryman
    replied to Glorious Solar Plate + MA
    That was literally the entire point of my previous post. But hey man, that's cool, I'll leave it be. I obviously can't change someone's mind if they not only disagree with the argument I'm making, but won't even acknowledge that I made it. You do you.
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  • Ferryman
    replied to Glorious Solar Plate + MA
    That's like saying my body ceases to have any weight when I put on a life preserver.



    But it is how words work....
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  • Ferryman
    replied to Glorious Solar Plate + MA
    "Natural language" :P
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  • Ferryman
    replied to Glorious Solar Plate + MA
    Because nowhere in the rules are armor traits ever presented a la carte. Armor classes are packages of traits that come bundled together. Part of that bundle is both the armor's Mobility penalty and the class (Light/Medium/Heavy) itself. You're trying to pretend that this is some strange warped misreading, but it's actually the only way the rules ever refer to armor mechanics. Taking the Soak and Hardness values of armor as somehow severable from that package's other qualities is by far the stranger reading, since there's no precedent for it in the book.

    Don't believe me? Let's see...
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  • Ferryman
    replied to Defending against exalted assassins
    Seconding this. It can be easy sometimes to fall into the trap of believing that the best/only way to defend against an assassin is to make yourself bulletproof. But most of the time - and especially when you are dealing with someone that has, ah, magic bullets as impressive as a Solar - it's better to just make them think twice about pulling the trigger.

    I have an NPC villain who has not yet been introduced. He's quite dangerous on his own, but that's sort of beside the point. His favorite means of protecting himself is with a special voodoo-style Working that causes any injuries...
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  • This may be more a philosophical difference, but I disagree. The Exalted are humans with the power of gods. They can, through their gifts, transcend the limitations of their human frame, but they are still at base humans. They can break the rules in specific ways, but the rules (by default) still apply to them.

    Now I can imagine ways in which a specific person might seek to escape those limitations by transcending the human nature that shackles them. Such a transhumanist Exalt might turn to all manner of occult workings or bargains to escape the limits his human shell imposes. But...
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  • I guess I don't understand the confusion here. The 1-5 scale represents the range of human ability, with 5 representing the maximum. It therefore makes sense to limit humans (i.e. Exalted) to a maximum of 5. Why would you apply a human scale to non-human entities?

    There is no contradiction. Tyrant Lizards, Fair Folk, Second Circle demons...they don't play by the same game rules as humans because they aren't humans.
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  • Ferryman
    replied to Glorious Solar Plate + MA
    I don't care if you spent $200,000 on your Ferrari, you don't get to drive it 120mph on city streets. And you knew that when you bought it.
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  • Ferryman
    replied to Third Ed Exalted Combat is Awesome!
    I dunno, it's an interesting idea. I think that players would still invest in Abilities (they're inherently valuable - raising one's base dice pool/derived values and Excellency cap is more than enough reason to do it already). Permanent Essence already plays the role of gating progression more effectively than Ability minimums ever will. I'm not sure the system really needs Ability minimums for any mechanical reason. The more I think about it, the more attractive I find the idea of either minimizing them or just eliminating them entirely.

    I'm not sure doing so would solve the issue...
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  • Ferryman
    replied to Third Ed Exalted Combat is Awesome!
    Yeah, this. I really wish that the game had been more conservative with the Ability minimums. It's already hard as a player to resist the urge to crank your stats up as high as they can go. When the game basically tells you "Look at the shiny toys, btw you need a 5 for them" you can just forget it, it is going to happen right away. Which means that max or near-max dice pools aren't the exception, they're the baseline that the system (and the ST) has to handle. I'm not at all convinced this is a good thing....
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  • Ferryman
    replied to Third Ed Exalted Combat is Awesome!
    Yeah. I feel like all of the other combat Abilities have Charm trees that build from an eclectic array of nifty tricks into something recognizable as a coherent or unified (or at least flexible) approach to combat, while Thrown doesn't really. I love the shit out of Charms like Joint-Wounding Attack and Swarm-Culling Instinct, but so much of the rest of the set leaves me thinking that I could invest dozens of purchases in Thrown without getting any better at fighting, just better at the gimmicks I was already trying to use too much.

    If the set had an identity like "always projecting...
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Ferryman
Ferryman
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Joined: 11-24-2013
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