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Why are Elder Powers so... awful?
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Upon reflection, I've realised that you've both skimmed over huge portions of what I wrote (literally, the answers to your questions are in what I wrote), so it probably wasn't worth responding to. Ah well.
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Originally posted by BenjCano View Post
Pretend I'm a person picking up Vampire for the first time today, and I kind of like the idea of rolling up a Tremere focused on Movement of the Mind. I come into the game with Thaumaturgy 3, and I'm ready to play. I ask you this question: how do I use this Discipline? Like what do I do in this scene with a problem I'm trying to solve with telekinesis. What actions, words, thoughts, focus does my character engage in? What do outsiders see? What does it feel like to her?
Bonus points if you can point to the write up in the book to support your answer.
Now that's a really huge amount of internal RP for, well, using Movement of the Mind 1. BUT, it's very important that a Player do this with Rituals occasionally, or when talking to other Thaumaturges... if you want to get into this sort of thing.
I mean I can have Manipulation 5 and Intimidation 5, I don't know how to sound like someone like that, I don't know how to describe it really beyond simple adjectives. I don't HAVE to know everything my character knows.
Oh, and where am I getting this? Well Thaumaturgy is written up in the fluff as being descended from Hermetic Magick, and therefore it is obsessed with the concepts of Willworking, commanding the universe to obey you, and it does so using the concepts of forces being shaped by Willpower alone. To get super technical there is some mathematics, some occult symbolism (specific metals), phallic imagery (swords, staffs)... this is FAR more obvious in Rituals than in Path Powers I will grant. This information is gleaned from a bunch of ritual writeups, some Thaumaturgy writeups, and I'm not doing 2 hours of work to pick up all of those quotes.
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Originally posted by Kammerer View PostA statement supported by all of nothing in the corebook. I can take Thaumaturgy as an additional in-clan discipline, I can take three to five dots of it on a fresh from embrace neonate, I can take it as a starting discipline for a Catiff. And gasp, I learn it exactly the same way I learn every other discipline! And I use it exactly the same way I use every other discipline too - in a three-second turn, without any words or gestures or anything. Such a different discipline indeed.
But really, you are missing the point. I don't care what is the in-character justification behind Blood Magic. I'm saying again that there shouldn't be "Blood Magic" because it does not fit into the mechanical paradigm of VtM Disciplines. "All of the above" should not be a valid choice for your super power no matter what mumbo jumbo you spout to explain it.
Yes, you can take it as an additional "Discipline", it's called a Discipline because a side-bar saying "oh but not really a Discipline, that term is overly simplistic you see-" in the STUFFED Corebook would be silly. Blood Magic as a quasi-Discipline is a concept laid out in the book on blood magic, for a good reason. "Oh, but I can start with 5 dots?!"; your starting character may be a Neonate, they may be a prodigy of Thaumaturgy, but they did not randomly manifest Path of Blood 5, they learned it. Again, read Rites of Blood. Your Neonate with Thaumaturgy 5 is at least a few years past the embrace. The standard V20 game is Neonates, yes, but you're forgetting that that means you've passed being a Fledgeling. Furthermore the Tremere do 7 years of training and indoctrination... so if your character is a recently embraced Tremere running around like a proper Vampire, you haven't done your reading I'm afraid (that's in Lore of the Clans I believe, or are we ignoring all non-core book? I wonder...).
And Thaumaturgy is not "all of the above". There is not a Path of Speaking To Animals. There is not a Path of Super Speed. There is not a Path of Invisibility. Thaumaturgy is a series of powers which would feel silly as Disciplines because we don't associate them with Vampires. Can a Vampire create fire? I mean... no? Now a WIZARD Vampire? They can make fire. There is a clear gap between Disciplines and Blood Magic, in themes and mechanics and purpose. Blood Magic is an amalgamation of powers which wouldn't really work as Disciplines. There are some abhorrences, such as the "Path of Shadow Manipulation", but none of these are powers which you can use in a V20 game really.
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Originally posted by 11twiggins View PostBlood Magic has a kind of paradigm associated with it. You can't just click your fingers and expect the world to change, you need to Study and Practise. A Vampire can rise from the Embrace with Celerity 2 and Potence 1, ready to kick arse. The same is not true of Blood Magic, which is learnt through knowledge.
