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  • Heavy Arms
    replied to Crafting for an army
    It's a cool quote, but it doesn't really address the issue. I could find a dozen cool quotes that generally have a Solar-ish feel, but don't quite fit the Solar mechanics RAW.

    Solars, as written, aren't really suited to that particular trick. I'm not saying having a Charm that lets you pull it off would feel out of place, just that it's not how things are in the game as it stands.

    Even so, if we look at the existing Charms for inspiration, we'd get things more like, "Make [Essence x X] copies of a basic project, or [Essence] copies of a major project" than,...
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  • Heavy Arms
    replied to Crafting for an army
    Why? I mean, this is a game where highly skilled mortals can do things exaggerated from real world capabilities. Exalted's setting is one that aims to allow for exaggerated action, which implies a more generous approach to things like how to interpret "several hours."

    For something as ambiguous as several, what's the reason to read it as non-generously as up to 8 hours in the context of Exalted?



    That would make things significantly less fun for me. Slots let you start the wait time on projects before you have the cxp, so you can earn the cxp...
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  • Heavy Arms
    replied to Crafting for an army
    How about flipping to 243 and the Labor Times sidebar where it explains that labor times all assume that characters are not dedicating 100% of their time to crafting for the times listed?

    If the ST rules a Major project takes a day, it doesn't mean "one day of pure crafting," it means, "one day with significant time put towards crafting."

    This is also fairly reasonable when you consider that many items have periods during crafting where you just have to wait. Things need to cool, dry, set, etc. And you don't need to be hovering over them while they're...
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  • Heavy Arms
    replied to Crafting for an army
    I don't think that supports your assertion. Five identical projects go faster if they're all queue up in slots already. You're right that Superior projects can bottleneck your available time like that, but "several" doesn't technically mean any specific number besides "more than one." If your character has the time to spend 10-15 hours a day working on five Artifacts at the same time, and you can acquire the crafting XP fast enough (though with the right Charms this is also not really a big issue), you will finish them way faster than if you did them sequentially. Even...
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  • I wouldn't be too sure about the relative populations and what people play. I've seen a lot of Jewish characters (though mostly in Mage) despite Jews being (probably) the same sized population as Romani.

    I don't particularly feel like getting into the KotEK debates again, but while it has its problems, I find them considerably less problematic than KotE.
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  • Heavy Arms
    replied to Crafting for an army
    Solars can produce a bunch of items at once, sure. But it falls pretty short of "mass production." All the Charms in the book aren't going to get you a 100 slots to work on at one time.

    You can easily arm a small troop of soldiers in short order, but an army is better to use the various Solar training Charms to create a squad of blacksmiths and have them working to do it rather than doing it with just one Solar.
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  • Heavy Arms
    replied to Crafting for an army
    I think that depends a bit on how you see Solars.

    In many ways, Solar excellence that allows them to do fantastic things doesn't always translate into practical stuff. My Solar Brawler might be able to punch out Octavian in a 1-on-1 fight, but he can't necessarily punch a war into submission. He can demolish enemy armies and all, but he can also be outdone be a skill general that recognizes his combat power for what it is.

    Crafting can be the same way. A Solar is better for crafting the most awesome spear ever, than they are mass producing standard spears.
    ...
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  • Heavy Arms
    replied to mechanics difficulties
    Yeah, comparisons between the WoD and the CofD pale compared to Exalted. If you started with Exalted, the differences probably seem much smaller.

    If you start with the WoD though, the CofD can feel like a major change. In many senses though, it really isn't that the rules are less complex, but the CofD makes better use of complex rules so they feel simpler/less intrusive.
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  • Heavy Arms
    replied to Gnosis 3 or 10 Merit Points?
    I think the Gnosis 3 option is being a bit over sold in terms of how the advantages actually play out, and disregarding some of the disadvantages.

    For example, joining a Legacy requires being allowed into one, and founding your own costs you Arcane XP (and you need to recruit members to gain a lot of the XP advantages).
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  • I meant in a purely mechanical sense.

    That said, the WoD system is actually designed to facilitate non-combat "munchkins" or whatever; especially since Knowledges can't even be rolled if you don't have them. I've seen countless PvP oriented VtM games quickly devolve into the politics "munchkins" making the combat focused characters irrelevant because the politics/social oriented PCs only need enough combat ability to run away (which doesn't take that much) any fair fights, and then use all their traits to turn the Prince/Primogen/etc. against the combat characters...
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  • Considering how much of that are the Numina (aka Hedge Magic, Psychic Powers, and True Faith) I'm not sure that's saying much. Forged by Dragon's Fire + Sorcerer's Revised + Mage Revised Merits and Flaws pretty covers even more ground than Ascension's Right Hand does.

