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  • Kerredai
    replied to Ask the Devs
    Question for Eric Minton:
    You have some really cool stuff on your blog; now that your developing, can we expect to see more stuff there -- links to the previews, more "Ask the Devs Thread Summaries", maybe some commentary on his vision for the line -- or will you be too busy?
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  • Heartfelt thanks to John and Holden for all their hard work, and heartfelt congratulations to Eric and Robert -- you guys have done some kickass stuff for the line, and I'm sure you'll do great things.

    Long live the Age of Puppycat.
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  • Absolutely! May be a while, though -- the PCs got some forewarning about the incoming Hunt and are plotting to delay them, so it could be a good few weeks before they end up throwing down....
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  • So I'm statting up a lot of DB NPCs for the Wyld Hunt, since they're about to come down on my PCs in force; would you be open to suggested packages from other folks? I probably won't create quite as many per ability as you did for War -- more like what Sandact did for his WIP Storytelling Guide -- but it seems like it might be a start.

    EDIT: Also, thanks for doing this! And thanks for starting with War -- the Ability I most needed something like this for.
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  • Kerredai
    replied to A Clutch of Dragons: Hub Thread
    So my player who was going to play a Dragon-Blooded settled on a Solar instead, but I'm in the process of statting up some Wyld Hunters and like antagonists, so I'll give initial impressions here as I browse, and proper feedback once the Charms get used in play. (Which might be a while -- they got a tip-off about the incoming Hunt thanks to Gold Faction contacts, so the PCs will probably do Clever Stuff of some description to buy some time, get better prepared.)

    This is all a tad stream-of-consciousness, so I do apologize if I'm not making sense.

    First pass, browsing...
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  • Kerredai
    replied to [3e PEACH]Extended travel rules
    You're very welcome, and I hope it helps, but I should point out that this is mostly a straight port of some rules from the Exalted First Edition Abyssals book; I pretty much just adapted them a bit for 3e....
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  • Kerredai
    replied to [3e PEACH]Extended travel rules
    Again, the airship is gone -- the test case that led to this thread was a set of Survival rolls representing an overland journey by foot.

    I think we may be approaching this from opposite angles -- you're looking at Difficulty 5 and saying "Exalts are *supposed* to hit that with the Excellency pretty easily, that's how this works". Which is quite correct! I understand that "just the Excellency" represents a low level of investment compared to a specialist Solar but is still, you know, demi-god levels of awesome.

    What I'm saying is not "I'm salty...
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  • Kerredai
    replied to [3e PEACH]Extended travel rules
    My complaint is that Solars are too good at a thing for no investment beyond just the Excellency, and are able to accomplish what was supposed to be a fitting challenge for someone who *did* invest in Survival, to give them that chance to shine. Like, a previous PC who had to bow out was Sail-supernal, and it'd cheapen that if the guy with one Charm could hit the top difficulties just as easily. So clearly the difficulty is not calibrated correctly.

    Obviously a Solar who actually *invests* in a skill is going to be good at it, my War-supernal Dawn player kicked the Wyld Hunt's ass...
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  • Kerredai
    replied to [3e PEACH]Extended travel rules
    EDIT: the above got posted twice for some reason, and I can't find the delete button. I suck at forums, apparently.
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  • Kerredai
    replied to [Quest] Legacy of Sextes Jylis
    Exigent seems most unique and interesting, let's try that.
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  • Kerredai
    replied to [3e PEACH]Extended travel rules
    One of my players commands an army of hundreds of tiger warriors, so the question of "how much cargo and how many passengers can your ship carry" became pretty important; I hacked something together based on Stars Without Number. In terms of sailing specifically, 7th Sea must have something, right?

    Coming up with in-setting complications that are both interesting and sufficient to add that sense of size and lived-in-ness for every journey they take would be ideal if it were achievable, but I'm not really confident in my ability to do that -- and, by providing some structure...
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  • Kerredai
    started a topic [3e PEACH]Extended travel rules

    [3e PEACH]Extended travel rules

    So, my players acquired an airship a few sessions ago in my campaign, and traveling around in it felt... insubstantial. (The airship since died in a Death Ray, but that's another story.)

    There wasn't really a sense of the passage of time, and it was making Creation feel kind of small and uninhabited. So I was mulling over ways to fix that when, browsing the 1e Abyssals book, I found a section detailing rules for navigating the Labyrinth which I really liked. I wrote this up as an adaptation of those rules; since it was written for the ship, it references Sail, but we used it with...
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    Last edited by Kerredai; 03-15-2017, 03:26 PM.

  • Kerredai
    replied to A Clutch of Dragons: Hub Thread
    The idea I heard was a philanthropist and society-builder based on Medicine and Bureaucracy, which is certainly unique in a Circle with two Dawns and a Night, so that's encouraging. I'll give your suggestion a shot, and if it turns out wonky I'll report back with whatever we figure out. Plus whatever feedback we generate from testing these rules out in play, of course....
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  • Kerredai
    replied to A Clutch of Dragons: Hub Thread
    Folks familiar with these mechanics: any recommendations for starting XP to let a player of mine considering a Dragon-Blooded character keep up with a party of Essence 2 Solars? We're not the most balance-minded group,exact parity isn't needed (and probably unrealistic anyway), but I'd like him to feel like he's on roughly even footing. For reference, a character created with the advanced Solars rules ("a while in the sun") from the core fit in just fine.
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Kerredai
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