For talking in character, actually.Ormseitr said:the system gives a one die stunt bonus for actually talking!
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For talking in character, actually.Ormseitr said:the system gives a one die stunt bonus for actually talking!
The effect is quite different: stunts aren't a permanent boost to defense like those feats are. You get stunts for acting cool, not for picking the right option when you level up. This is one of the things that makes Exalted fundamentally different to D&D, and DV hasn't changed that dynamic at all. In fact, it's increased the effectiveness of stunts.operations said:Sounds like the Dodge feat to me. Or Combat Expertise. Only requireing flowery prose.
Same effect, different flavor text.
Neither Dodge nor Combat Expertise are a permanent adjustment to AC, which proves you've never read or played, but I'll forgive. Not everyne plays enough of these that they all fundamentally look alike.BurningPalm said:The effect is quite different: stunts aren't a permanent boost to defense like those feats are. You get stunts for acting cool, not for picking the right option when you level up. This is one of the things that makes Exalted fundamentally different to D&D, and DV hasn't changed that dynamic at all. In fact, it's increased the effectiveness of stunts.operations said:Sounds like the Dodge feat to me. Or Combat Expertise. Only requireing flowery prose.
Same effect, different flavor text.
Then you are purposefully ignoring what the rule is trying to represent. Â That's your choice, just be aware that you are doing it.operations said:I don't like a fixed DV, because to me it makes dodge/parry no different mechanically from armor. It defends without percieved effort. Which doesn't fit the theme of the setting.
"That proves you've never read or played, but I'll forgive" right back at you.operations said:Dodge must be declared vs a target, combat expertise trades off attack for defense.
I don't like a fixed DV, because to me it makes dodge/parry no different mechanically from armor. It defends without percieved effort. Which doesn't fit the theme of the setting.
I see it different, but I like you, so choose to bypass this arguement.memesis said:Then you are purposefully ignoring what the rule is trying to represent. Â That's your choice, just be aware that you are doing it.operations said:I don't like a fixed DV, because to me it makes dodge/parry no different mechanically from armor. It defends without percieved effort. Which doesn't fit the theme of the setting.
Hmmmmm?Solfi said:*cough*bullshit*cough*
Think about most of the people who roleplay' date=' Orm.  Consider the drooling masses of fanboy mouth-breathers with a hardon in their left hand and dog-eared copy of some DBZ manga in their right.  THEN tell me White Wolf's lack of trust is misplaced.[/quote']
I like to think the best of people.
That is a good point. It just irks me that WW can't take two steps forward without taking a sted back again. The setting is, in my oppinion, even better presented in the 2nd ed, but still they have to go and talk down to their clientele with a thing like this. Bonus dice for talking in character! Pffft! It annoys me, because I like this game. It's like seing a person you really care for suddenly behaving like an asshole...memesis said:I think if White Wolf put little stock in peoples' ability to roleplay, they would not have released this lavishly-detailed setting complete with intricate political and social themes, you know?  The weight of the setting as an argument (in MY opinion) totally blows away the "distrust" idea that you say the 1-die bonus represents.
In other words, don't miss the forest for the trees.
Hmm. Am I getting too attached to a roleplaying game?
Fair enough. But it's still a must in my book. What's the alternative? "My character persuades him! He's really persuasive! He has a dicepool of a gazilion in persuading! And a cool charm! And Appearance 5!"? That's not roleplaying to me.BurningPalm said:For talking in character, actually.
Then again, I might just be a bitter, old, arrogant bastard.
My apologies. I'm only familiar with Neverwinter Nights; I wasn't aware it was  a strange bastard version.operations said:Neither Dodge nor Combat Expertise are a permanent adjustment to AC, which proves you've never read or played, but I'll forgive.
I know far too many players who think they are more eloquent, moving, and epic speechmakers than they actually are. Â I'd rather reward in-character behavior than (perceived) "high dramatics". Â For that, I'd give 1 die in social combat, sure.Ormseitr said:Hm. I think I am just complaining about the notion of giving any kind of reward for talking in character. Talking eloquently, fine. Making epic speeches, fine. That should warrant some kind of bonus. As I said, I am an arrogant bastard, when it comes to roleplaying
That is the other option: it's much the same as saying "I hit him with my mace. Here are the relevant stats."Ormseitr said:But it's still a must in my book. What's the alternative? "My character persuades him! He's really persuasive! He has a dicepool of a gazilion in persuading! And a cool charm! And Appearance 5!"? That's not roleplaying to me.