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  • autXautY
    replied to DB Charm Commentary (part 1)
    Is it just me, or is Observer Awareness Method very hard to avoid? If they can get 1 success on a roll, they always know if they're being observed.
    Knowing your location is harder, but my reading of comparing the roll to (stealth) is the sneaker can't use an excellency or stunts or willpower, and plenty of people will want to hide who don't have great guile.
    Also, as a reflexive charm costing 1 mote, it's very easy to activate it repeatedly until you get lucky on the check, or the person observing you runs out of motes to boost their guile.
    Also, since it doesn't offer a roll...
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  • autXautY
    replied to Second Edition Charms - PEACH
    For both of these, I'd worry about what happens if multiple people target a single enemy, leaving them with no way to avoid the penalties.
    Alternatively, what happens if you mark an enemy, then just run away while your allies fight them?

    I don't have enough knowledge of 2e to speak to the overall balance, but I'd worry that these reward preventing your enemy from being able to attack you over being good at defending.
    (Both WoW and D&D have class-based systems where the classes with taunts tend to also have very strong defenses and few good ways to avoid being attack....
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  • My reading is that the instill action created by Dragon Warlord's Convocation is the same as an ordinary Instill action, except where noted. (plus the cost, and the distinction of a simple charm not being flurryable while ordinary social influence is, and that it drops you out of non-fire aura) Therefore, I would expect it to need evidence as much as a non-magical instill action does. My reading is that it would need a minor intimacy to raise a minor to defining, or a major to raise a major to defining (which seems like poor incentive structure), but none to create a major.
    Worshipful Lackey...
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  • autXautY
    replied to DB Charm Commentary (part 1)
    I think there's a trade-off between potential for high-rated artifacts and cheapness of low-rated artifacts.
    Imago-Hatching Realization costs 10 motes, 1 wp, and 5 gxp per use, +1 wxp if it's not the first use in the story. All my calculations that suggest it is the best signature involve using it on every roll (ie, 6 times, maybe +-1 once you get a second signature).
    Blazing Dragon-Smith Arete costs 15 motes, 1 wp for the project. Also, its power is being brought down by the lowered terminus, but taking advantage of the lower terminus requires spending gxp for the roll, and paying...
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  • autXautY
    replied to DB Charm Commentary (part 1)
    I think you're underestimating dragon blooded craft. Using everything available at ESS 2, and 1-point stunts., a dragon blood can average 13.6 successes per roll (19 dice with double 9s, rerolling 2 non-1 failures, 1 success from willpower). At terminus 6, that averages 57.6 successes. Which is enough for artifact 3 >50% of the time. With higher essence and/or the right signatures, the odds get very good.
    At ESS 3, you can make artifact 4 with variable rates of success depending on which signature you use but you can get over 50%.
    Getting artifact 5 with >50% success rate doesn't...
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  • autXautY
    replied to DB Charm Commentary (part 1)
    I think it is possible for a Terrestrial Exalt to craft artifact 5 with decent reliability, if they use Imago-Hatching Realization (either waiting multiple stories or spending wxp to reset) on every roll, and also are essence 5 using every charm, including the repurchase and either of Eternal Omphalos Forge and Blazing Dragon-Smith Arete. And have 5 attribute+5 ability+speciality. And get at least a 1-point stunt. Spending willpower wouldn't be amiss.
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  • autXautY
    started a topic Dragonblooded Craft Calculations

    Dragonblooded Craft Calculations

    I was curious how hard it is to create artifacts as a Terrestrial, so I decided to figure out some averages.
    A maxed-out dragon blood with no charms will roll 19 dice (5 attribute, 5 ability, 1 specialty, 6 excellency, 2 stunt).
    Average .5 successes per die = 9.5 successes = 5.5 successes towards the goal per interval.
    At 6 intervals this will be 33 successes - enough to mostly make artifact 2s but little chance at artifact 3
    Up to 6 points of willpower can be spent for successes, and stunts can add up to 12 successes - theoretically bringing the total to 51 if you can...
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    Last edited by autXautY; 04-12-2018, 08:18 AM. Reason: Accidentally wrote that stunts give 1 die instead of 2.
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autXautY
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