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  • Thanks for the clarifications! For FHM I'd suggest mentioning explicitly in the description that each activation grants 1 effect and you must activate it twice to get both effects. As is the Charm description is in the grey area where it's technically correct, but is stated ambiguously enough to be misinterpreted by a portion of players (like I did).
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  • Looks good. 2 questions :

    -The 1st Charm (Flawless Handiwork Method) has the keyword "Stackable" but its benefits are dice tricks which can't really stack. Is the Stackable tag in error or is something else going on I'm not seeing?

    -Anointed Relics of Light : sidebar says it also works against creatures of darkness. But what is the normal target when not being used against creatures of darkness? "the wicked that would strive to destroy their world" is vague to the point I thought it was just flavor text and that the Charm applied to any enemy before...
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    Last edited by Epitome; 08-03-2020, 10:29 AM.

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  • Epitome
    replied to Solar Presence rewrite
    When you say tangible resource, do you mean like Resource the merit or something else? Like how is it measured?...
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  • Epitome
    replied to Solar Presence rewrite
    The Lunar Charm can explicitly only be rolled with Manipulation, this one doesn't state any restrictions like that. You're much more likely to have penalties for implausible claims, outlandish requests or rude tone on a Manipulation roll than on a Charisma roll, so simply by not having that same restriction you end up with a Charm that is stronger because it's much more broadly applicable.



    Eh nevermind then, I guess I just don't like the Core Charm it's based on.




    You can use a Positive Tie the target holds towards you as if it were an...
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  • Epitome
    replied to Solar Presence rewrite
    Personally I wouldn't use it because to me Presence is "Charisma: The Ability". I prefer the Charms with the explicit flavors of conning people, lying to them and manipulating them to stay in the realms of Larceny and Socialize.

    Here's a critique of the first few Charm, might do more later if I have time:

    Exemplar of Virtue Demonstration - should probably limit either the intensity of the Principle that can trigger this, or the intensity that can be instilled in others. For instance, should the Charm allow someone to take their Minor Principle and strengthen...
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  • Epitome
    replied to Mastery through Artifice
    If your reasoning for taking DBs straight to Mastery is that you feel the Terrestrial keyword is not a fun mechanic period (a thought I definitely agree with), then I'd suggest fixing that separately from the Bracers. You could simply houserule away the Terrestrial keyword in your games (possibly adjusting immaculate styles to add Mastery for 1 tick instead of removing Terrestrial). That way the Bracer will offer the same level of powering up to DBs as it does to Lunars/Sids....
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  • Epitome
    replied to Mastery through Artifice
    The post from JohnDoe244 you're quoting was directed at GhanjRho, who was asking whether an Evocation that gives (Essence) non-charm dice on the bracers was a good idea....
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  • Epitome
    replied to Mastery through Artifice
    I still feel a DB with a non-immaculate Martial Art will always get this Artifact if they are able (with some exceptions such as Ebon Shadow or White Veil which would be terrible with it).

    That said it's got the feel of a proper artifact, and I can see it fitting just fine in the right games.
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  • Epitome
    replied to Mastery through Artifice
    If it's meant to work like an Excellency (usable at will, pay 1m/die) then I'd limit the total of this plus the DB's base Excellency to +10 (or +5 Parry) on principle.

    Between the Mastery tag and boosting the Excellency, this raises the wielder to Celestial power level in combat, so it's important to make sure a combatant with this level of power fits in the game where you want to use this Evocation....
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  • Epitome
    replied to Why is lightning an Air Elemental thing?
    Did you mean white here instead of black by any chance? Your post seems to be about explaining the color choices for Exalted, but Earth is white in Exalted, not black.