    Though I'm frequently confused by the people that say Sorcerer Revised doesn't make sense as a mage focused book when Ascension's Right Hand has a chapter titled Numina....
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  • Heavy Arms
    replied to mechanics difficulties
    Generally speaking the big points of comparison:

    1) Base dice mechanic. When you pile on the all the subsystems in either game, this doesn't feel as such a huge deal, but you really feel it in system heavy stuff like character creation/advancement and combat. CofD (VtR) has fewer variables to track in each roll than the WoD (VtM), and generally uses less rolls (in combat, CofD defaults to one roll per attack and avoids multiple actions per turn, while WoD defaults to two to four rolls per attack and allows multiple actions per turn). CofD 2e also adds in Conditions, which aren't...
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  • Erm, the first dot in the WoD (as opposed to the CofD) doesn't really play out like that because the "untrained" penalty is highly variable.

    Talents offer no untrained penalty, so the first dot doesn't do anything more than +1 to your pool. Skills have a +1 difficulty untrained penalty which is very hard to nail down the exact value of, but generally not worth the same as +1 die (while perhaps a Merit that's too cheap, Ability Aptitude is usual a 1 dot Merit which means -2 difficulty is worth half the cost of an Ability dot in freebie costs). Knowledges don't even allow...
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  • Bystanders probably aren't worth including without the Imbued around. They have extremely little above normal humans, and most of that is to make them useful psychological and emotional support for the Imbued. Of course, the Imbued themselves aren't that powerful in the first place.

    It's also very hard to do much with Custos without using something else (like Sorcerer Revised) to model their abilities.
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  • As well, while the prerequisites can seem high:

    1) The vast majority of them are in traits you want to have high for a combat focused character anyway.

    2) The vast majority of them are in traits that are useful on their own.

    3) These are not creation only mechanics. Some Merits are better for advanced characters, and some are better for starting characters....
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  • Fixing the LCQA issue is not complicated (in either direction, the CofD went the other way and just had everything go off linear costs so that char-gen XP is easier to handle), but it creates a system environment where there "dip" creates mechanical oddities that take considerable system mastery to understand and navigate.
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  • Yes, it's weird.

    1) It doesn't actually model anything important from the sense of verisimilitude. The distance between dots in the games' description abstract out too far for any sort of comparison to real world experiences. There's some validity (though it doesn't actually apply to all human learning, which is too complex for a game to really model anyway) to the feeling of a "dip" in difficulty of progress that comes out of the lecture based Western education model, but it's something that doesn't bear out when on the abstract scale of the traits in the game. Knowledges...
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  • All three editions of Mummy (the first two are softcover supplements, the third is the one that's hardcover and a bit more "full game" in presentation), and KotE all require other books for the core rules. They lack full rules on common traits like Attributes, Abilities, Willpower, etc. and don't contain the dice rolling rules or similar features. They're as "incomplete" as something like Sorcerer (the 1e/2e Mummy books are very comparable to WOD: Sorcerer), even if they contain much more information because they cover full supernatural societies instead of detailing things...
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  • Inanimae and Seafolk are things from Changeling. Inanimae are detailed in Inanimae: the Secret Way. Seafolk are in WOD: Blood-Dimmed Tides.

    Spirits have enough rules to play them, though I can't think of any book that actually has "starting creation" rules. There's a few places for rules for mortals stuck in the Umbra too long becoming spirits though.

    Arcanists are members of the Arcanum, a Mage based organization of academics and investigators that seek out the supernatural. They're in the Halls of the Arcanum (though referenced in other places, and most...
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  • I'd be careful with messing with things too much.

    A basic Contested Action could be two dancers auditioning for a part. If one dancer gives a 6 successes performance, and the second dancer gives a 5 successes performance, they both gave Exceptional Success level performances (keeping in mind that the loser in this case can still benefit from placing a Condition or gaining one for themselves). The first just rolled higher and gets the part. Reducing the value of their performance doesn't really make sense.

    If the situation is closer to zero-sum, it should be Contested...
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Heavy Arms
Heavy Arms
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Last Activity: Today, 05:17 AM
Joined: 11-04-2013
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