...
Just look at the difference. Jane spends a point of blood, grows claws. Harry focuses on the power granted to him by his infernal Master, sacrifices a point of blood and green flames pour out of his mouth. Thaumaturgy can sometimes feel like "Spend Blood, Thing Happens", but this isn't the case as the powers rely on a paradigm of mathematics, hermetic forces, cultural symbolism... this is more obvious in Rituals, but still present in Paths.
Bonus points if you can point to the write up in the book to support your answer.
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My personal take on Imprint is that its useful for covering any feats of strength that would otherwise be edge cases. Can I crush this giant thing with my bare hands? With Imprint you can. Can I force my fingers into this wall and climb it that way? With Imprint you can. Can I bend girders? Can I plow through this barricade? Can I drop through the sidewalk and into the sewer? With Imprint you can.
Could you do all of these things with Potence normally? Possibly, but Imprint answers that question definitively.
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Well, there is plenty of examples of broken superheroes who can do everything, but I am largely in agreement. I think that an adequate fix for the issues with Blood Magic would be to make in more like the Mythic Numina. If it was more like the Mythic Numina, I think that it would make Blood Magic a lot less abusive and make practitioners of Blood Magic more likely to explore non-combat Paths.
I think an adequate solution would be the following. Each Path of Blood Magic requires a specific combination of Attributes and Abilities to practice (for example, Path of Blood would be Intelligence plus Occult while Path of Conjuration would be Dexterity plus Occult), meaning that you would need to diversify to be an effective practitioner. Spells take a minimum of one turn per level of effect to cast and may take longer depending on the nature of the Path, meaning that many of the most abusive uses of Blood Magic would have to be carefully planned out. Practitioners may hang spells for a +1 difficulty to every mental action per two spells hung (rounded up) and may fast cast spell by accepting a +1 difficulty for every turn of casting ignored, meaning that careful practitioners would have a spell or two hung just in case.
With those changes, I think that the Blood Magic would be a lot less abusive and make practitioners of Blood Magic much more careful. Practitioners would still be feared, but they would probably depend on combat spells a lot less often. It would also make transitioning from Mythic Numina to Blood Magic relatively simple for Embraced Sorcerers.
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Thankfully the book encourages you to make your own 6+ powers or just choose one of those ;P
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Originally posted by 11twiggins View PostBlood Magic has a kind of paradigm associated with it. You can't just click your fingers and expect the world to change, you need to Study and Practise. A Vampire can rise from the Embrace with Celerity 2 and Potence 1, ready to kick arse. The same is not true of Blood Magic, which is learnt through knowledge.
But really, you are missing the point. I don't care what is the in-character justification behind Blood Magic. I'm saying again that there shouldn't be "Blood Magic" because it does not fit into the mechanical paradigm of VtM Disciplines. "All of the above" should not be a valid choice for your super power no matter what mumbo jumbo you spout to explain it.
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Originally posted by Kammerer View PostFor reasons I've listed before "Blood Magic" is a craptastic idea that needs to go in any redesign of VtM.
All of the ambiguity went out of the window with the redesign of Thaumaturgy for 2nd Edition, of course, which is the version everyone is familiar with, and where, as far as I can see, the real problems with the Discipline started.
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Originally posted by Kammerer View PostFor reasons I've listed before "Blood Magic" is a craptastic idea that needs to go in any redesign of VtM.
Blood Magic has a kind of paradigm associated with it. You can't just click your fingers and expect the world to change, you need to Study and Practise. A Vampire can rise from the Embrace with Celerity 2 and Potence 1, ready to kick arse. The same is not true of Blood Magic, which is learnt through knowledge.
Discipline: A power inherent to the blood, created by Vampires. These are, broadly speaking, the same for all who have them. Setite Presence is the same as Toreador Presence, with a few exceptions. Regardless of a person's thoughts on something, these powers are inherent to the Vampiric condition and do not care for the personal beliefs of those who use them.
Blood Magic: Quasi-disciplinic powers which are not native to the blood. These are controlled by belief, cultural norms and research. New Paths and Rituals can be created with (relative) ease and can be very niche and extremely limited. This is demonstrated by different types of Blood Magic, types with Desecrated Shrines, types where the blood spent must be spilled onto the floor, types with different rituals and paths and different ingredients... Blood Magic is cultural.
