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  • I don't have the means to do a point by point break down, because I don't own D&D 5e (played it, have friends with it).

    But yes, you could do a lot of it with just an "aesthetic" change. Which is fine. But Pugmire - and to address why to buy it over just doing that - goes further. That's the answer to your question. The point to buying Pugmire is that it's more than an aesthetic change and a setting, it's also got rules changes (even if most are small tweaks not major overhauls, and frequently towards simplification).

    It's not a matter of "need,"...
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  • Well... depends I guess?

    Pugmire isn't just D&D 5e with animals. There's a few rules that are different that I think help drive home the specific intentions of the game. You also get the setting and all that material to plop your characters into.

    So the primary reason? Pugmire does the base concept better than D&D 5e where you replace the characters with animals, because it's built with all the little rules changes you'd probably want to do already worked in....
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  • Heavy Arms
    replied to You Know What I Hate MK I
    The logic falls down a bit when you consider how work on a wiki is accomplished. Popularity is certainly part of things, but the quantity of examples on a page, and a quality of them, only says how much work is being done on them. A TVTropes page could be the product of a hundred people doing a little bit of work each, of ten people doing a ton of work each. And most people on wikis don't go in an look at the contributors, edit history, and so on to really look at this sort of thing.

    Like, voice actors on TVTropes tend to have much larger pages than regular actors... this has very...
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  • Heavy Arms
    replied to Range Bands Movement and Distance
    I have no idea how good of an idea this would be in terms of not causing strange, bad results in play, but the CofD has a way you might be able to do this. Mostly because the CofD defaults to concrete numbers, and has a supplement with optional rules for range bands. Since the supplement (Hurt Locker) has to walk through the logic of moving from concrete numbers to abstract bands (and includes guides for translating them), it's not a bad framework for how to reverse engineer the idea....
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  • I'd be interested in seeing more of the translation guides happen. Though it feels like it's going to be a lot of work as things move on....
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  • Heavy Arms
    replied to Tweaking caste exclusive supernals
    Yeah, I get your reasoning. It just feels like stuff that a combat engineer Dawn would worry about as a Favored Skill instead of a Caste one. You're talking about stuff Science in the CofD can do without any magical oomph, and would seem to be mostly in the realms of Essence 1 (maybe some 2) Charms to really be as far as you'd need to go to take it to Solar levels of ability. Meanwihle I'm thinking about stuff like CNNT or the Craft Repair/break stuff tree as the kind of Charms that would both be more natural to a Dawn with supernal Craft that's a combat engineer, and get into stuff that feels...
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  • Heavy Arms
    replied to Tweaking caste exclusive supernals
    It seems like it would make more sense for Science to be the Twilight exclusive and Crafts to be shared between Twilight and Dawn in that setup. Sure Science covers bomb making, but Crafts covers making improvised weapons and traps when not abstracted with Survival. Just the way the CofD is set up mechanically, Exaxlted-Crafts would be divided up into CofD - Crafts, Expression, and Science. I'd say that since CofD-Crafts covers making things that have already been done before, while Science covers making brand new stuff, it seems like that works better.
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  • Heavy Arms
    replied to Tweaking caste exclusive supernals
    Dawns can easily justify Athletics, Ride, and Sail off the top of my head. Athletics is useful in combat all over the place, Ride for combat mounts and the associated heroic archetypes, Sail for captains/admirals to compliment the War/general side of things.

    Though I'm not sure exactly how I'd do things in that option, because I don't know what the other two Abilities I'd add to replace the two lost would be; but since I'd probably aim for things more in the Night and Eclipse wheelhouses, it wouldn't be too hard.
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  • Does it really matter? None of this is about giving her a break or not. It's about the public generally not being well informed on internal RNC and DNC politics, and finding out about them via stuff like people writing books after the fact that are purposefully being sold as sensational to get sold even if they're not really revealing anything unique.

