[X] Yog
Its not vague bullshit.No it isn't. The system is far from perfect, but it defines different categories based on skill used which do mechanically different things and provide flexibility without the vague bullshit of the base system.
Prodigies let you make "normal" items. Splendors let you make Ancient Sorcery grade cheating items. Arcana allows servant building, and gadgets/inventions allow super science equivalents that use different skills and have different requirements.
Gadgets for example, aren't primarily intended to be made in advance. You use it to make grenades in a janitor's closet, or emp devices like we did during the Holt arc. Inventions are longer lasting and easier to make than enchantments (if you have the skill for it) but have ongoing upkeep.
The restrictions give definition and block stupid nonsense. I'd prefer if we could make more stuff on the magic side without killing people for it, and that prodigies have a portfolio of effects to draw on, but the basic idea isn't bad.
We can already do this, we have been doing this. So it doesn't make sense for us to be more limited after buying the charm and not less.Gadgets for example, aren't primarily intended to be made in advance. You use it to make grenades in a janitor's closet, or emp devices like we did during the Holt arc. Inventions are longer lasting and easier to make than enchantments (if you have the skill for it) but have ongoing upkeep
What do you mean, they are the most stringet limitations. I don't see this thread spending multiple AP to help him become a magical batman.AP restrictions are clearly not enough for this, or at least not for the super powerful stuff. Being able to take baseline people and turn them into magic Batman is too valuable to not exploit
Deciding how to spend exp is a major part of this game adding more options is how this is supposed to work and we can already do plenty with our current skills so its hardly useless.makes wonders worse. Either we need to spend even more exp to do anything, or we have the base abilities and run wild. It's a boring change that puts the problem off instead of solving it.
COMMENTARY
"We could go to my place... world," you fire back, realizing how that sounded, then realizing you do have an entire world to take him to, then quickly shoving the thought out of mind before it can run away with you.
Infernals were canonically Creatures of Darkness, and they were vulnerable to shit like Holy effects.That would probably have a hard time working against her anyway.
She might be a CoD, but she is also a Prince of Creation and God has little right to cast her out.
Lol.Evil is just good with the formula fucked up a little. Too much of one thing, not enough of another, applied in the wrong places and the wrong order, its no surprise you get some sort of poison or volatile substance. But I have faith that this is being remedied.
There's cursed and there's cursed.The mage rules seem more irritating than this, especially because these are fitted to the system we're using more directly.
Some tweaks are needed, but it's not like white wolf's core crafting rules aren't at minimum equally cursed.
One day this way of using Shintai is going to bite us in the ass.
Doubt it. So far we had pretty good results using it on the boss of any given arc.
What if we pop it then need it later for a "surprise boss"? We can't assume we'll know of every enemy we'll have to deal with for a given arc. It seems extremely arrogant to act as if we will. That surprise boss Walker who showed up without any warning for example.
Another possible example, someone we thought to be an ally turns on us and we get fucked over and need Shintai. We already used it however because we were so sure that this arc would follow the same climax and resolution as most others. We try to pop it off and the rolls fail, we end up wasting essence and willpower when we need it most all because we used it earlier when we really didn't have to. Just because we've had good results so far doesn't mean it will remian that way as the world adapts to Molly in turn.
Can you really not imagine such a senerio?
Let me put this in stark economic terms:Sure I can. But the combination of us completely misjudging our situation and need for resource-management, followed by a crisis that we can't avoid with our very high strategic and tactical mobility? That's unlikely enough that I can live with the risk.
In addition, as we grow stronger, the odds are only going to be more in our favor. Essence 3 already means we have a decent mote-pool and more dice for the second Shintai-attempt then before, Essence 4 will make it even easier.
I dont see the issue.Proof that the base crafting rules are stupidly broken.
Even without exalted that becomes a ridiculously useful item to the point where everyone should have at least one.
