Caelun_Niveus
Junior Member
I had a character idea for a Solar who grew up in (and has the motivation to protect) the volcanic mining city of Gem. What book would I need to find the most about Gem as possible, to make a plausible character?
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Thank you very much.If the short corebook description of Gem isn't sufficient for your needs' date=' [b']The Compass of Terrestrial Directions, Vol. IV—The South[/b] devotes its entire fifth chapter to Gem.
I actually was thinking of this, which is why the Eclipse caste's exalted motivation will be to keep the city in one piece.Thanqol said:Careful, though, the Internet's version of Gem is a city that is always exploding, all the time.
Merits and flaws are bad game design! Just take one dot in Perception, none in Awareness, and use the freed up points elsewhere!I actually was thinking of this, which is why the Eclipse caste's exalted motivation will be to keep the city in one piece.
Also, how many bonus points could I get for failing eyesight (-2 to any related rolls)?
Theeenn... you have high perception and describe any successful roll as down to hearing rather than sight?rattleingpython said:2 points to be nearsited or farsighted (lose two dice on all perception rolls in those situation)
Thanqol that may not actually captured the effect the player is going for. Ive met people with horrible eyesight that are still incredibly perciptive and aware of whats going on around them. They just use other senses to do it.
I was more thinking near AND farsighted. -2 to any rolls involving sight. Hm... would that be 4 points?rattleingpython said:2 points to be nearsited or farsighted (lose two dice on all perception rolls in those situation).
Good point... Maybe I go with rolling any sight rolls as if I had perception/awareness 1?Thanqol said:Theeenn... you have high perception and describe any successful roll as down to hearing rather than sight?
Because if you're 'incredibly perceptive' - 8-10 dice - then mechanically you're still going to see further and better than the average dude even with the -2.
I would say that Merits and Flaws as implemented are bad game design.Thanqol said:Merits and flaws are bad game design! Just take one dot in Perception, none in Awareness, and use the freed up points elsewhere!
If you read the end of climte Sensitive:Kyeudo said:Flaws, if they were chosen right, would bring their negative benefits to bear in a wide variety of situations and could not be easily avoided and so could provide interesting plot situations and would reward the player from choosing to take such a disadvantage to enhance play. However, being sensitive to cold climates while in a campaign set in the South is not a Flaw, but is perfectly permissable by the current rules.
Just saying between that and the bolded note that the storyteller has the right to veto any combination of merits and flaws. They arnt so bad if your on the ball...The Storyteller should veto any form of climate
sensitivity that would apply only if the character were to
enter an area the story is unlikely to compel him to go.
Likewise, a character who has access to Charms or other
magic that negates penalties for harsh climates should not
be permitted to take this Flaw.
Agreed. Allowing a player who is willing to game the system to gain a free advantage over players who make their characters creatively and in good faith is like saying a thief deserves to be wealthy since they are willing to break the law.Thanqol said:It's bad game design.
How else would you handle Ambedexteriy? Knowing more than 6 languages? Virtue specialties? Quick Draw? Brigid's weakness with normal Charms but excessive skill in Sorcery?Thanqol said:What merits and flaws actually are are D&D style feats. They're a big pile of exception rules, each given their own text and abilities completely divorced from the core gameplay mechanic. They're clunky, they have unforseen consequences with the current system of rules, and they're unnecessary. All this stuff can easily be done with the point based system, a charm, or a stunt without need for an entire category of new mechanics.
Ambidexterity: Suck up the -1 penalty on your offhand and say they're both as good.Kyeudo said:How else would you handle Ambedexteriy? Knowing more than 6 languages? Virtue specialties? Quick Draw? Brigid's weakness with normal Charms but excessive skill in Sorcery?
But they're not and that penalty is annoying.Thanqol said:Ambidexterity: Suck up the -1 penalty on your offhand and say they're both as good.