    Her career as an elected official is over. However anyone feels about HRC is irrelevant to what to do in the future, and the fact that mentioning her gets any discussion of US politics away from actual issues speaks far more about...
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  • Heavy Arms
    replied to Tweaking caste exclusive supernals
    I've been thinking a bit, and I'm wondering how much the way Supernal selection is limited by Caste comes up mostly because Exalted isn't going to drop having so many Abilities that are all about combat. I very much appreciate that 3e did a lot to make combat interesting for characters that don't invest in the "all combat" Skills (for all Survival has the Pokemon branch, it makes Survival a viable combat Charm tree, like Sorcery can also achieve, etc.), but maintaining the need for four Abilities that are all "be good with a kind of weapon" and two Abilities that are "be...
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  • Heavy Arms
    replied to Changes to 2e
    A few other important things that got changed:

    Packs - Packs are no longer just a small group of Uratha, but all of the Wolf-blooded, and even humans - possibly more even - bound together as one group. Werewolves are still the center of the pack, but packs are capable of a much greater diversity in concept and size. This leads to things like there being two main types of Rites: Wolf Rites which only benefit Uratha and can technically involve ones not in a pack together, and Pack Rites, which can aid any pack member but only aid pack members. There are even Wolf-Blooded Tells that...
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  • Which still comes back to the join fundraising agreements giving Clinton's campaign the power to do so. Basically, Clinton got to use the DNC like an incumbent president (aka how Obama and her husband both did in their second runs), because the DNC wasn't setup to stay neutral if one candidate was ready to play JFA ball, and the other didn't (and to a certain extent, why should it?).

    Hell, a contributing factor in all this was how Obama used the DNC in 2012 and left them broke... because the DNC was setup to cede a lot of power to a single candidate when that's the case.
    ...
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  • Letting a mage remove their Conditions seems.. pretty undermining of the point of things. It's also not something easily done in Mage; which generally only allows the temporary relief from Conditions rather than resolving them for good.
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  • It's also not sure how these characters have become immune to Conditions, and specifically persistent ones. Persistent Conditions aren't shed easily, and one of them for dramatically failing a Breaking point makes it even harder to pass future ones later. It's not like you get Broken, and then after whatever you did to get rid of Broken (there isn't any listed default for this), you can't get it all over again.

    The Integrity rating modifier is pretty important here, since it stacks with the situational modifier. They might not have any Conditions from their "fall" but...
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  • Is it? It certainly needs to change and adapt, and that's happening already.

    Radical change seems pointless if it just means being worse at getting liberals and progressives elected, or going down the RNC's ideological rabbit hole where they've chained themselves to sinking ever farther down performative purity over actual policy.
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  • Heavy Arms
    replied to Tweaking caste exclusive supernals
    More serious reasons?

    1) They wanted to evoke the "Man with No Name" western archetype as something that's an expression of the Night Caste more explicitly. Basically another very obvious pop-culture reference point besides ninja, for the sneaky Caste, the stranger that rides into town, dispenses justice, and moves on.

    2) Nights have a lot of Abilities that focus on situational personal mobility. Athletics, Dodge, Ride, and Stealth (and I could probably make a good case for Larceny) are all about movement in a practical and purposeful way....
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  • Because yelling about HRC means anything in 2017....

    Also Donna Brazile's story is entirely to self serving. Important facts she leaves out:

    1) The joint fundraising agreements had been DNC procedure for multiple cycles before this. They've been a long standing method of getting money for the party (whether you like that or not is largely irrelevant to this, and Tom Perez and Keith Ellison already revised these things before this came out).

    2) The agreements raised money for the DNC regardless of who was nominated, because the whole point is that it creates...
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  • Heavy Arms
    replied to Tweaking caste exclusive supernals
    It feels like a bit much is being put into what Supernals "mean."

    Having Supernal Sail doesn't make you the master of the seas. It means you can master Solar Sail faster than other Solars. A Supernal War Dawn admiral that favors Sail and buys up Sail Charms as their Essence goes up to facilitate their ability to lead wars on land and sea, is eventually going to be as good as Sailing as a Supernal Sail Eclipse can be at start. Once they both hit Essence 5 and all the Sail Charms... they're equals.

    I think that that framing Supernals as, "what members...
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  • Heavy Arms
    replied to Cookbooks
    It's hard to say? The W20 Cookbook didn't take that long to get to non-backers, but it's also a shorter book.

    I can't imagine it's going to be that long. Usually the open period for errata is around a month, and assuming a cookbook doesn't need much errata and re-layout and all that, I'd be surprised if it wasn't ready by the end of the year.
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  • Heavy Arms
    replied to "defending" a touchstone?
    Nothing seems a bit strong (and "attachment to their human past" is overly limiting), because Touchstones are things with observable effects on vampires. Vampires don't talk like they've read the gaming book, but they - as a cultural matter at least - understand that maintaining a grasp of their humanity in the face of being inhuman monsters helps them stave off the worst of the weakness that come with the deal, and that being emotionally attached to people and/or things that help regulate their grasp on their humanity makes maintaining it easier.
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Heavy Arms
Heavy Arms
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Last Activity: Today, 07:21 AM
Joined: 11-04-2013
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