The more I read your arguments, the less I understand, why did you push for CCoP so much for the last two arcs. I remember that the thread had a consensus that investing into the Linear Paths of Alchemy and Enchanting are more efficient than buying CCoP, that higher dots of these paths allow to make some entertaining and epic things, but here we are. What is your master plan for CCoP?1 point difficulty adjustement in narrow categories is 1 dot prodigy / enchantment niche. 2 dot enchantment can give one a 2 dice bonus. Here are canon examples from Sorcerer: Path to power (page 91):
• Dead-Aim Gun: A handgun that reduces the difficulty of all aimed shots by 1
• Hawkeye Medallion: A medallion with a chrysoprase serving as the eye of a hawk's head. It grants 2 dice to Perception for long-distance sight and detecting movement when rubbed. This power works once a day.
•• Bulletproof Flask: A liquor flask that provides three dice of soak against one source of Lethal damage. It works by sitting in the user's breast pocket and drawing a bullet or other weapon to it. It can only be used once.
•• Dancer's Bangle: A silver anklet with charms hanging from it that grants two extra dice on all Dancing rolls.
•• Hyperbullets: Bullets that go so fast that they do an additional two dice of damage. One is created per success on the Enchantment roll.
Given that starting from 2 dots, you have to have a Dragon Nest to craft prodigies at all, I still think that mortal enchantment is better. And I haven't even talked about how in order to use high level Prodigies you need to permanently reduce and then destroy said Dragon Nests consuming "the potential of the world". That mechanic is just plain stupid and makes using high level prodigies a complete non-starter.
As an aside, a 3 dot enchanted protection against magic is insane if made by an exalted craftsman:
••• Counter Amulet: An amulet that, when grasped, provides protection against sorcery. Up to three times a day, it will subtract a number of successes from a sorcery effect targeting the wearer equal to the number of successes rolled when creating it. It must be stored in a special jewelry box made from a single crystal when not worn or it loses one success per night until it is inert.
This is... I don't even know how to call it.
As I said previously, the nerfing is a strong over-correction. The system is very clearly not intended for any sort of long-term game or change. It's very indicative that the only example of a super-science given is a hand grenade.Trinkets are like that, inventions and Apparatus aren't. They're just nerfed in weird ways because Holden wasn't building for exalt backed Industrial Revolution games.
Well, because I trust DragonParadox, and the system, while very broken, still allows for a lot of fun. I am specifically interested in Splendors and Arcana - those mostly work fine, as far as I can see. My master plan for CCoP is god forging to secure the homefront, and jumping through several tiers of equipment up.The more I read your arguments, the less I understand, why did you push for CCoP so much for the last two arcs. I remember that the thread had a consensus that investing into the Linear Paths of Alchemy and Enchanting are more efficient than buying CCoP, that higher dots of these paths allow to make some entertaining and epic things, but here we are. What is your master plan for CCoP?
TA only turns lethal into aggravated.A ranged attack thats essentially a scaled down Death of Obsidian Butterflies, only bashing(Agg with Transcendent Anathema) and doesnt cost Essence/Willpower to use.
Harm us with anti-CoD attacks?Infernals were canonically Creatures of Darkness, and they were vulnerable to shit like Holy effects.
That the White God chooses not to, doesnt mean he cant smite us for critical damage. And its entirely possible that other, lawful small-g gods and their followers might be able to levy the same sort of penalties if we came into conflict.
The way I understand you want them to be basically "super-science"?Also, in general, prodigies "consuming the potential of the world" is just thematically bad. We are here to save the world, not to finish breaking it. If absolutely required, I would suggest changing that to XP consumption. XP represents exalt's enlightenment and potential realized. Have prodigies consume that.
Its still thematically a zero sum game.Prodigies do not so much consume the Essence of the universe as they transform it, there is still a magical thing there, that just happens to be a first age inspired magic item that works off its own Essence rather than a vampire corpse. If you had not turned the vampire corpse into that the magic in it would have flowed into the world in some other way.
Molly can always go the wizard route - cheat. Something like using nuclear reactors for powering up enchantments where the actual enchantment is mostly tied in repurposing radiations and heat. Nuclear reactors should also be okay with Infernal theme - the more radiation the better. Also could bath in the cooling chamber.
