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  • Heavy Arms
    replied to Boss fights and power gaps
    I'm not sure this is really going to meet your goals. Being able to have multiple track is both a lot to manage, but ultimately seems more risk than reward. The second you make a decisive attack, it behooves the party to try to crash all the extra tracks to take them out of the fight (since dropping 5m per is a lot in a fight) or force you to get mote-tapped all that much faster.

    You're also creating even more Initiative sources for the bigger group to go after (since a standard circle of 5 is going to easily out number a single Essence n+2 character), so they can farm a bunch...
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  • Eh? This... seems an odd complaint. There isn't some strict metaphysical basis for when Disciplines cost blood or even willpower. The assignments of costs have always seemed to be more on the game side of things to keep things from getting spammed by attaching a limited resource to it. The VtM: Bloodlines video game frequently had you spend blood on things that you don't in the TT rules, because the assumptions of the mechanics are different.

    V5's Hunger mechanics (something I very much dislike) also isn't the same as spending blood in a key way: you can in theory do it as much as...
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  • The second playtest wasn't great, but it was a huge improvement over the first. The mechanics haven't fixed a lot of the core issues I have with their design decisions, but they're starting to refine things at least. The actual scenario attached was a massive step up...though who they hired to write it is probably a part of that.

    The second one certainly didn't sell me on V5 at all, but even I have to admit they're at least starting to realize that the first one demonstrated a severe lack of quality.

    Of course both previews are bad because WW doesn't seem to get why...
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  • Heavy Arms
    replied to Changing Ways thoughts
    Chainsaws were agg in one Revised VtM supplement to illustrate how destructive they are if you actually hit with one... but it's never been a standard thing or restated in the other games.
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  • My first suggestion would be to look at the CofD combat equipment rules and consider porting them over. For weapons you get smaller numbers (weapons provide automatic damage instead of dice of damage so they can largely stick in the 0-5 range, 0 for small weapons that are upgrading bashing to lethal), armor piercing is straightforward, the burst fire rules are simpler (and the penalties can be negated with things like bi-pods or physical mounts), etc. Though the initiative penalties are completely whacked for realism.

    The armor in the CofD is way more robust. It has a general rating...
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  • For Solars at least, where I'd like to see this technology space used the most? Charm resets.

    Rather than getting more powerful after being Crashed, they'd be staying at the same power as before. The invigorating rush driving them to keep being their most excellent, rather than turning the power of defeat to their advantage or whatnot.
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  • I think it's somewhat of a mistake to characterize it as people wanting a "detailed Bureaucracy system." Rather, we want a detailed system where Bureaucracy has a significant role. We don't need a "detailed Melee system" because we have combat. The Leadership section - which seems the obviously place for Bureaucracy to shine - is roughly 3 pages of "handwave things." It advises avoiding rolls as much as possible, and actively penalizes characters that go out and take care of things themselves (kinda unfun for Exalted). Things like Strategic Warfare,Crafting,...
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  • Gnosis caps on Arcana aren't a 1:1 thing like Essence with Charms. The chart on page 86 of Awakening 2e has the numbers. Part of this is that there's two caps, your highest Arcana (which generally has a higher cap) and the rest (slightly lower). At Gnosis 1 it's 3 for highest and 2 for other. Each dot in Gnosis increases one of the caps by one, and it alternates. So Gnosis 2 raises other by one (to 3), Gnosis 3 raises highest by one (to 4), and so on until they're both at 5.

    A few things:

    1) A way to think about shadow names is the Destiny-Manifesting Method Charm...
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  • Again though, this predates the books you're assigning them to. I'm not trying to say your general reaction is incorrect, but mostly that the books are dealing with issues from previous editions.

    In late 2e, there was a supplement called Spirit Ways, which was a book about shaman mages and explicitly not just about Dreamspeakers. So this was something the game was already doing, along with shaman Crafts not being Dreamspeakers.

    That's sort of the problem. Dreamspeakers have never had a lock on shamanism in the setting. Not all shamans in Mage are Dreamspeakers, and...
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  • I think the Dreamspeakers (and well before the Revised book) got screwed because the game set up the idea that a lot of potential Dreamspeakers never joined the Tradition or the Traditions. There's a pretty large number of Crafts that would have been interesting Dreamspeaker factions (a few did join in Revised, though M20 undid most of that), as well as a pretty decent number of animist or shaman oriented groups in other Traditions as factions for them that seem like they'd be more naturally Dreamspeakers (ex: the Akashics have the explicitly shaman Jnani as a faction).
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  • Any chance to rephrase the purchasing decision as predicated on desire for the concept? People might not want the book, but would buy it if it's recommended as being good. People might want the concept, but the final product might not be what they want and then not get it.
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  • Heavy Arms
    replied to Scion/Trinity hybrid settings
    Well, one of my first thoughts is since we're getting Aeon first of the Trinity eras? Fading Suns with Storypath instead of the VPS system. I've never been a fan of the VPS system in practice, I love the setting, and it's a setting where it would lean much more on Trinity than Scion, pulling from Scion to make the magic in Fading Suns significantly distinct from the superscience would be nice. Basically it would be stripped down to one Pantheon per sentient species (if that).

