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  • We had bits there. But mostly the setting was "some DBs' manor" or once, a war-manse. That was it. Certainly even DB games spent most of their time outside it.

    Oh, there was the one time we hunted Ragara, who'd turned himself into a ten-mile-long nuclear-cancer-dragon and was marauding across the Realm's countryside spreading death and pestilence... but that could have happened anywhere.

    Essentially, the game was sometimes set there for various reasons, but besides it being the DB's home base, not really because of it being an interesting place in of itself...
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    Last edited by The Wizard of Oz; Yesterday, 02:26 PM.

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  • I think making the Realm more varied and interesting is useful (2nd ed Realm was pretty bland), but having a bunch of Satrapies I think is the main change. So it's got locations from every direction, rather than just the Blessed Isle itself.

    Also, most of the Satrapies seem to be new stuff, so it's not like those 2nd ed Compasses that spent a lot of time talking about places you already know about. (I really liked the second half of 2e Compass: The North, but the first half was basically just a reprint of Bastions of the North with a few changes in the detail. Same with Lookshy, the...
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  • I didn't notice those were Mute, that's a pretty substantial benefit (for those abilities, anyway). Thanks for pointing that out.
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  • The Wizard of Oz
    replied to Ask the Devs
    So, some Dragonblood charms that let you choose the element (Dragon-Graced Weapon, Elemental Sheath, Elemental Aegis, [Element] Protection Technique, etc) don't have any keywords (well, [Element] Protection Technique has the Dual keyword, but no Element keyword), so don't have an Elemental Aspect and can't be used to activate Aura, but also don't disrupt Aura?* Is that deliberate?

    *Though I guess as (Element) Protection Technique is defensive, and you need to use Elemental charms on your combat turn to get into Aura, it'd only matter if you got crashed or something.

    Also,...
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  • Welllllllll....
    I do see where you're coming from. I've never actually seen people fail workings (if they think failure is likely, they don't try, because it wastes so much time), though I did succeed with a botch once (so my shadow ran off to become a creepy monster).

    But doing a high-level working with Finesse 5 is very difficult. My friend's PC, who's just recently become a sorcerer, is trying to gain control of a curse upon her (which turns her into a fox every night), and she certainly could pass, but the issue is she wants to do it with Finesse 5 (to gain complete control...
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    Last edited by The Wizard of Oz; 04-22-2018, 11:41 AM.

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  • The Wizard of Oz
    replied to The Caul
    You know, that didn't really occur to me. I mean, of course, I knew it, but I didn't really consider that in context. That's great.


    I wonder when the Caul vanished, and when it returned (it seems to have returned recently, but not very recently)....
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    Last edited by The Wizard of Oz; 04-22-2018, 07:03 AM.

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  • I don't agree most of them are, but I guess since you're talking about "tripling the goal in one roll" you're talking about Terrestrial 1 workings? Which are pretty minor.

    I suppose I wouldn't find it problematic to do something like halve the time if you get double the successes. That seems reasonable.

    One thing we did find is that, because workings can be used to solve so many problems, it can be tempting to go "hmm, I'll spend some Solar XP* and just solve this issue with a working."
    Which the non-Sorcerer players complained about.
    ...
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  • In the game I ran:

    One guy played a drunken, lecherous, tattooed ex-Immaculate monk with a bit of an anger issue. He'd joined the Immaculate Order to get out of being prosecuted, but kept breaking the rules so they sent him to be a missionary in the Scavenger Lands, where he promptly joined a band of bandits (I assume 108, never checked). He had an extremely heavy staff, probably weighing 62 jin, but sadly it was not a spade.

    Another player has a dragon-riding princess who reaps blood and souls in the name of Adramelch, a forbidden god of flame. Her evil cousin controls...
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    Last edited by The Wizard of Oz; 04-22-2018, 05:17 AM.

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  • The Wizard of Oz
    replied to The Caul
    I see it as a mix of crusader state and a 18th colonial base, surrounded by jungles and angry, angry locals....
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  • The greatest artist in Creation.
    But (and this is the key), she has no interest in using this art to comment on contemporary political/cultural events, inspiring people, etc.

    Literally all she wants to do is paint the most technically excellent landscapes in Creation. She might well travel around to see unusual landscapes... but she doesn't do anything at all to effect the world. That'd detract from her devotion to her art.
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  • Elemental Sheath and Dragon-Graced Weapon have no keywords, they're not "Air or Earth or Fire or Water or Wood" which I'd expect.

    Same with Elemental Bolt, and a few others with 5 different versions.

    Which seems very odd, so I wondered if I'm missing something?


    Generally, in my experience, a lot of people would spend 3 dots of artefacts and get a daiklaive, hearthstone bracers, and magic armour.

    (Well, quite frequently people would get 2 daiklaives, they'd get 2 short daiklaives because Jade Short Daiklaives were Speed 3 and...
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  • You Ninja'd me, my response was to Ascension.
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  • Craft is an odd one, because it doesn't require much downtime, but it does require you to get all those Craft points. Those are the real limiter (until you Charm your way past it, at which point it's the materials needed that are the limiter).
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  • True, but if you're using archery your best defence is for other people to be up close to the enemy while you're far away and don't have to worry about it.

    Not a perfect method of course, but what is?
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  • That's true, so I suppose you could attack with the melee excellency the first turn, going into fire aura, and if by the time you've reached your next turn if you've spent enough motes to get to iconic you could switch to water aura. Not very easy, but it works. And those charms are the sort that you probably don't want to use on the first turn anyway (like doubling your decisive damage, you probably want to get in at least one withering attack first).
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  • Does anyone else feel that the DB social charms are much closer in power/utility to Solar ones than the DB combat, craft, stealth, etc, charms?

    They seem to have a lot more charms where I go "hmmm, that'd actually be really useful", like a number of charms instilling Major intimacies, and a fair few charms for instilling/inspiring that require Decision Points to resist rather than just a WP. Mostly I'm talking about Presence, but a bit in other abilities as well.
    They're much less likely to be able to get the extremely high amount of successes Solars can get, admittedly...
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  • The Wizard of Oz
    replied to Ask the Devs
    Thanks! /10char
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  • Yeah, it makes it much easier.
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  • Fair enough. QCs are more useful to me and my group than a Storytelling Chapter.
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  • These are great! Very easy to read. I was trying to see what charms of other elements were in each ability, which is quite time-consuming to work out, but these make it much easier to see at a glance.
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The Wizard of Oz
The Wizard of Oz
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