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  • PenDragon
    replied to Magick in the real world
    I'd recommend checking out the comic works of Alan Moore (namely Promethea) and Grant Morrison (namely Invisibles). Both writers consider themselves real life magicians and their comics, specifically the two I mentioned, are spells they have weaved upon the world (in their opinion, at least). Promethea and Invisibles are also AMAZING comics in their own right.
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  • No power stat. Minor magical abilities. Basically a merit based template. I'd count them....
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  • Well yeah, Myrmidons suck, but Wolf-Blooded have their share of unpleasant gifts (I think there's one where they go Dalu and rage?). But this is all goofy posturing, the bottom line is that both share the most important quality: above average odds of becoming a full splat ...
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  • While I largely agree, I'd like to point out that per Mage cannon almost everyone is cursed forever to be a sleeper, blind to magic and helpless before the Exarchs. So while Proximi might seem unpleasant, I'd rather sleep in dirt every night and have some personal agency than be a hapless slave permanently blinded to the truth....
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  • PenDragon
    replied to Strengths of Mummies
    Until 2e of Mummy comes around I hesitate to say they are quite on par with Mages and Demons. In theory they should be, but the splat power disparity between 1e and 2e puts Mummies somewhat behind Mages & Demons in the 'Holy Shit' power department.

    That said, Mummies excel at the following things:
    1. Sekhem. The most obvious difference, Mummies powerstat starts at 10 and falls to 0. The fall is swift, sure, but given that most PCs rarely ever see Supernatural Advantage over 5, to run the whole gamut ten to one potentially MORE THAN ONCE makes Mummies unique. Only Demons have a
    ...
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  • At the same time, no one is trying to stat characters here, and they'd definitely fall into the minor splat category if they were playable, so why not?...
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  • I'll take Proximi for 1,000 Trebek. Not certain which dynasty, none of the published ones are super attractive. The impossibly lucky guys from Hurt Locker are also enticing.
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  • Frankly, that discussion broke at least half of the forum rules. But mostly it's the thread capping.

    Also, please don't discuss moderation on the boards. If you have any questions or concerns involving mod actions use the Contact Us link at the bottom of the page. Thanks....
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    Last edited by PenDragon; 03-09-2017, 04:01 PM.

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  • Can we please drop the discussion of Zak S.
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  • Preemptive mod warning. Please keep gloom and dooming to a sane minimum. We all loved David Hill's work and are sad to see him go, but Developers come and go, this isn't abnormal and it certainly isn't the end for Changeling.

    That's all. Carry on.
    ...
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  • The thread is titled "What splat would you want to be". Which is pretty suggestive.

    Regardless my answer goes unchanged. The forums deemed me a Demon, who am I to argue with the vox populi?...
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  • I know you left, so I don't expect response, but I feel that question deserves to be answered.

    All the Covenants cover most of each other's bases in one way or another, yes. But, that fine, the Covenants aren't based around their abilities, they are based around themes. Also, In actual play the answer to "why doesn't the Carthian go in-house?" may well be that there's no NPCs in the local setting with that ability. Giving every Coventant an angle to most issues expands their utility, and allows the storyteller more thematic freedom to construct their world, which I personally...
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  • Both those examples sound profoundly unfun yes. That's why I'd advocate "choose your primary factor at the time of casting". No need to double buy rotes, no need to headache over attainments.

    Edit: I'd like to point out that most of this conversation is founded purely in familiarity bias. If the Reach to Swap rule weren't in core, and someone came in proposing it be added, I'd venture everyone would be jumping down their throat over how pointless and speed bumpy such a rule would be....
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    Last edited by PenDragon; 03-03-2017, 04:56 PM.

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  • Heavy Arms I'm gonna have to echo Charlaquin on the agree disagree thing. Bottom line is that I cannot imagine a scenario in which the Reach to Switch rule improves the enjoyment of anyone at the table. That, IMO, is the defining characteristic of a bad rule.


    Seconded. Metagaming is only bad when used abusively to break the plot. Metagaming in favor of the story improves the experience for all involved....
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    Last edited by PenDragon; 03-03-2017, 12:12 AM.

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  • Perhaps you heard of Princess: The Hopeful, a real nWoD fan game about playing hopeful souls in an increasingly hopeless world.
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  • I'll admit, it's a problematic spell for numerous reasons (just try parsing a combat when 40% of characters have to declare their actions, while another is free to sorta jump around the initiative track), but it illustrates the Potency/Duration divide nicely....
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  • I think this thread needs a sample spell to illustrate the issue. I've got just the spell: Present as Past.

    Present as Past allows the mage to witness incoming futures and react to them in real time. It expresses this in two ways:
    1. It reduces the Doors you face in Social Maneuvering.
    2. It causes everyone in combat to have to declare their actions before yours, and allows you to select when to act with perfect knowledge of your foes intentions.
    The first application is reliant on Potency. The second clearly favors duration. Both are entirely valid uses of the spell. However, as Present...
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    Last edited by PenDragon; 03-02-2017, 06:07 PM.

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  • So what you are saying is that the rule is there to make it more difficult to do something you wouldn't want to do in the first place?

    Again I ask; why bother with the rule at all?...
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  • Are you serious!? What is the possible benefit of this? All this does is confuse new players and make casting more frustrating.

    I'm at a loss trying to figure out why picking your Primary Factor at the time of casting is something that must be restricted. It's clearly not game breaking, otherwise the Reach option wouldnt be there. It's hardly OP, as others have said there are only a handful of spells for which you'd even want to use the option. It's a weird outlier rule with no apparent benefit. Doubly agreed OP, hands down the worst rule in 2e. All of 2e....
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    Last edited by PenDragon; 03-02-2017, 05:16 PM.

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  • But isn't that exactly what the rules achieves? Creative Thaumaturgy absolutely allows you to invent factor swapped versions of spells, so every spell is essentially fractured into two spells.


    Is it good though? Mage already has a lot of bits to keep track of, especially compared to the other gamelines. I know my players are non-plussed when the system hurls additional non-narrative barriers in between their intent and the effect.

    Edit: Mind you, none of this is to say that Mage's casting system is bad. It's amazingly elegant for how much it seeks to achieve. This...
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    Last edited by PenDragon; 03-02-2017, 04:27 PM.

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PenDragon
PenDragon
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Last Activity: Today, 07:34 PM
Joined: 11-01-2013
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