*buries face in hands* Dammit ocelot.
Saturday work?
Saturday work?
I was thinking more along the lines of Gray Fox from Metal Gear Solid.
The exoskeleton escaped. Failure.
What occurs if you attempt persuasion on someone who have their principles dots maxed out? Say, a sleeper with 6/6 dots filled.
The 1-dot Persuasion works fine. After that, you have to persuade them to care less about something else first, which makes sense.The exoskeleton escaped. Failure.
What occurs if you attempt persuasion on someone who have their principles dots maxed out? Say, a sleeper with 6/6 dots filled.
It seems to me that it's somewhat easy to influence people, though. Someone with Persuasion 3 and 4 dots of trainings/talents could conceivably create a 4 dot principle in 4 days by spending a willpower point each day. The first 3 dots wouldn't be too hard, given normal rolls.
And sure. People are generally not all that inclined to really resist beliefs, up until the three dot level.
Edited before you posted. 2 dots is easy, at 3 dots the default Live Freely and Well provides resistance.I could see 2 dots being pretty easy, but 3 dots seems quite a bit more serious.
For example: let us say that the spirit of the Old Man says three insightful words to a random Hermetic during a particularly eventful night out, and scores twelve successes
Typo?12 successes is obscene. Twelve successes represents a lot of magic being thrown at the problem. Most people shouldn't be able to resist twelve successes of social without magic, or social is basically useless.
Even the Old Man himself, without magic, is only going to get 5-7 sux on his social rolls. And that's already significantly superhuman.
Read it again; it's between the start of round and your turn, not your turn and the end of round.Hmm. Looking at the combat rules, I'm not sure there's a lot of point to declaring actions in reverse order. The idea behind it originally is that it gives higher initiative characters more information when planning their own moves... but you can change your action after declaring it with no willpower roll required under these house rules.
Oh is that what the willpower roll is for? What the hell, that was not clear at all. I got rid of it precisely because it didn't seem like it was doing very much. If it's in order to react then that makes sense.Hmm. Looking at the combat rules, I'm not sure there's a lot of point to declaring actions in reverse order. The idea behind it originally is that it gives higher initiative characters more information when planning their own moves... but you can change your action after declaring it with no willpower roll required under these house rules.
Seems needlessly complicated to add another step that won't actually change anything.
On a very relevant note to the above, what browsers does everyone use, and does anyone already use Greasemonkey?