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- Feb 19, 2013
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Problem with that is twofold:
1) Running a game isn't playing in one.
2) I don't think I'm creative enough to actually run one.
The Bii agrees... but it's still better than not playing. :#
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Problem with that is twofold:
1) Running a game isn't playing in one.
2) I don't think I'm creative enough to actually run one.
It's not only Linguistics - the shadow possession Charm in Stealth explicitly names abstract Intimacies such as "I cannot be controlled" as invalid for the purpose of resisting it (and points to "Intimacies and Roleplaying" sidebar for further considerations).Linguistics has always been horribly OP if people were willing to get creative with it.
They're just Godbloods with a fancy name.I'm more interested in the Exigent Exalts, though. So many possibilities to them, kufufufu...
It appears the conversation died fast.
So: is it me, or is Thrown a bit underwhelming? It seems to have fewer Charms, no true Essence 5 capstone...
Also Survival: having to buy the Permanent Familiar Strenghtening Charms seems like a huge investment if you have several familiars.
On the other hand, explicit refund in case of Familiar Death, and beastmaster Solar Oh my Gawd.
If you're like that, I could say the same thing about other Exalts.
ctrl-f "god-blooded" gives a few finds. But nothing about them really.I could have sworn the book mentioned godblooded somewhere, though it was just fluff and none are statted out.
Not even faintly the same.If you're like that, I could say the same thing about other Exalts.
Solars: Oh, only humans affected by the Sun's fancy endowmnent charm.
Lunars: See above. Replace "Sun's" with "Moon's"
Sidereals: This is starting to become a pattern.
Dragonblooded: Man, these guys are even better godblooded. They even inherits it, unlike the ones above.
And so on.
...It's Exalted. Hamminess is mandatory.
I'm sorry, I can't hear you over the sound of my OFFICIAL HOMEBREW SUPPORT KIT.If they want to make some new Exalted, they shouldn't steal a prior concept, relabel it, and expect us to smile.
I can't see why that merits calling them Exalted. They're still stepping on the Godblooded concept, and you can sure as hell bet that we'll see fifteen or so npc Exigents stated out, if not more.Exigents aren't a replacement for god-blooded. They're meant, I think, to be the Champion of their particular god and I don't think there's going to be many of them, as the gods that can make one and survive are few in number, and those that can't survive it probably won't do it unless their domain is threatened and there's no other way to defend it AND they're selfless enough to suicide over it.
...Say what.I'm sorry, I can't hear you over the sound of my OFFICIAL HOMEBREW SUPPORT KIT.
I also dislike the idea for taking away one of the few paths to power available to mortals, because while Exaltation cannot be directed, blessings can.
And that's another thing that's bad; Directable Exaltation. The closest to that previously was the Alchemical Exaltation, and even that wasn't a sure thing.
I can't see why that merits calling them Exalted. They're still stepping on the Godblooded concept, and you can sure as hell bet that we'll see fifteen or so npc Exigents stated out, if not more.
They aren't even planning a coherent Charmset? Is that a thing they're doing? Because that's something a dev should be tazed for. That's shear laziness.
Oh well. Mortals can be sorcerers now. I say they traded up big time.I also dislike the idea for taking away one of the few paths to power available to mortals, because while Exaltation cannot be directed, blessings can.
Speak for yourself! I would pay through the nose for a hand-written guide to homebrewing balanced material that doesn't suck. And if you can make charms for Exigents then it shouldn't be difficult to homebrew new stuff for the existing splats. I could not possibly be happier with this arrangement....Say what.
They aren't even planning a coherent Charmset? Is that a thing they're doing? Because that's something a dev should be tazed for. That's shear laziness.
Not that kind of directable. In Ex2, there wasn't a way to make someone Exalted.I don't think Exigents can be controlled anymore than other Exalted.
Oh? Wonderful. And here I thought they were going to be unique. Nice to see there's inconstancy in play as well.They're called Exalted because when they die, their power passes on to the next one.
That's what a character creation process is for.And yeah, we're gonna see examples. How else could we see how to make our own?
Ah. Yes, that's a brilliant idea. As a Storyteller, I can't even begin to say how much I love the idea of my players making their entire Charmset. Why, and I'd have to help out, wouldn't I.Exigent Charmsets are like Artifact Evocations... each one is different.
That's not new. Mortals have always been able to access the Emerald Circle of Sorcery, if they could use essence.Oh well. Mortals can be sorcerers now. I say they traded up big time.
I'd be more impressed if it wasn't to be written by the writers who decided a system with Initiative as a resource that should change constantly was streamlined and low on bookkeeping. Combat will drag. And that's before we get into the Butchery that's Craft, or involve the rerolling Charms.Speak for yourself! I would pay through the nose for a hand-written guide to homebrewing balanced material that doesn't suck. And if you can make charms for Exigents then it shouldn't be difficult to homebrew new stuff for the existing splats. I could not possibly be happier with this arrangement.
...Say what.
They aren't even planning a coherent Charmset? Is that a thing they're doing? Because that's something a dev should be tazed for. That's shear laziness.
