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  • Less than 30 days? Um... huh? The Dragonblooded Kickstarter isn't even over yet. Rich has (IIRC) never started a new Kickstarter less than a month after the last one ended, and lately they've been giving themselves much longer recovery times between them. We're not going to see Geist 2e in under 30 days unless it's not getting a Kickstarter.
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  • OK, I know most people here know my opinions on various things. But doing my best to put those aside... I wouldn't want to pre-order in these circumstances.

    I've been burnt way, way too many times on pre-orders like this. V5 released it's full alpha playtest for the last Gencon, meaning the beta test cycle took around half a year so the final book can be done by Gencon this year... with no indication of seeing how the final rules might have improved since the alpha test.

    Companies with actual histories of delivering quality products (WW is still unproven to the general...
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  • Heavy Arms
    replied to Language Merit Question
    Well, he has as a more defining feature the Natural Linguist Merit (more languages, and a bonus to speaking languages in other cultures). Stargate (at least in the movie) doesn't really apply because Daniel is dealing with reconciling the modern recreation of a 'dead' language with a living dialect of it that was never lost....
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  • OK, again, I'm not sure what we can do besides say to put this aside... but Mage is a unique beast of a game and you're going to have a lot more fun with it if you try to set aside these preconceptions.

    Now, I'll put in a caveat: I hate the Ability bloat in Mage, and M20 in particular. When I have a say in things, I cut M20's Ability list down to 10 in each category (like the other 20ths games), and toss every last Secondary Ability out (I use the Well-Skilled Craftsman rules and just make them Specialties of the closest Core Ability).

    But Mage is a game where the Abilities...
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  • Yep.



    The "Purple Paradigm," is a reference to the primary color of Mage (purple) and a character who's paradigm (old version, so Focus in M20) is basically the optimally flexible one as if the character had read the books.

    This was a bigger concern in 1e and 2e Mage, where Arete advancement was described as shedding your Paradigm along with your tools. Revised weakly, and M20 strongly, negate this by having Paradigm and Practice remain part of a character's Focus no matter how high their Arete gets.

    A more detailed thread (though...
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  • Dude, nobody is unsympathetic to your situation. A lot of us don't have the stable games we used to (or they every had them). What we're trying to say is that there's a theme to these threads, and it comes down to you fighting the system rather than trying to finesse the system to work with your situation.

    You keep doing things like labeling Obcasus Rites a "problem," the they're not a problem. The way you insist on using them is a problem because it doesn't work for the situation you're stuck with.
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  • Wonders, unlike Enhancements, cost 1 for 1 for freebies. So a 5 dot Wonder, costs 5 freebies, not 10, and can have one to five distinct effects bound into it. High powered Wonders tend to not but mutli-tools because once you can make a Wonder, you can make more of them, so it's more cost effective to focus a Wonder into singular powerful effects rather than lots of little ones.

    Starting mages can't make permanent Wonders, but they can easily make single use ones (Prime 2 with appropriate resonant Tass/Quintessence, Prime 3 without, as per the updated Book of Secrets rules), so they...
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  • In 1e, my group had a lot of expies. Though I find that's pretty natural in new games with unique settings. When you're still trying to wrap your head around Creation as a setting, expies can be a useful mental shortcut.

    By mid-2e, an expy was a rare thing (note the TVTropes definition calls for expies to be deliberate design choices) as we grew more comfortable with the setting and creating unique characters inspired solely by Exalted's setting and plot hooks. Though I'm particularly prone to characters that look like expies but I was completely unaware of the popular character...
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  • I'm not sure what this means. You agree that Communions effectively refund the investment into the Merit (and can do more since you can use Communion even after you've maxed out on Rites)... there's not logical connection to your last sentence from that. If you're confused, you're inserting things that aren't there.



    If the players want that? Have one start with the Merit! You can start play with the Merit (it's a two dot Merit, you get 10 dots to start with), have a Guidance written into the character's backstory (easy enough, it's a narrative event), and they start...
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  • It doesn't matter, you get 1 Beat for Resolving a Condition, a Beat section is only necessary for gaining Beats without resolving it.