    I've also been eying doing Storypath conversions of the WoD (certainly not alone there), but instead of...
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  • Heavy Arms
    replied to kickstarter in January
    Onyx Path also seems to be moving towards having the full text be backer only (though that doesn't mean you can't cancel your pledge after reading it, or pledge the lowest value and wait to up it if you want), rather than some of their Kickstarters with the full text linked on the campaign page.

    The most recent Changeling: the Lost 2e did have the full text, but it was broken up into four parts, and released over time during the campaign via links in backer-only updates.

    I don't really have a problem with "hey, at least throw in $1 you can even take back if you...
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  • I've been a bit hesitant to bring it up, but in terms of inspiration, it's hard to avoid looking at One Piece. One of the reasons I kinda struggle with suggesting it, is because getting into it is a hefty feat. It's a series that's been on going for twenty years. It's a story about a island hoping pirate crew, that manages continuity, reoccurring antagonists and support characters outside the crew, and there's just same fun Exalted inspiration stuff in it (Zoro, Nami, Usopp, and Sanji are pretty solid for Solar inspiration as characters that are more insanely skilled rather than using overt...
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  • Heavy Arms
    replied to Shield Mechanics in W20
    W20 doesn't include shield rules. M20 and DAV20 both do, but with different rules.

    The M20 rules are more complicated, but are probably better for handling a modern day game where humans have access to things like riot and ballistic shields, but werewolves might be using an ancient shield Fetish that's made of natural materials. The complexity lets it handle a greater range of types. The DAV20 are simpler though, and those might be better if you just want to have some rules and move on.

    The basics:

    M20 shields increase the difficulty to attack you in close...
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  • Yes, the problem is that if both sides don't have the intent of killing, none of them would willingly take the Gauru "Killing" Form, so they'd never be in a form completely immune to being beaten up to the point of knowing it's time to run or time to surrender.

    That's sort of my issue with this. It's like saying, "If two mortals are shooting at each other with grenade launchers loaded with frag grenades without the intent of killing..." which is basically an impossible thing to have happen in a game.

    If a character is going to willingly enter Gauru...
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  • Well, just using Beaten Down doesn't actually do what you want. Beaten Down, for instance, doesn't apply as written to the situation of, "I'd rather die than get captured." If surrendering to your opponent in combat would be a fate equal or worse than death to your character, you can't be Beaten Down with damage. If an Uratha is willing to go Gauru for the fight... there's pretty much no justification for inflicting Beaten Down on them through damage (opposed to some magical infliction of it).



    So even waving that Beaten Down doesn't apply to Uratha in the...
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  • Yeah... you don't take Gauru unless your life is on the line, or you want to escalate things because you want to kill something. It's the killing form. Once either side opts to take, it's like drawing a gun in a knife fight... you change the stakes completely. Though there are ways to avoid it having to go to the death, as has already been brought up.



    There's other ways of executing people beside some sort of chopping block where they have a chance to do something about it.



    The Pure know that most Forsaken think killing the Pure outside...
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  • It's getting away from specialties as a topic, but compared to the V5 playtest? The Storypath preview method of "mixed successes" is something I find much more interesting. Mostly because instead of just making it random, it's something the ST controls more to ensure it fits the scene.

    The Storypath system does the difficulty in how many successes you need to roll, but the ST can add Complications with linked success values. If you roll enough to beat the base difficulty, but not enough left over successes to buy away the Complication, you have to deal with it.
    ...
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  • Probably best not to have this be their only choice then? I mean, lots of players don't like "you got captured, the rest of the pack comes to rescue you," much, but it's generally preferred to outright losing a character. You also don't have to force them to play out torture/etc.

    Some of this just comes down to how you introduce the Pure as a threat in your games.




    OK, I'm kinda curious... which setting lore is telling you this? Because I just read every passage in WtF 2e about the Pure again.. and this is nowhere. The brutish Pure tend...
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Heavy Arms
Heavy Arms
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Last Activity: Today, 08:23 AM
Joined: 11-04-2013
Location: Pennsylvania
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