Molly can always go the wizard route - cheat. Something like using nuclear reactors for powering up enchantments where the actual enchantment is mostly tied in repurposing radiations and heat. Nuclear reactors should also be okay with Infernal theme - the more radiation the better. Also could bath in the cooling chamber.
EDIT: Also theoretically it's not a zero sum as Molly should be able to farm Outsiders for powering up her doodads. Kill the Walker - Beat the Entropy!
I think that Linear Paths are equally fun, there are very impressive things that can be made with them.Well, because I trust DragonParadox, and the system, while very broken, still allows for a lot of fun.
If we outsource Alchemy to courts, we will loose the most broken aspects of employing WoD sorcery by Exalted: dice pools and overflow of successes.Alchemy we can outsource to the Courts, mostly, and linear enchanting we would probably want to pick up sooner or later.
That's not the part I am talking about. This is the part I am talking about:Prodigies do not so much consume the Essence of the universe as they transform it, there is still a magical thing there, that just happens to be a first age inspired magic item that works off its own Essence rather than a vampire corpse. If you had not turned the vampire corpse into that the magic in it would have flowed into the world in some other way.
That's per use weakening and/or destruction of world's potential.Prodigies which create area-of-effect attacks usually cost 1 Essence per use, as do those which
produce some effect that functionally takes an opponent out of action (such as by offensively
teleporting them out of the scene). In effect, if it seems like having free always-on access to an
enchantment would cause it to be the most dominant feature of the chronicle, assign it an
Essence cost.
Some Prodigies are capable of massively impactful, story-redefining effects. These Prodigies
don't consume Essence to power their activation. They consume the potential of the world itself.
The Dragon Nest Background rates the security of a Nest rather than its intrinsic power. Exalted
vs World of Darkness doesn't usually care how strong a Dragon Nest is, because they have a
flat benefit for the Chosen regardless. In other World of Darkness games, Dragon Nests (most
often called Caerns or Nodes) are rated on a scale of one to five dots, describing the depth and
scope of their mystic potential. For the purpose of top-shelf Prodigies, we may assume that any
Dragon Nest can be described as either "weak" (1-3 dots) or "powerful" (4-5 dots).
Prodigies which allow chronicle-altering feats such as teleporting a group of people anywhere in
the universe, influencing Exaltation in minor ways, or unveiling the deep secrets of the
supernatural world must be activated within a Dragon Nest, and consume a great deal of its
power in the process. If activated in a powerful Dragon Nest, it is reduced to a weak Nest. If
activated in a weak Dragon Nest, the Nest is destroyed outright.
Prodigies which allow chronicle-defining feats such as traveling through time, raising the dead,
or influencing Exaltation in substantial ways (like transforming a Solar into an Abyssal) can only
be activated within a powerful Dragon Nest, and consume its mystic strength entirely in the
process.
I understand perfectly well that this is not a character that does super-science. My objection against gadgets are just that - grumbling about how the system is clearly not built to actually handle them. My argument against (parts of) prodigy mechanics is that low level prodigies are obsoleted by mortal paths, middle level ones are obsoleted by fetishes, and high level ones are obsoleted by splendors (or, rather, splendors are better-defined prodigies at that level).The way I understand you want them to be basically "super-science"?
The main limitation in this case would be that Molly would need to basically school someone from, more or less, zero on how to maintain such a device properly. As in if it sustains any damage she would be the only one capable of repairing it. And they won't have the magical durability or self repair without additional enchantments. Because materials have physical limits and destroying things is much easier than keeping them intact.
The main problem quest wise would be keeping them within the realm of sci-fi/hard sci-fi to make them practically different from other crafting options.
Something like - pay XP to buy a design/tech and then apply it to different projects?
That's not the part I am talking about. This is the part I am talking about:
That's per use weakening and/or destruction of world's potential.
I understand perfectly well that this is not a character that does super-science. My objection against gadgets are just that - grumbling about how the system is clearly not built to actually handle them. My argument against (parts of) prodigy mechanics is that low level prodigies are obsoleted by mortal paths, middle level ones are obsoleted by fetishes, and high level ones are obsoleted by splendors (or, rather, splendors are better-defined prodigies at that level).
