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  • ParanoiaCombo
    replied to Can Solar be Final Boss?
    By the way, we ended up fleeing the satrapy with our tails between our legs after he kicked our stupid asses. Even if we managed to kill him, and there was no guarantee that we could, he had effectively framed us and mindwhammied people into believing we had assassinated the king at the behest of "Realm Imperialist Elites". He cornered us, politically and the optics were super bad.

    We fled back to the Blessed Isle after basically blowing up player's 5 dot Mentor (erased from the sheet, the favor of getting traitors back into the realm was a huge big deal that broke their...
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  • ParanoiaCombo
    replied to Can Solar be Final Boss?
    I think Solars make excellent long-term foils for non-solar characters. One of the first non-Solar Exalted games I played in was a DB game where we were sent to pacify a satrapy. Civil war broke out and the group basically hijacked it and declared it their own fief and acted as mercs to the great houses. Fun game. Later on down the line, a persistent mortal antagonist, a courtier in the court of the puppet king we had propped up became a Solar. We didn't know that. We were coasting on easy street, and suddenly our plans would get shut down and countered in tons of avenues.

    Our enemy...
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    Last edited by ParanoiaCombo; Yesterday, 07:31 PM.

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  • A Presence charm which invokes intimacies where possible to prevent a person from finishing you off either out of respect, fear, or a sudden bout of conscience.
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  • ParanoiaCombo
    replied to Religion in Exalted: Lifeless and Pale
    This reminds me. In one of the early, non-leaked drafts of EX3 they put in a Willpower chart that gave the exact percentage of people in creation which had that level of Willpower. Glad that got removed.

    Another comment on this is there used to be the concept of Player-facing and ST/DM-facing material, and the reason as a player you didn't read the ST/DM facing material was you didn't want to spoil things. Perhaps Exalted lore could really be divided into those categories as well. I mean, there are entire subcommunities set up out of navel gazing the omniscient view of the lore and...
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    Last edited by ParanoiaCombo; 01-02-2018, 01:01 PM. Reason: I just completely didn't a sentence there. I r dum dum

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  • ParanoiaCombo
    replied to If you could change the Solar Charmset
    All I'm getting from this whole thing is that Game Feel is not a design concern, to you. Conveyance isn't a design concern to you. The idea that Tabletop RPGs which require lots of player overhead could be considered "work" and not "fun" isn't a design concern to you. Only the system being consistent is. We have nothing further to discuss....
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    Last edited by ParanoiaCombo; 12-27-2017, 05:32 PM.

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  • ParanoiaCombo
    replied to What do you want Necromancy to do?
    Given that the underworld is a violation of the working order of creation, I think the concept of stasis/not allowing things to change should be worked into necromancy on a more conceptual level not necessarily associated with death. Assuming Abyssals retain the chivalry of death and static feudalism themes, this would dovetail nicely with that.
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  • ParanoiaCombo
    replied to If you could change the Solar Charmset
    Exalted has a fluid, character-dependent, and changing Dice Cap based on what ability you are using, with a further distinction between charm dice and non charm dice baked into the rules. This is actually really stupid. At every turn, the game is reminding me I'm a pile of numbers. Fluid numbers, which I have to keep track of. Some special numbers have an exception though to that number. Oh and don't forget non-charm successes. How many dice do they count as again? Ok just gotta remember that, it's fine. It's not as though I'm doing back-end math work to determine a limiter that would be invisible...
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  • ParanoiaCombo
    replied to If you could change the Solar Charmset
    Yeah man, I have no idea what I'm talking about....
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  • ParanoiaCombo
    replied to If you could change the Solar Charmset
    Since this is an unrealistic wishlist: Cut it by 2/3. Cap a given charm tree at 16-20 charms. Reduce starting number of charm picks. Increase XP cost of charms to 2x. Combine charms together into cooler "bulk" effects that feel meaningful. Thin out the number of charms that are pure dice manipulation and nothing else. Find another way to represent topping out other than an artificial dice cap, this is a fucking lazy way of limiting things that feels gamey as hell. Why has this gone unchallenged for 3 effing editions now? Excellencies are terrible, get rid of them please. Don't standardize...
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