- Location
- Denmark
- Pronouns
- She/Her
sigh
I don't really see any problems, though I'd leave it open for something else to stabilize the land as opposed to always being temporary. And 10 motes is pretty expensive for a committed cost.A full-on Wyld-Shaping Charm is not valid design space due to the funny noices of pain and woe the setting makes when you try to do that.
This however is something different:
(very rough draft incoming)
Ten-Thousand Dragons Shape Creation
Cost: 10m, 1wp; Mins: Awareness 5, Essence 5; Type: Reflexive
Keywords: Cooperative, Martyr, Obvious
Duration: One season per dot of Esssence
Prerequisites: Essence Disruption Attack
The Ten-Thousand Terrestrial Heroes are the Chosen of Creation, and carry the torch of Shape with them no matter where they go. When the Dragon-Blooded kills a Raksha that is affected by Essence Disruption Attack and that has Ownership of a Waypoint, she may reflexively use this Charm to crystallize the Waypoint into Creation, as if she had scored (the Raksha's Essence rating) successes on Wyld-Shaping Technique, which she may only spend on Land and Demesne, she may spend no more than (Awareness/2) successes on either, and Demesnes created like so will always be her Aspect. Anything created by this Charm lasts for (the Dragon-Blood's Essence rating/2) seasons before it disappears into the Wyld. Multiple Dragon-Bloods who know this Charm can combine their powers to raise the cap on successes she may spend by one for every Dragon-Blood that helps. With the Martyr keyword, this Charm's duration becomes permanent.
And you want to be here instead.
I am impressed and slightly horrified.
But seriously though, I love the stuff you've done for Third Edition, I showed my friends the Craft system and the most intelligent response I got after one had managed to wrap his head around it was "what even".
Then I showed them yours and they thought it was awesome.
A full-on Wyld-Shaping Charm is not valid design space due to the funny noices of pain and woe the setting makes when you try to do that.
This however is something different:
(very rough draft incoming)
Ten-Thousand Dragons Shape Creation
Cost: 10m, 1wp; Mins: Awareness 5, Essence 5; Type: Reflexive
Keywords: Cooperative, Martyr, Obvious
Duration: One season per dot of Esssence
Prerequisites: Essence Disruption Attack
The Ten-Thousand Terrestrial Heroes are the Chosen of Creation, and carry the torch of Shape with them no matter where they go. When the Dragon-Blooded kills a Raksha that is affected by Essence Disruption Attack and that has Ownership of a Waypoint, she may reflexively use this Charm to crystallize the Waypoint into Creation, as if she had scored (the Raksha's Essence rating) successes on Wyld-Shaping Technique, which she may only spend on Land and Demesne, she may spend no more than (Awareness/2) successes on either, and Demesnes created like so will always be her Aspect. Anything created by this Charm lasts for (the Dragon-Blood's Essence rating/2) seasons before it disappears into the Wyld. Multiple Dragon-Bloods who know this Charm can combine their powers to raise the cap on successes she may spend by one for every Dragon-Blood that helps. With the Martyr keyword, this Charm's duration becomes permanent.
Well of course they won't. As the Troll Exalted they only spend their time ineffectually fucking with each other.
Question to everyone in this wonderful discussion:
What do you expect to gain from it? I mean, I swear we've had this argument before, it's like we have a new fucking 3e argument every fifty pages or so.
It's not like anyone is going to change their stance in it, @Deations likes 3e, the people arguing against him don't.
What is the purpose of this discussion?
A hallmark of thoughtful game design.Ironically, criticizing it probably just entrenches it further.
Heh.
3e is mostly good, GKS is garbage in a dozen different ways. It's a story-in-a-Charm, like Taboo-Inflicting Diatribe was, and to make matters worse it's a bad story.
I don't really see any problems, though I'd leave it open for something else to stabilize the land as opposed to always being temporary. And 10 motes is pretty expensive for a committed cost.
Also, there's a weird conflict in the description: it says that it lasts essence/2 seasons before it disappears, but the duration is Essence.
Heh.
God knows this place isn't perfect, but I actually do like it better. Moderation's good even when it goes against me, and even the people I disagree with usually have actual opinions.
Plus, one thread is less of a time-suck than a whole forum.
Anyway, I'm glad you (and your group) liked the Craft rewrite. Of all my Exalted homebrew, it's the bit I like best.
Given what a hassle this is to use, I think a longer duration might be in order. Is it really worth killing a waypoint-owner for land that only lasts nine months?
Maybe the Charm could last as long as there are Terrestrials living on and defending the land, becoming permanent after a decade or three.
Cap seems a bit harsh too. Kill an E7 Raksha and you can't even use all the successes you get.
Can't say I like this in Awareness, but eh. DB Abilities are weird.
3e is mostly good, GKS is garbage in a dozen different ways. It's a story-in-a-Charm, like Taboo-Inflicting Diatribe was, and to make matters worse it's a bad story.
If it was homebrew nobody would defend it. If 3e was less controversial it'd probably be changed. But it's become a flashpoint in the 3e-vs-anti-3e battle and now it's very important to keep it terrible because changing it would be losing.
