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  • Weellll......
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  • Or just require the affected character to spend a miscellaneous action trying to regain their eyesight. Basically the blind serves a valuable function by reducing the effectiveness of the "four of us are going to stand in a circle around this thing and beat it via sheer action economy advantage" tactic. It's important to have effects that even the scales out on that front; effectively forcing the character to lose a turn while keeping open the option to eat the penalties if they just have sky-high base stats or Charms to deal with being blinded sounds like a good middle for me.
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  • Ideally? Fluff that is on par with the 1E Aspect books - interesting, layered characters who generate at least a few sessions' worth of dramatic conflict if I drop them into my game and ideally also reveal something about the world they inhabit. I mean, you can't get quite that level of detail in just a few paragraphs, but you could not waste your allotted Intimacy slots on meaningless noise like "Power (Greed)" or "Everybody is part of a greater story" (which could be a really nice Intimacy actually, if the writeup had deigned to properly contextualize it) and you could squeeze...
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  • While I think the contrast between those two is worth exploring and could provide additional layers of meaning in how I'm going to portray that character as a GM.

    I mean, there's a kernel of an interesting idea there (even if this is not necessarily the character I'd use for that idea)....
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  • Yeah, the basic problem is that the order of operations the players are meant to intuit is highly specific, and there are no real hooks for me as a GM to guide the players toward that highly specific order, and any coy hints I could possibly give is likely going to get lost in the general noise of combat. (People tend to seriously underestimate how hard it is to hint at somewhat complex strategies while the players' minds are frantically racing along five different trains of thought at the same time. It's not that they are dense and don't get the hints, there's just a lot of stuff for them to...
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  • I know that Exalted assumes some degree of system transparency, but I'd venture that most GMs would not give players a detailed breakdown of what Charms a given adversary has and which keywords apply to that Charm (Vance certainly doesn't in the game he's running!). The players get exactly one chance to figure out the optimal strategy, and I'd venture that they're pretty unlikely to stumble into it on their own without some heavy signposting. Hell, I have considerable experience GMing and am generally known for giving players lots of info to base their decisions on, but even I have no idea how...
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  • In this respect, the game design kinda seems to be fundamentally at odds with itself: one of the goals is to allow Solar PCs to meaningfully challenge in-setting heavyweights from the get-go, but there is also a lot of room for a starting character to grow in power.

    A possible solution I can see is admitting that adversary statblocks exist to facilitate telling stories about mighty heroes who are simultaneously powerful enough to be on roughly equal footing with nearly any being in Creation while not being quite so powerful as to be able to shrug off all but a highly specific subset...
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  • - I'm okay with the doppleganger. Centuries-old ghost, had time to refine their abilities; as the specific example in the fluff text, I think it's fine. For a generic ghost with some moliation, I'd probably bump down the stats somewhat. Also, can I note that the fluff text is very nice and taken in isolation, I would never have guessed that it was made by the B-team?
    - The wyld behemoth looks... okay? Decent bossfight material that can challenge a whole circle. Possibly an overcorrection to the criticism regarding the core antagonists. Boy it would sure be nice if these big boss thingies...
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  • On the other hand, now we know that the number of active campaigns on roll20 has shot up considerably from 2015 to 2017 (78 vs. 162), so that's something!...
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  • The roll20 numbers are quite disheartening (especially considering that my various groups and GM-only "games" I made for the explicit purpose of testing stuff make up at least 5% of that). The widely sneered-at Cypher System has almost three times as many games, the nearly-forgotten and certainly no longer relevant Dragon Age has more than twice as many players, heck, even AD&D (an edition of a game that's been dead for nearly twenty years now, publication-wise, and isn't even that popular with the OSR crowd as far as I'm aware) has more than five times as many active campaigns and...
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  • Thunderbolt Attack Prana is by no means mandatory, but it is overwhelmingly powerful to the extent that it probably dwarfs any other three-Charm combat investment you can make.
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  • Interesting. I originally went with the older version partially because I think its failures are noble failures and instructive in nature, and partially because I thought the un-edited version has more Charms, but apparently I was wrong - this one has a bunch of new Charms I've never seen before!...
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  • aluminiumtrioxid
    replied to Ammunition Check survey
    Our group's archer doesn't track arrows; the White Reaper stylist who occasionally throws his spear does, but that's because he doesn't throw anything else, so it's easy to remember.
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  • Hunh. Well that simplifies things!





    Since the game outright says that stunts should be used on almost every action, and practically everything should be accepted as a valid stunt as long as it goes beyond a basic declaration of intent and isn't a repetition of an earlier stunt, I don't think this is intended to be a typical outcome. Of the three groups I played 3E with, only one had problems with stunting, and even there the issue was "we feel dirty taking bonus dice for describing our actions because we'd have done it anyway, but trying to do something...
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  • While I'm eminently comfortable with giving Lunars the capacity to cheese their excellency and gain massive bonuses in areas they're otherwise bad at, I wouldn't want to give them the ability to do so on literally every attribute-based roll they ever make, at no cost.

    As for the shapeshifting trick you propose, I'm still debating whether Lunars should have access to limited-time shapeshifting.
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aluminiumtrioxid
aluminiumtrioxid
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