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  • The full text is available to anyone that backed the Kickstarter.


    There are relatively complete NPC mechanics that you could use to play one, maybe. Just like you could maybe use Hero mechanics in Beast to play one.



    There are a bunch, if not as many as I'd hoped for. Too many to list here, though.


    Quite a few....
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  • Super debatable.


    Agreed.

    In my experience, the kind of conflict you seem to be looking for, OP, is the kind that only rival mages that are every bit as capable as the PCs can provide. That said, I don't really think Mage is the best game to make that kind of direct conflict a focus anyway....
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  • That's fair. It was a bad day, and I should have made the effort to stop that from leaking into my tone here.

    ​Sorry Satchel!...
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  • Parsing your posts frequently takes way more effort than my actual job.
    I'm out.


    On topic, you're not alone, OP. Myself along with several others with actual play experience in this thread have noticed the same issue. Fortunately it's not really a huge problem and there have been some good house rules suggested here to help alleviate it. As Satchel mentioned, you can also acquire the merit via Status instead of Experience if you really need to (though that doesn't make the benefits any less underwhelming for those that find them so)....
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  • I mean, there's the fact that creating a Demesne doesn't actually require a Sanctum at all (merit or otherwise). So that's a thing. If a mage wanted to carry around a soul stone and set up Demesnes on-demand wherever they happen to be, they can do so as long as they have a few hours to prepare. It's a terrible idea for a host of reasons, but it's also the most extreme example.

    You're probably going to be okay setting up a Demesne in your apartment, Sanctum Merit or not. Odds are, they probably refer to that apartment as their 'Sanctum', too. Maybe they even layer on protective...
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  • There's a difference between requiring a Sanctum and requiring the Sanctum Merit, just like there's a difference between having a place your character considers safe and having the Safe Place merit.

    (or, at least, there is in every game I've ever played in or ran)...
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    Last edited by lnodiv; 02-15-2018, 06:34 AM.

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  • To clarify my earlier stance, I think a large portion of the problem is the overlap between the benefits of a Demesne and a Sanctum, combined with the fact that the two are not mechanically interdependent.

    This situation leads to Sanctum itself being rather underwhelming, but making them interdependent would just turn it into a tax. The more I think about it, the more I think that a Sanctum's primary benefit should have been something else entirely besides Spell Control, but I'm having trouble thinking of what it could be while still enforcing the themes it's supposed to....
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  • Explicitly not the case any longer in 2E per Word of God...
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  • The only mechanically useful things I'm seeing about the merit in this thread are all house rules. That kind of says a lot.

    As a concept, having a Sanctum is cool. As written, the Sanctum Merit is mechanically near-worthless in my experience, since you don't have to have it in order to create a Demesne (and if you did it would just be a tax, not useful in and of itself) and because the extra Spell Control goes away when you leave. If I was going to houserule it to make it more useful, I might take some of the changes that Eric discussed, or allow the Sanctum to 'hold' spells in...
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  • Settlement C is the closest to what's presented there, however everyone in the setting does interact with the supernatural regularly (there is no Gauntlet, so Spirits are kind of everywhere)....
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  • lnodiv
    replied to Dread Power - Flicker and Flash
    Normally, these sorts of abilities require the opponent to commit to their action, and if it becomes impossible, that action is 'lost'.
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  • This thread seems to have wandered off course, and I'll happily admit I haven't read the whole thing.

    OP, to answer your question - it still works normally. Reference Dark Eras (Neolithic) where we have an entire society that's well aware that magic is real, it's a cornerstone of their culture and they struggle with and against it every day.

    Quiescence still works normally.
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  • I call this 'how to spot someone most familiar with first edition'.

    Seriously, the spells I've looked over for 1E are terribly reliant on conjunctional magic, it's a wonder that anyone was ever actually able to do anything enjoyable....
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  • Likely that no one would have to stop you, because that kind of purchase early on is going to drastically alter the way the currency developed.

    To answer the deeper question, that depends entirely on how the ST wants to run his game. I have been, and always will be, of the opinion that Mages have more important shit to do....
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  • I mean, when you consider the name of the book......
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  • Straightforward enough that this probably could have gone into the simple questions thread. Thank you!...
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  • lnodiv
    started a topic 1000 Years of Night: What's an Elder?

    1000 Years of Night: What's an Elder?

    Am I missing something, or is this term never actually defined, despite being a prerequisite for a massive number of things in the book? I have a Daeva vampire (En) that through diablerie is now sitting at BP 9, despite not being an 'elder' as far as age goes.

    Should this character suffer the Elder clan bane? Because the Wanton Curse has basically no impact on Elders. Should they be able to acquire merits and other powers that have a pre-requisite of Elder? Is 'Elder' really about age, or is it about Potency?
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  • lnodiv
    replied to Creative Imperial Thaumaturgy
    I'm fairly confident that a Mage should already be able to use their magic while possessing someone by spending the Reach for remote viewing a distant subject (via the possessed target's senses).

    I really like the way you handled Potency on this one....
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    Last edited by lnodiv; 01-22-2018, 02:44 PM.

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  • I'm not married to this opinion, but despite having very permissive games, I don't think I'd allow this. Allowing it would imply that the only thing there really is to a Grimoire is writing down instructions, symbols, etc, so if you can perfectly recall them, you can follow it.

    My counter to that implied assumption would be that, if that were the case, you wouldn't need Prime 1 to create a Grimoire....
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  • lnodiv
    replied to What if a Werewolf is embraced?
    The ban on template stacking hasn't been reintroduced in 2E, and Dev comments in the Changeling Kickstarter have clarified that this is intentional - there's no longer a 'rule' against it.
    If it makes a good story, go for it.

    In the interest of having a good discussion, we should probably not force 'the werewolf would die' on OP as it's no longer necessarily accurate and also the most boring option.

    OP, I would look at the Admonitoria, which is unofficial content by a former OPP writer about a mixed Changeling/Vampire splat for inspiration. Alternatively, if it...
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    Last edited by lnodiv; 01-21-2018, 06:24 PM.

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lnodiv
lnodiv
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