Ironically, criticizing it probably just entrenches it further.
Legacy code. Will change.
But as with all things, it has also made mistakes, and is marked by the fact that one developer couldn't write a Charm to save himself and the other is acid cleverly pretending to be human.
lol holden as a third circle of kimbery
lol i'll go write something
Anything created by this Charm lasts for (the Dragon-Blood's Essence rating/2) seasons before it disappears into the Wyld, unless at least a Sworn Brotherhood of Dragon-Blooded live there, in which case it lasts as long as they live there, after three generations, it becomes permanently part of Creation.
The core, problematic effect was unchanged.No. I remember our initial arguments over the charm, it was never discussed again until now. You still proclaimed it "totally unchanged" even if you're just now shifting the goalposts to "WELL IT'S STILL BAD" after getting called on it.
I will give you all the Meows for these essays.Second draft:
Ten-Thousand Dragons Shape Creation
Cost: 5m, 1wp; Mins: Awareness 5, Essence 5; Type: Reflexive
Keywords: Cooperative, Martyr, Obvious
Duration: Special
Prerequisites: Essence Disruption Attack
The Ten-Thousand Terrestrial Heroes are the Chosen of Creation, and carry the torch of Shape with them no matter where they go. When the Dragon-Blooded kills a Raksha that is affected by Essence Disruption Attack and that has Ownership of a Waypoint, she may reflexively use this Charm to crystallize the Waypoint into Creation, as if she had scored (the Raksha's Essence rating) successes on Wyld-Shaping Technique, which she may only spend on Land, People and Demesne, she may spend no more than (Awareness/2) successes on either, and Demesnes created like so will always be her Aspect, likewise will people possess (her permanent Essence) points of Mutations appropriate to her Aspect. Anything created by this Charm lasts for (the Dragon-Blood's Essence rating/2) seasons before it disappears into the Wyld, unless at least a Sworn Brotherhood of Dragon-Blooded live there, in which case it lasts as long as they live there, after three generations, it becomes permanently part of Creation. Multiple Dragon-Bloods who know this Charm can combine their powers to raise the cap on successes she may spend by one for every Dragon-Blood that helps. With the Martyr keyword, this Charm also affects any adjacent Waypoints.
Oh right, and I think I'll make a bunch of essays like @Shyft's but for (1e, 2e can go die in a fire) Dragon-Blooded. That might help with getting people to understand them better.
It... Totally was discussed, though? Here's EarthScorpion attacking it back in January as part of a larger argument around then, which was well after the backer version was available. Here's me using it as part of a larger argument back in April. When I said it was totally unchanged, I said it was totally unchanged from the backer version, which is what has been discussed ever since the backer version was available. I haven't argued about the leak much, because I never read it. Indeed, the only time I can find people arguing about the version from the leak is like, February of last year.No. I remember our initial arguments over the charm, it was never discussed again until now. You still proclaimed it "totally unchanged" even if you're just now shifting the goalposts to "WELL IT'S STILL BAD" after getting called on it.
No method to do so exists within the Charm. The Solar does not have to pronounce doom in any fashion that her target need be aware of. No signs and portents are stated to occur in the week following her pronouncement. It is an entirely valid read to say that a week after activating the Charm, the requisite disaster simply appears out of nowhere. That it is wildly open for abuse in this manner is a great part of my problem with it, an issue exacerbated by 3e's lack of Storytelling advice, in contrast to, say, Wild Talents, which took the time to acknowledge the potential for player access to WMD's and give advice on handling it.
Not necessarily, but given that the two to four successes level is explicitly described as causing events such as "a volcano detonates and wipes a city entirely off the map," and that a great number of nations (interesting, potent nations like Paragon and Nexus, not small fry) in Creation are city-states, then it is extremely likely to be a nation-killer.Second, it's not necessarily nation-killing, no matter how many arguments to the contrary many of the proposed disasters are surmountable by either gods or Exalted NPCs.
All of the charms in Miracles of the Solar Exalted were by Morke, and they turned out good :0
The core, problematic effect was unchanged.
They just made it more expensive, which is kind of a non-issue when you can invoke it without leaving whatever defenses you have (and a week is a pretty trivial time investment).
It also runs on 100% handwavium, which was my actual fucking point. Regardless of any mechanical changes, they left it as "you prophesize a disaster and it happens because you said so".
If I had another point, I wouldn't have quoted just the part of your post where you said "[we'll] never see handwavery on the level of Taboo-Inflicting Diatribe" and pointed at a charm that exceeds it.
Apparently you didn't quite understand my point, so let me clarify it:There are actual limits imposed on GSK over TID now though, even if it is by frequency.
TID in 2E was a charm limited only by mote costs, and was comparably much more devastating. The idea that it exceeds it is laughable.
TID boosts you using totally mundane methods to accomplish the same goal.It also runs on 100% handwavium, which was my actual fucking point. Regardless of any mechanical changes, they left it as "you prophesize a disaster and it happens because you said so".