Let me say it louder for those of you at the back; Thaumaturgy is not, in reality, a Discipline. It is listed as one in corebooks, In-Clan Disciplines, the Discipline of Thaumaturgy, but if you go to V20 Rites of Blood you'll see that it's linear magic powered by Vitae, nothing more, nothing less. Unique to Vampires and Ghouls? Almost. Some non-Ghoul humans have practised it, but it devours their health levels and quickly kills them. Blood Magic is a distinctly separate entity, like the difference between Qi and Magic in DBZ.
The books haven't always obeyed this distinction. Ogham has always wanted to be a Discipline when it's clearly Blood Magic, and it's been changed to suit this in DAV20, getting a Secondary Path in Genius Loci.
Just look at the difference. Jane spends a point of blood, grows claws. Harry focuses on the power granted to him by his infernal Master, sacrifices a point of blood and green flames pour out of his mouth. Thaumaturgy can sometimes feel like "Spend Blood, Thing Happens", but this isn't the case as the powers rely on a paradigm of mathematics, hermetic forces, cultural symbolism... this is more obvious in Rituals, but still present in Paths.
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For reasons I've listed before "Blood Magic" is a craptastic idea that needs to go in any redesign of VtM.
Originally posted by Kammerer View PostEveryone already has magic. Celerity's slow-mo is magic. Dominate's mind control is magic. Obtenebrate's shadow manipulation is magic. Daimoinon's shitting fire out of your ass is also magic. Every superpower is magic. The problem with clanned blood magic is that "magic" should not be your magical specialty. I hesitate to say "the problem with Tremere" since Tremere have been relentlessly shat on by V20 at every turn. But back to the topic, no clan should have "magic" as their magic. Because "magic" is too large of a topic. Because mind control is magic (Path of Corruption). Because shadow manipulation is magic (Path of Shadowcrafting). Because shitting fire out of your ass is also magic (Lure of Flames).
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Originally posted by 11twiggins View PostIf this system is implemented it MUST NOT be applied to blood magic. There isn't an alternative power for Path of Blood 4, it's linear magic and you don't get surprise powers, you're already getting rituals and flexibility and cheapness.
This makes Blood Magic still a bit more flexible but still makes ordinary Disciplines worthwhile and more powerful in their own way.
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Originally posted by Cadmiumcadamium View PostYeah. If i were to redesign the Discipline system i'd allow for multiple low level powers. You'd still need a lvl 2 power to buy a lvl 3 power but it didn't matter if you bought option 1,2,3 or 4 of lvl 2 Auspex for example.
This would FINALLY make Disciplines equal to Blood Magic. Toreador would have Toreador-only Presence powers which are rarely known outside the Clan, as would the Setites and the Ventrue and the Brujah. And those variants would change everything, as it would give versatility and inexpensive powers (remember that Paths of Blood Magic are 4x current level) to non-blood-mages.
It would also help people with pacifist concepts or high Humanity concepts avoid powers they can't use or would never use, giving them alternatives which can be a tad niche at times. A Dominate 4 power which is entirely focused on surgically removing the most traumatic and painful details of a subject's memory, under hypnotic suggestion. A Dominate 5 power where you don't have total control, you're piloting and the Mortal (or even Cainite) can take back control easily if they want to.
If this system is implemented it MUST NOT be applied to blood magic. There isn't an alternative power for Path of Blood 4, it's linear magic and you don't get surprise powers, you're already getting rituals and flexibility and cheapness.Last edited by 11twiggins; 04-07-2017, 08:23 AM.
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Yeah. If i were to redesign the Discipline system i'd allow for multiple low level powers. You'd still need a lvl 2 power to buy a lvl 3 power but it didn't matter if you bought option 1,2,3 or 4 of lvl 2 Auspex for example.
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Well, Combination Disciplines, Devotions are a nWoD thing, not a cWoD thing. I really do not mind there being only one power per level when they are thematically appropriate. For example, Auspex is a sensory power, so projecting thoughts is not thematically appropriate (and would honestly make more sense for Dominate).
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