    Right, a limit of 21 Rites (Intelligence 11 with Epic Potential, Lair 10). There are currently 12 Rites. So a Rites oriented character can learn all the current Rites, and have room for nine custom ones... doesn't seem like a problem. If your concern is "half the Rites in the PG," then any starting character focusing on being an Initiate is going to be close to that number (Intelligence 4-5, Lair 1), esp. since focusing on Intelligence...
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  • I'd need to check the numbers, but generally speaking Enhancements are cheaper for permanent/constant effects, while Wonders will require rolling for the most part. As well, despite the Permadox/Genetic Flaws issues, they're easier to pass off as coincidental in the current dominant Reality Zone. A robotic arm hiding a gun in it that fires enhance rounds is going to be easier to play off (current prosthetics are getting very advanced) than a wand that shoots fireballs.
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  • Enchancements have a lot of drawbacks for the investment. It isn't bad, but in a game that allows as much flexibility as Mage does, it drives you down a very specific path. Two 5-dot Wonders can do a lot of that, trading, "can be taken from you," for all of the constant flaws Enhancements demand.
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  • In the WoD, there's effectively minimal difference between Mental trait and Mental Attribute, since the only other traits listed as Mental are Merits. Most Mental Merits aren't worth that much compared to what Mind 1 can already do. Maybe it might justify weaker versions of higher level Mind effects (temporarily learning a single language over having a universal translator), but that's not such a big deal. As Abilities aren't broken down in the Physical/Social/Mental scheme, raising them directly wouldn't make sense.
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  • The future of SAS as a thing is unknown. We're more likely to see quickstart style modules (the Reap the Whirlwind for VtR 2e).

    A community portal is hard to speculate about, because that would ultimately be in White Wolf's hands, no Onyx Path's hands; including what is acceptable content to post.
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  • Alice is only stuck doing something on the first turn. Nothing in the Gift says anything about maintaining it (which would, again, cause absurd results with the rest of the text of it), so she's free to do what she wants for the next two turns.

    Nothing can prematurely break the effect on Bob outside of the application of other powers/Merits that would explicitly counter such effects.
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  • Frenzied Garou can spend WP (though there's plenty of things they can't do), otherwise the option of spend WP for the player to select a target instead of the nearest ST picked valid target wouldn't work.

    They're also not explicitly immune to mind influencing powers as a blanket thing....
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  • Time 3 by itself doesn't do much beyond the speed up/extra actions and slow down/remove actions bit. The big thing is minor rewinds where you can null a few actions and rewind a bit to get a mulligan. That's a mess if highly involved things (aka when you'd want it the most) like combat. Time 3 also starts getting into minor time-travel tricks if you add other Spheres....
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  • How I read it:

    When used on a being with Rage, they can't attack you for turns equal to successes roll or the scene at 5+ successes without spending a WP for that turn.

    As for the usefulness of it.... it's not the best Rank 2 Gift ever, but the Gifts are horribly inconsistent in general. It's very useful for clearing out stray mortals to avoid Veil breaches. Yes, there's already the Curse, but the Curse doesn't guarantee a specific result like running away immediately, and most humans only have 2-4 WP (if they really want to spend it) so it's better than normal for...
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  • Dice, page 416 M20. "In game terms, armor adds dice to a character’s soak roll and allows a human being to soak lethal damage as well as certain types of aggravated damage – a vampire’s fangs, most likely, but not fire, or Life Sphere magick."...
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  • It's certainly a borderline application of Auspex. Even if you allowed such questions, you're giving vague responses. I would certainly exercise a bit of ST discretion to not allow that precise question over a more general idea of vampric power, so things like higher current blood pools, breadth and depth of Disciplines/other powers, and Blood Potency could all influence the response.....
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Heavy Arms
Heavy Arms
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Last Activity: Yesterday, 10:40 PM
Joined: 11-04-2013
Location: Pennsylvania
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