If I had another point, I wouldn't have quoted just the part of your post where you said "[we'll] never see handwavery on the level of Taboo-Inflicting Diatribe" and pointed at a charm that exceeds it in hand-waving.
... I question your idea of "handwavey".The character must have spent several hours within the last month encouraging the desired attitude within this group before using this Charm, and this Charm must be invoked in the presence of at least one member of that group.
Second draft:
Ten-Thousand Dragons Shape Creation
Cost: 5m, 1wp; Mins: Awareness 5, Essence 5; Type: Reflexive
Keywords: Cooperative, Martyr, Obvious
Duration: Special
Prerequisites: Essence Disruption Attack
The Ten-Thousand Terrestrial Heroes are the Chosen of Creation, and carry the torch of Shape with them no matter where they go. When the Dragon-Blooded kills a Raksha that is affected by Essence Disruption Attack and that has Ownership of a Waypoint, she may reflexively use this Charm to crystallize the Waypoint into Creation, as if she had scored (the Raksha's Essence rating) successes on Wyld-Shaping Technique, which she may only spend on Land, People and Demesne, she may spend no more than (Awareness/2) successes on either, and Demesnes created like so will always be her Aspect, likewise will people possess (her permanent Essence) points of Mutations appropriate to her Aspect. Anything created by this Charm lasts for (the Dragon-Blood's Essence rating/2) seasons before it disappears into the Wyld, unless at least a Sworn Brotherhood of Dragon-Blooded live there, in which case it lasts as long as they live there, after three generations, it becomes permanently part of Creation. Multiple Dragon-Bloods who know this Charm can combine their powers to raise the cap on successes she may spend by one for every Dragon-Blood that helps. With the Martyr keyword, this Charm also affects any adjacent Waypoints.
Oh right, and I think I'll make a bunch of essays like @Shyft's but for (1e, 2e can go die in a fire) Dragon-Blooded. That might help with getting people to understand them better.
All of the charms in Miracles of the Solar Exalted were by Morke, and they turned out good :0
I'm still okay with GKS, but it probably should've been sorcery or something rather than a Lore charm
Was going to say, yeah, that is a subject on which opinions differ. There's a lot of stuff there that looks unobjectionable until you actually try to figure out what it does, even setting aside the "I open with a thirty-success Join Battle/enter stealth combo" errata.Are we really going to argue about which overpowered terrible canned-story-handwave-Charm is more overpowered/handwavey/terrible?
Apparently you didn't quite understand my point, so let me clarify it:
TID boosts you using totally mundane methods to accomplish the same goal.
... I question your idea of "handwavey".
It... Totally was discussed, though? Here's EarthScorpion attacking it back in January as part of a larger argument around then, which was well after the backer version was available. Here's me using it as part of a larger argument back in April. When I said it was totally unchanged, I said it was totally unchanged from the backer version, which is what has been discussed ever since the backer version was available. I haven't argued about the leak much, because I never read it. Indeed, the only time I can find people arguing about the version from the leak is like, February of last year.
No method to do so exists within the Charm. The Solar does not have to pronounce doom in any fashion that her target need be aware of. No signs and portents are stated to occur in the week following her pronouncement. It is an entirely valid read to say that a week after activating the Charm, the requisite disaster simply appears out of nowhere. That it is wildly open for abuse in this manner is a great part of my problem with it, an issue exacerbated by 3e's lack of Storytelling advice, in contrast to, say, Wild Talents, which took the time to acknowledge the potential for player access to WMD's and give advice on handling it.
Not necessarily, but given that the two to four successes level is explicitly described as causing events such as "a volcano detonates and wipes a city entirely off the map," and that a great number of nations (interesting, potent nations like Paragon and Nexus, not small fry) in Creation are city-states, then it is extremely likely to be a nation-killer.
To be clear, I don't care about arguing the relative merits or lack thereof of God-King's Shrike. As both I and others have pointed out, we've been over this repeatedly. It's a dead horse. But when you make statements and judgements about the history of the argument, and accuse me of shifting the goalposts, then I do care about setting the record straight.
TID, as written, basically lets you outlaw slavery in a city by talking to a drunken hobo for an hour or two in the back alleys and making a dice roll.
No, what Taboo Inflicting Diatribe lets you do is make a social unit spend 1 Loyalty per week to ignore it, remembering that Loyalty regenerates at a rate of 1 per scene. It's ability to actually brainwash entire societies is extremely overstated by people who never understood the social unit combat rules.
It's ability to actually brainwash entire societies is extremely overstated by people who never understood the social unit combat rules.
As many as is dramatically appropriate. Also it does social taboos of a group not laws or the opinions of specific powerful people. You couldn't make the Immaculates illegal but you could make being too faithful rude. The charm is supposed to be for wide scale social manipulation over time so the proper use is to target organizations with things they won't bother spending loyalty on to gradually shift the culture over multiple uses.How many scenes happen in a week, precisely?
Because if they're never interacting with the player characters, they are never in a scene!
Further, it is still a charm that lets you inflict massive social upheaval through a few hours of conversation with a single group member.