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NutritiousSnack posted:Would anyone be up for a RollD20 Exalted game? What happened to the other game? We had sheets and everything!
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# ¿ Sep 30, 2015 21:58 |
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# ¿ May 14, 2024 13:43 |
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Stallion Cabana posted:That can inform the way the weapon reacts to you and what Evocations you get, but it still needs an actual history. What makes it special? What was it made of? What has it been used to do? stuff like that. Certainly the weapon might respond to being literally stolen off someone by your Evocations being focused around thievery or distracting opponents, but otherwise the other stuff about it matters. Also what's your character's fighting style, what mechanics seem interesting to you/would suit your character (dealing with environmental effects vs higher rolls vs overcoming defenses, for some examples), what narrative themes are you going for? A decent way to start coming up with ideas is to look through the example artifacts and evocations, steal and reflavor a few, and go from there one you're more used to the game's mechanics. Don't need to stat up an entire artifact at chargen.
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# ¿ Oct 13, 2015 04:23 |
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bartkusa posted:The thing with Gae Bolg is that, once thrown, it's very immobile. If you cast it, but then have to run from the battlefield, you basically gave it away to your enemy. Call the Blade, Summoning the Loyal Steel It'll stay the gently caress in place until the wielder decides to take it with him. Evocation: instilling horrified terror in enemies who witness its retrieval
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# ¿ Oct 13, 2015 21:00 |
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Zarick posted:So remember that picture of the Scarlet Empress everyone was making fun of because of her really awkward leg position? Well, it appears to have been clumsily edited to cover her leg up with more dress. At some point I am going to track down the original and edit it myself (does anyone have it handy still?) because I am laughing so hard at that loving leg
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# ¿ Oct 22, 2015 20:21 |
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Roadie posted:My first impression: It's pretty, but given the length of time this has been stewing, I'm unimpressed when I look in the Table of Contents and see obvious typos ("SnakeStyle", "Sorcerous Workings4") and missing entries (where's Archery?) literally within 10 seconds of opening the PDF. For how much time they spent on this thing they didn't seem to actually read their text, the table of contents is next to useless and there are obvious typos and other editing errors ("Energy Restoration Prana can only be used once per day. action.") On the plus side, I actually want to make a Supernal Integrity character now! SunAndSpring posted:The art in question: guess this and the Poser stuff is what happens when you hire from deviantART
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# ¿ Oct 22, 2015 21:58 |
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Bedlamdan posted:I mean say what you will about the poser art, but at least it's bad enough that someone cannot realistically masturbate to it whatever it's depicting, Search for literally anything on deviantart and you will find pages of completely unrelated Poser-made softcore porn.
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# ¿ Oct 23, 2015 05:09 |
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Roadie posted:Thinking about Not-Exalted, I keep wondering if people would prefer the idea of a straight mechanical clone, or something rendered a bit more sane (no separate Sail/Ride, a generic Performance + Linguistics = Expression skill, not having a bunch of stuff in Larceny be gambling-specific, etc). I've considered this also but I'm not familiar enough with game systems in general to do anything with it. There are things I like about this system, but also a lot of bloat and seemingly misplaced charms. (The Socialize persona tree seems like it should belong in Performance: Acting, for instance, thus giving that section more than one single charm.) Have also heard talk of replacing Craft with a Workings system. re: Rules debates: If it can be argued over for multiple pages, it needs clarification. Desperately.
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# ¿ Oct 27, 2015 18:43 |
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Roadie posted:Exalted Third Edition: The Solar courtesan who fucks the Realm to a standstill is A-OK emptyquoting So, can someone tell me why the Lore system even exists? I can't get my head around what it does that couldn't just be done as "I want to know a thing" "that thing sounds cool do it" Because as far as I can tell, the actual existence of the system where things the ST doesn't like can be vetoed and to add things you need to succeed on a roll, leads to: "Can I know thing" "no" OR "can I know thing" "that thing seems cool roll for it" "oops I failed" "sucks to be you then" It's supposed to support knowledgeable characters but... I don't see how and the book's examples are not good. Suggesting a solution or hint to a plot seems more like Investigation, and adding setting details seems like just a thing thar can be done as seems interesting. (Speaking of bad examples, the difficulty rating sample of a lockpicker with 3 dex is laughable, and the game does not give examples of how to judge more abstract things. The scale seems off as well. Annoying for a new ST.)
