Originally posted by Zelbinnean
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The Castes, their abilities, and Supernals
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Originally posted by Robert Vance View PostFor the sake of argument, let's imagine we'd printed Transcendent Warlord's Genius at Essence 4 and Battle-Visionary's Foresight at Essence 5. They're certainly powerful enough that no one would question those placements, and it would give the nice feeling of completeness that filling out the 1-to-5 scale brings. What effect does this have in play? None for people who have Supernal War. For people without the Supernal benefit, it becomes another ten or twenty sessions before they'd be able to get those cool Charms for their character. While there are certainly things that belong at Essence 4-5, and plenty of room for War Charms at this level, I don't think that anyone is actually harmed by front-loading War's capstones at Essence 3.
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Originally posted by Fata-Ku View PostNot everyone is good at homebrew and balance, dude.
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Originally posted by Zelbinnean View PostSee, I don't get how it would be hard.
It's totally possible for a Storyteller or player to come up with a power that they simply don't know how to evaluate, or how to break down into incremental effects.
I mean, homebrew is cool and fun and all, but it takes a lot of practice and criticism to get good at.
If my player wants a charm that makes his unit functionally invisible due to superior maneuvering and "I'm so good at X" shenanigans, for example, I would seriously not know how to guage that essence-wise.
Or as a similar effect, if my Eclipse wants a charm that perfectly hides cargo/units on her ship such that even Sidereals are at a loss for finding it/them. That'd be a big old "fuck, I dunno, make it like that other sail charm that hides creatures of darkness and up the cost? ¯\_(ツ)_/¯ "
Likewise for the reverse of "I'm at Essence 4, can i do X?"
(edit: also I'm away from my books so if one of these already exists as an actual charm, pretend it doesn't)Last edited by Fata-Ku; 01-28-2016, 01:32 PM.
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Originally posted by Blackwell View PostI think that's totally fair, though I've long had a "free retcon of anything that hasn't come up yet" rule; I probably wouldn't even make them wait for Essence increases.
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Originally posted by Robert Vance View PostFor the sake of argument, let's imagine we'd printed Transcendent Warlord's Genius at Essence 4 and Battle-Visionary's Foresight at Essence 5. They're certainly powerful enough that no one would question those placements, and it would give the nice feeling of completeness that filling out the 1-to-5 scale brings. What effect does this have in play? None for people who have Supernal War. For people without the Supernal benefit, it becomes another ten or twenty sessions before they'd be able to get those cool Charms for their character. While there are certainly things that belong at Essence 4-5, and plenty of room for War Charms at this level, I don't think that anyone is actually harmed by front-loading War's capstones at Essence 3.
So while there is room for E4-E5 Solar War Charms, and sure those can be home-brewed, we really have no idea what those should look like, having no point of comparison in the Ability beyond "more powerful in some way than BVF, but probably also more narrow in scope."
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Originally posted by Zelbinnean View PostSee, I don't get how it would be hard. If the "best" a Charm tree can get to is 3, maybe that effect at 3 is a good baseline for what a 5 in that Ability should do, and you thematically fill in the middle after that. It feels sort of like the writers had expansive ideas and plans for some Abilities and not others, which raises questions like...why are these Abilities with less, actually still kept as Abilities at all, or how are they thereby devalued with less magic support?
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Originally posted by Amoeba View PostI'll probably just let them switch Supernals when Essence goes up IF they haven't taken any charms above the new Essence with the previous Supernal.
Originally posted by Amoeba View Post(I'm also still wondering whether Supernal should have some mild but common in-play effect to more strongly show that it's the character's most important ability.)
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Originally posted by Amoeba View PostI can understand that it might be hard to invent Ess 4 or 5 charms for some abilities
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Originally posted by DrLoveMonkey View Post
Also assuming Euclidean geometry and you're sitting in some non-complex version of 3-space.
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Originally posted by ZelbinneanThe best solution is for all Charm trees to hit the E5 level in the rules. Give something enticing for everyone. Your player is thinking smart, frankly.
Originally posted by DrLoveMonkey View PostNot only does bureaucracy hit essence five, Order Conferring Action is awesome.
Also essence 3 isn't quite as soon as it feels. It's about 22 sessions before anyone can take their first non-supernal essence 3 charm, that's not insignificant I think.
I'll probably just let them switch Supernals when Essence goes up IF they haven't taken any charms above the new Essence with the previous Supernal.
(I'm also still wondering whether Supernal should have some mild but common in-play effect to more strongly show that it's the character's most important ability.)
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Originally posted by kawaiiwolf View Post
Usually if they're orthogonal and co-planar
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Originally posted by TheCountAlucard View PostNo, but three lefts can.
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Originally posted by Solar View PostMy mum always told me two wrongs don't make a right
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