Have you even read the PDF yet? Because I'm looking at /tg/ right now and the consensus is that EX3 is a really solid piece of work. Keep in mind this is a crowd that doesn't like the devs very much and has been testing the game pretty rigorously looking for weak points. I think you should hold your judgement until you've played a game or two.I'd be more impressed if it wasn't to be written by the writers who decided a system with Initiative as a resource that should change constantly was streamlined and low on bookkeeping. Combat will drag. And that's before we get into the Butchery that's Craft, or involve the rerolling Charms.
Some of Eis good. Some of it is very very not.
Better than nothing, but I have several players with no head for mechanics. I'm sure I'm not alone in that. If I were to allow Exigents, I'd need to at the least look over everything they make, and probably write most of it myself. Considering how Charm-heavy EThe Dev's plans for the Exigent book was to compile several essays about how they go about writing Charms, ideas for costs, where things are put in Charm Trees, minimal requirements, etc.
They mentioned that they were going to include something they called the Charm Matrix, which they described as mechanizing as many effects as possible sans fluff to give people ideas of what to do, how to alter and adjust the costs for using Charms, etc.
Finally, they're planning to include Strawmaiden Janest's sheet and Charmset as an example and, IIRC, include design notes along the way for why the Charms for her picked, how they were balanced, and so on.
Yes. One of the most criticised elements of the Ex2 combat system was the tick timing system and the varying order of turns, for damn good reason.Have you even read the PDF yet? Because I'm looking at /tg/ right now and the consensus is that EX3 is a really solid piece of work. Keep in mind this is a crowd that doesn't like the devs very much and has been testing the game pretty rigorously looking for weak points. I think you should hold your judgement until you've played a game or two.
Better than nothing, but I have several players with no head for mechanics. I'm sure I'm not alone in that. If I were to allow Exigents, I'd need to at the least look over everything they make, and probably write most of it myself. Considering how Charm-heavy Eis, that's not looking fun.
Character Creation takes long enough already without taking ten custom Charms.
No, that's something you get your players to track. I keep a sheet of scratch paper handy, with my Join Battle result noted. When my initiative changes I make a note of it. So does everyone else. When the turn is over everyone tells the ST what their new initiative values are and the new turn order gets decided. Simplicity.Yes. One of the most criticised elements of the Ex2 combat system was the tick timing system and the varying order of turns, for damn good reason.
That's not exactly what we have now. It's more complex, because standard attacks adjust turn order, as do some attacks and some Charms.
That's something that I'll be called on to keep track of, and it's inextricable from the combat system.
Indeed.From what I understand of the Charm Matrix, it's supposed to be a whole bunch of ready made Charms, just needing fluff, placement in a Charm Tree, and the requirements hammered down(though those are probably suggested in the Charm itself).
For example, I recall Holden mentioning a Charm to produce webbing(or restraints in general) with the recommended mote cost, willlpower(if any), duration, etc all already set into place with only a few "dials" needing to be adjusted for your particular character concept and, of course the fluff for the Charm.
Which sound like its supposed to be friendly to people of all mechanical inclinations to work with, but I suppose we'll simply have to see.
Nice idea. I was thinking of using d20s.No, that's something you get your players to track. I keep a sheet of scratch paper handy, with my Join Battle result noted. When my initiative changes I make a note of it. So does everyone else. When the turn is over everyone tells the ST what their new initiative values are and the new turn order gets decided. Simplicity.
Yeah, basically this; if your players aren't willing to do even the sheer basics needed to play their character, then why are they even playing? It's their job to know their stats and abilities when they enter combat, and it's the GM's job to handle the NPCs and what happens to them as a result of the players' actions.No, that's something you get your players to track. I keep a sheet of scratch paper handy, with my Join Battle result noted. When my initiative changes I make a note of it. So does everyone else. When the turn is over everyone tells the ST what their new initiative values are and the new turn order gets decided. Simplicity.
Do a trial combat run then, if you're so worried. And the turn order thing really doesn't sound like a big deal, it's not like changing turn order is a novel concept after all. D&D's done it for fucking years and it's worked fine for them.Indeed.
Nice idea. I was thinking of using d20s.
So, what about npcs? Players who are still learning the system? And how is a turn order that changes every round simple? For that matter, don't initiative changes affect turn order in the round they change, if the one with the changed initiative hasn't acted yet?
It's a fair few moving parts, and that makes the system more complex. It looks sound, but not simple.
That's a nice theory. Does it work for you in practice?Yeah, basically this; if your players aren't willing to do even the sheer basics needed to play their character, then why are they even playing? It's their job to know their stats and abilities when they enter combat, and it's the GM's job to handle the NPCs and what happens to them as a result of the players' actions.
D&D has changing the position of one's turn as an option. It can be done, but it's not something that happens every fight. I can record it with arrows.Do a trial combat run then, if you're so worried. And the turn order thing really doesn't sound like a big deal, it's not like changing turn order is a novel concept after all. D&D's done it for fucking years and it's worked fine for them.