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# ¿ Oct 28, 2015 16:05 |
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Ferrinus posted:That Lore is about collaborative storytelling and making things up about the setting because you'd prefer they be true, rather than about knowing things or figuring them out, pisses me off !! Ferrinus posted:Oops, I wasn't erudite enough for something fortunate to be true, so something unfortunate is true instead. I'm playing a real RPG and not some hacky Creation World bullcrap. Are you mocking the system or me not getting the system or something else entirely SunAndSpring posted:Hmm, maybe if you fail a roll to introduce a fact that the storyteller is ok with, the fact should still be introduced but come with some sort of caveat? Like, failing a roll to introduce a fact that there's a Liminal operating in your area that might be sympathetic to your cause will still have that Liminal running around, but you fail to know that the Liminal is a wanted man and has a posse of Wyld Hunters on his rear end? That would be far more interesting to a story than a flat yes/no, but it still doesn't sound like Lore. I feel like a large chunk of Lore charms (the essence-lending set, for one example) belong in Occult, and the rest could go elsewhere or just be removed. Lore looked cool at first read but it seems to be falling apart the more I think about it.
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# ¿ Oct 28, 2015 18:00 |
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I haven't played any other systems besides FATE Core and FAE, actually. I just know that this Lore system sucks Ferrinus posted:There's some weird passive-aggressive tension implied in the default examples of "introduce a fact", too, where like the player obviously knows that Kejak's behind it all, and wants their character to know it, but the Storyteller doesn't want them to know it yet, so there's this tacit roll vs. veto tug of war... it's unpleasant to imagine a session actually playing out like that. Because of stuff like that. Your points are pretty much the things I thought of on rereading that system. Rand Brittain those are some neat examples. Too bad they're not in the book in order to understand what the point of the fact system even is! Right now it either needs to be made clearer or removed because it's in some kind of half-developed state that doesn't give a solid idea of what they even intend with it (introducing setting facts in a setting that's already developed and has internal rules? trying to advance the plot unless you do it wrong?), yet there are charms for the thing that the ST can veto, and all I can think of is how much they were trying to reduce the wordcount...
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# ¿ Oct 28, 2015 20:20 |
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DOCTOR ZIMBARDO posted:As the most sophisticated player in my one Ex3 game, the task naturally fell to me to play the Twilight. I didn't mind the Fact Introduction rules - in fact it made a lot of sense to me, as a logical way to let players without the sourcebooks meaningfully portray wise scholars without having to deal with know-it-all bookreaders. That said: I never rolled Lore in the half-dozen or so sessions. How does the Lore system for fact introduction work, then, if you never rolled for it? In that case it's just player and GM negotiation. Which I am fine with. It's adding rolling for it that I don't follow, unless it's judging degrees of accuracy of a fact, which isn't what the system describes. Do you have some examples?
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# ¿ Oct 29, 2015 00:31 |
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I know it's been mentioned before, but seriously? The weapon stat chart starts in the middle of a sentence! Breaking headers in endless streams of charms is one thing, but... I would also say that Artifact Weapons should start on a new page instead of beginning 2/3rds down the page from the end of mortal armor. I thought the bookmarks were wrong at first. This is hideous.
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# ¿ Oct 30, 2015 08:22 |
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slut chan posted:Seriously. I didn't realize that waste of space was still a thing. I don't understand how his art has actually gotten worse. It's his style, man, no one can criticize his style. He's just gotten better at it.
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# ¿ Oct 31, 2015 01:25 |
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In other news, they forgot to give Infallible Messenger a cost, or keywords, or a duration. Which were in the leak.
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# ¿ Oct 31, 2015 06:23 |
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# ¿ May 14, 2024 13:43 |
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Roadie posted:So I got to thinking about how non-magical equipment sections usually are crazy boring, so I've been looking around for ideas to slip little plot hooks into them (and welcome ideas to use with the other weapons). Your layout looks so much better I can't even begin to describe. Space for sidebars instead of mashing them awkwardly into the middle of the text in sometimes nonsensical places! Your combat writeup looks very clear as well, I like the idea of writing actions up like lesser charms, easier to take in information like defense penalties that way. They should just hire you, you're already fixing the book for them.
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# ¿ Nov 1, 2015 07:12 |