    I agree brown wouldn't be a great choice. Earth is also associated with yellow in Exalted, which I guess is the closest they could get to brown without losing all coolness....
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  • Yes, but we don't understand what your idea is....
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  • Epitome
    replied to Mastery through Artifice
    Alternatively, the artifacts could be weapons that explicitly use mundane stats and which only grant mastery when wielded. This would allow weapon-only styles like Single Point to have one....
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  • Epitome
    replied to Master's Stone
    JohnDoe244 Adding exp costs, mote costs and other restrictions absolutely makes the whole thing a lot more viable. OP was pretty adamant that a 2 Dot Steady Hearthstone should give them Mastery for a whole MA at no drawback.
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  • Epitome
    replied to Master's Stone
    If you don't care about upholding the power stratas between Exalts there's nothing wrong with that, but that is definitely not how the setting is built.

    You're giving DBs access to all Solar Martial Arts Charms as a Hearthstone. Once this stone exists you never want to buy DB Archery/Brawl/Melee/Thrown Charms ever, because they are infinitely weaker than Martial Arts Charms with the Mastery Tag.

    On the Lunar side, Lunars can mix their native Charms with MA Charms, so buffing the MA Charms has an exponential effect on the Lunar's potential. Lunars with this Hearthstone...
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    Last edited by Epitome; 07-25-2020, 12:19 AM.

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  • Epitome
    replied to Master's Stone
    Many Mastery Effects are in direct contradiction with Terrestrial Effects, you can't really have both tags and have things make sense. What you could do is have an effect that increases the mastery by 1 "level", so a Terrestrial loses the Terrestrial keyword while a Celestial gains the Mastery Tag.

    Balance wise, I'm with the others that boosting all MAs or even just 1 entire MA would make it way more powerful than Hearthstones tend to be. Limiting it to 1 Charm sounds terrible on paper, but the problem is that the power of Mastery tags varies enormously between Charms, so...
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  • Epitome
    replied to How would your PCs handle this scenario?
    My players would attempt a con where they convince everyone that the birth-giver is in mortal medical danger and only their Solar physician can prevent her imminent doom.

    It would start small, then escalate with more and more made up rituals until they manage to convince everyone that the physician must be alone with her RIGHT NOW. Then the Solar would simply counteract the birth delaying drugs during these few seconds, as well as neutralize the potency of any drugs yet to be administered.

    After which they declare the patient saved from certain doom, wish the whole lot...
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    Last edited by Epitome; 07-23-2020, 02:33 PM.

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  • Epitome
    replied to Ask a question, get an answer
    As far as I can tell it follows the rules of Command rolls - Appearance/Charisma Charms lead from the front while Intelligence Charms lead from the back.

    The right branch of the Intel tree has range limitations and initiative costs, but even then all the Charms are things you do as a rear leader (the first Charm literally opens by saying "Leading from behind, the Lunar...")....
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  • The ST I played under ran his games with a specific philosophy:

    When faced with a dilemma, a great mortal is one who makes the best choice they can and lives with the consequences.
    A great Exalt, on the other hand, is one who rejects the dilemma altogether and creates a better answer to the problem.


    So to him the "consequences of victory" were what happens when you don't "think like an Exalt", and it was the job of the players at the table to be cunning/creative/resourceful enough to find a perfect solution to every problem.
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    Last edited by Epitome; 07-20-2020, 12:49 PM.

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  • It isn't so much that Ex3 is great at it, but rather that the game forces you on that path eventually by exhausting every other avenue.

    If you're playing with the assumptions of other RPGs you eventually find that nothing can stop you and that's that, which becomes a really boring game if there isn't at least some consequences to what you do. So you change your game to be about that.

    I took this as OP saying that "the consequences of victory" will woosh right over players/DMs' heads if their worldview is one where there should be none....
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  • Epitome
    replied to Artifact Development Aid Sought
    It doesn't sound meaningfully stronger than the Traveler's Staff from Core, so I'd go with roughly the same stats:
    -2 Dots
    -3 motes commitment only while the smithy is up (no need to keep it attuned while it's in tookit form).

    Possible materials:
    -Moonsilver because Shapeshifting
    -White Jade because a portable smithy has associations with the element of Earth
    -Unrefined Starmetal because it ressembles ordinary iron
    -Leftover scrap metal from Alveua's forge or any similar weird material linked to smithing
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Epitome
Epitome
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