How about as a Heroic Mortal?Virtue Specialities: Have a virtue be high. Possibly take the solar edition of Cosmic Transcendence of (Virtue)
Quick Draw: Call the Blade
Okay. Take one dot of speciality with "Dual Wielding". You now have a +1 to both hands and are better off.But they're not and that penalty is annoying.
Who plays heroic mortals?How about as a Heroic Mortal?
Presumably, the people who wanted to buy the book. Just saying.Thanqol said:Who plays heroic mortals?
Point, but that was mostly tongue in cheek.Fabricati said:Presumably, the people who wanted to buy the book. Just saying.Thanqol said:Who plays heroic mortals?
I took three specialties in Dual Wielding. The penalty was still annyoing. It made calculating my dice pools when making flurries of four to six attacks a pain because I had to remember which hand was which attack.Thanqol said:Okay. Take one dot of speciality with "Dual Wielding". You now have a +1 to both hands and are better off.But they're not and that penalty is annoying.
EDIT: It's also a one dice penalty in dice pools that will range from 10 to 18. How annoying can it really be?
I do. It's a great way to start a series and allows you to make Exaltations an important IC moment, instead of just something from their backstory.Who plays heroic mortals?
You haven't actually read Quick Draw, have you? It allows you to draw a weapon reflexively and has nothing to do with Join Battle.Also, as a Heroic Mortal having a virtue at 5 is already insane. 6 is unnecessary. Have it at 5 and say it's at six. Quick draws, take an awareness speciality that applies to your join battle.
So we need an unrelated subsystem to compensate for a counter-intuitive core system? That's also bad game design.I took three specialties in Dual Wielding. The penalty was still annyoing. It made calculating my dice pools when making flurries of four to six attacks a pain because I had to remember which hand was which attack.
I actually do the same fairly often. I just remain unconvinced of the necessity of an entire subsystem, which has noted negative impacts on balance, to add some minor points of flavour to a temporary stage of play. Especially when the core mechanic can obliviate or replicate most of those so-called advantages.I do. It's a great way to start a series and allows you to make Exaltations an important IC moment, instead of just something from their backstory.
Yeah, I know what it does. But it's actual effect is to save you some time at the start of battle, which is the same effect as the Join Battle roll.You haven't actually read Quick Draw, have you? It allows you to draw a weapon reflexively and has nothing to do with Join Battle.
Some people play whole games as Heroic Mortals. Some effects are really nice to have across Exalt types but not quite worth more than a Terrestrial Charm. There's a place for the subsystem if we could just clean the crap like "someone owes me a favor but I decided not to model it as a dot in Contacts, Mentor, or Ally" out of that subsystem.Thanqol said:I actually do the same fairly often. I just remain unconvinced of the necessity of an entire subsystem, which has noted negative impacts on balance, to add some minor points of flavour to a temporary stage of play. Especially when the core mechanic can obliviate or replicate most of those so-called advantages.
It's not for the Iajitsu stunts that you get Quick Draw. It's so that you can actualy use thrown weapons that don't return as a main combat strategy or use any style where you use more than two weapons in a single combat. Every Miscellaneous Action you use is one more action where he's pulling ahead in the mote wars because he doesn't have to spend motes on a perfect defense that action.Yeah, I know what it does. But it's actual effect is to save you some time at the start of battle, which is the same effect as the Join Battle roll.
Do it according to the core mechanic and say you didn't. Flurry your draw-weapon-kill-dude attack and get some stunt dice out of it. There's still no need for a superfluous subsystem that inflicts balance headaches.
So we need an unrelated subsystem to compensate for a counter-intuitive core system? That's also bad game design.It's not for the Iajitsu stunts that you get Quick Draw. It's so that you can actualy use thrown weapons that don't return as a main combat strategy or use any style where you use more than two weapons in a single combat. Every Miscellaneous Action you use is one more action where he's pulling ahead in the mote wars because he doesn't have to spend motes on a perfect defense that action.