The MG wrote:
Gorramit, Vance, your handwriting's the worst
I think I was born just early enough ('90) to be part of the first generation to have their handwriting skills totally devastated by the proliferation of the word processor.
Word I'd liked to see dropped: Quintessence.
I'm sorry, but I can't shake that it means "Fifth Element". IT LOOKS LIKE IT MEANS "FIFTH ELEMENT". In a setting that already has five elements, it just looks blarringly wrong to me.
May I suggest Nectar or Soma for liquid prayers?
Quintessence means fifth essence, not fifth element.
Exalts start at Essence 1, yes, and we've lowered the Essence requirements for a lot of different powers and Charms so that players can reach them earlier. We did this because we felt that the emphasis on raising your Essence made the game about raising your Essence rather than telling good stories.
Suleri Drals wrote:
I have another question : A Exigent which does not transmit anything and cannot reproduce is terrestial or celestial ?
It is that it is, sui generis
. The Terrestrial/Celestial nomenclature really isn't a thing that is helpful to enshrine in the game.
The Hanged Man wrote:
Which means the real trick is to attack that tinder with lethal intent. Fuck those logs, man! Those logs are assholes! PEW PEW! FWOOSH!
"Defining Tie: Logs Killed My Father"
Doctor Cthulhu wrote: Tiresias wrote:
The capstone looks like Umbra Noose... Bind? Bound?
Personally I thought it might be the unexpectedly dangerous Umbra Noose Banana, but I'll settle for a Bind. Similarly, I'm looking forward to my Theoretical (or Thaumaturgical) Shadow Present to complement my Cool Whip Understanding.
No one expects an Umbra Noose Banana.
I assume 3ed White Reaper will be totally different from it's 2ed counterpart in term of crunch, right ? Since 2ed White Reaper charms are so....unoriginal
"Incredibly solid, but a little number-add-y" would be a pretty fair assessment of White Reaper's post-form Charms. My goal in translating the style has to been to retain that solid base, but to layer some new hotness on top of them.
Spoilers: mortal practitioners of White Reaper collect the heads of everyone they've killed during the current scene. They juggle the heads and can use them for specialized Techniques (throwing them at people, eating them to regain health, etc).
Nah, I'm saving that for Sanguinary Harlequin Style, which also includes such ferocious Charms as the Clown Suplex and the Atomic Double Juggalo Backbreaker.
I'd like some clarification on how these movement dice are supposed to work. Am I to understand that you roll dice to determine how far you move in a turn? Or is there more to it?
There's more to it.
Would any of the fights from Wakfu be a viable example of what combat will look like?
Oh man it has been way
too long since I last watched Wakfu. I gotta get on that.
Please, Do understand, White Reaper style was so 2E.
(o ) _ (o )
TOTALLY OVER IT.
I just finished my third editing pass of White Reaper. Snow Follows Winter is suuuuuure gonna be a sick Charm to use.
I'm interested then in what you think Jade Mountain should focus on if it were to be created for 3e, and how it would be differentiated thematically from Earth Dragon Style.
As I am asking your personal opinion, I fully understand at any comments represent only your personal feelings and as such are not to be construed as being representative of an official statement from OP regarding the future state of Earth Dragon Style or Jade Mountain Style.
Jade Mountain's kinda weird, in that it talks about being kind of like a Terrestrial-level Earth Dragon Style and its form weapons are all like goremauls and clubs and stuff, but then the Charms are almost literally all about grappling. I honestly think a 3e Jade Mountain would have the same M.O. as its 1st and 2nd edition iterations, but just talk about how it is an armored grappling style up front rather than letting that sorta go unsaid.
Limited Reagent wrote: MrInsecure wrote:
How does archery and thrown play out in this sort of combat system? It seems like it's a lot harder to have that "ebb and flow of battle" feel when it's just people flinging projectiles at each other (and no, I'm not counting the gun kata from the Panty and Stocking fight TDO posted, that's as much Martial Arts as anything).
Think of a cool gunfight scene in an action movie. ( I have no examples offhand, sorry.) People moving behind cover, getting pinned down. Others running forward, guns blazing. There is definitely an ebb and flow, an obvious feel for who has advantage and who doesn't.
Replace the guns with thrown or archery weapons, and you've got an idea.
(Lord of the Rings and how Legolas fights might also be a good look at that, but hell if I remember any particulars.)
Alternatively—think about the Yu Yan Archers vs. Aang, if you've seen Avatar.
DBZ has that interesting combination of factors that goes into the momentum of its fights and which Second Edition doesn't really reproduce that well. In DBZ, both you and your opponent want to start a fight at a lower level than your maximum in order to gauge each other's maximum potential and use that to determine how much energy you should be exhausting and how fast - so you have that ballet where you're both fighting under your level and know it, in order to gain information or make the right choice. Because you want to avoid going all-out as much as possible - generally speaking, it isn't simply exhausting and/or time-limited, it actually cuts into your lifespan. Which is bad.
Maaaan, there are so many cooler animated fight scenes
we could be taking inspiration from.