In general paying XP for some of the design seem possible to me, at least at the higher dot ratings.
Thermodynamics are not fun in the real world as well is the issue.Well yeah, but in the sense that the laws of thermodynamics are a zero sum game. All human technology has had to deal with that and I think it has done plenty to improve the world.
Sure but splendors don't stop being terrible, it just mean we worked around to create more things.Yes, you can do that, Hell Solars have done that in the First Age on an almost unimaginable level. They and their armies of Dragon Blooded and their first age Reality Engines marched into the Wyld and made more Creation out of it. You are not likely to ever be on that scale in the span of this quest, but you have shaping defense now, Molly can walk beyond the Outer Gates if she really wants to.
Indeed. Feitshes have the following advantages:Actually the more i think about it the more I am intrested in the fetishes as our primary crafting method.
It makes thematic sense as we would be drawing or creating spirits from our world and the temporary items could be the living magic thing we do.
It would make a techincal sense as well as we would be using the expertise of the items devolped in our world.
And fetishes can be fairly powerful if we need them to be and can also do things like god crafring but instead is ascending a spirit to god hood.
I assumed we can refluff thr crafting charm to make fetishes instead, because i am genuinely not interested in holdens system.Indeed. Feitshes have the following advantages:
1) No need to kill anything / consume irreplaceable resources
2) No attunement limit. You still need to attune them, but there's no limit on how many you can make
The downside is the need to spend 16 more XP on fetish-making charm, and the lack of clear examples of fetishes for design purposes.
It is thematic to forge gods and then make items out of them.
Note that even the efficiency argument is flawed.Personally, efficiency isn't my main concern with investing in Lydia. It's Lydia being a true friend and companion.
Not how it works here.Hard disagree. Do two player characters share xp?
The share xp was a pure quest construct and even otherwise, we specifically voted for companion xp to avoid sharing xp.
Dresdenverse magic only appears to engage with physics when it suits it.This is a question of right liquid, and being able to automatically refresh said liquid next turn, not a question of it being unworkable.
Of course, agreed. But even mundane Crafting will run up against limits eventually.I'll concede on the subject of wonder forging. But crafting is not limited to wonder forging, and all other "mortal" types of craft do benefit from piling on successes.
Note that by ExWoD rules, all Exalts have immunity to specific types of possession.Both possession and mental attacks can be shaping. Not all shaping is possession or mental attacks. 1 dot splendors can provide perfect always-on free defense against possession, or mental attacks (or, rather, supernatural attempts to affect one's mind), but not against shaping in general, or both possession and mental attacks at the same time (it would take two splendors to do so).
Agree to disagree.What you quoted is a classic example of artistic description of mental strain / damage manifesting as physical in some way.
1)Given her (real) job, she kinda has to have it.She has mental defenses. Likely has possession defenses as part of mental ones. We don't see anywhere that she has generalized shaping defenses against, say, being turned into a duck.
And taking up a coin was never just about physical touch. It was always about a free will choice to pick up the coin. That's part of the rules.
=And was it there when she made it back home?I'll concede for now, but do note that Arawn has prepared protective equipment for Lydia. We can be reasonably sure she hasn't pursued shaping defenses from what we saw of her activities. It might be a case of not knowing such are available to get.
1)Like I've said previously, we dont know what parameters they are working under.At risk of bringing real life politics into this, Red King is free to assume he'll take Edinburgh in three days. It doesn't change the objective calculus of war.
Also, no, they started the war by essentially tying Mab down. Yes, aggroing her in long term, but tying down her efforts in short to middle term, and also neutralizing her Winter Lady and Winter Knight, thus significantly reducing the number of available agents she has. You yourself argued that Mab is short-stuffed at the time when I suggested bringing her in for Kakuri situation. If not for our OCP intervention, Winter would have remained tied down for a long time. And this is when they were forced to improvise quickly.
Opening them up to DPoE-equivalents in a world with Fallen and Walkers is in and of itself a signficant downside.That opens them up to DPE, but otherwise I don't see much downside.