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Core Rulebook Exaltations - Revised; Because Sacred Cows are the best to Slaughter
Topic Started: May 21 2017, 11:50 PM (5,225 Views)
Nobody Important

weredrago2
May 22 2017, 04:13 PM
You can only do one Focus Power action a round, so while Quicken Spell still breaks the game over it's knee, the power is slightly less broken than you'd think. Perhaps Quicken Spell could also be nerfed so that Half Action spells are quickened to Free Actions, and Full Action spells are quickened to Half Actions?
No, you can only do one type of a half action per round. You have to do the half action cast first, but then you can do the free action afterwards, since it's not a half action.
'A character cannot take the same half action twice in the same turn. ' (pg 243)
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weredrago2
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Shit, you're right. Anyway, what did you think of my adjustment to the power?
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Nobody Important

That seems good to me, as long as Quicken Spell's cost is still 2 motes. A relatively small amount for a Gnosis 5 Atlantean, at least if they want to double their spellcasting output per turn.

On that note, Children of Salt really need some revision. It can basically cripple everyone within a very large radius, when combined with Poltergeist, and even by D:tD's standards it's a lot of power for 100 XP.
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Worth keeping track of only being able to do one free action of a type per round too, as stated hidden in the glossary. Helps reduce the gamebreaking of some of Atlantean and Daemonhost a little since they both have some busted Free Action abilities.

If you do need to nerf Atlantean's Quicken spell, you could perhaps make it still limit you to one Focus Power test per round, so if you cast a half or full action spell you can't use it.
A bit anti-fun though since you lose a lot of fun combos that way, like teleporting and magicking. If it absolutely needs to be changed, increasing the cost is likely the way to do it. Atlanteans are already resource hungry and a bit dangerous to get back faster however as opposed to Daemonhosts which only have Unholy Might to spend theirs on outside of generic stuff, and get their resource back much easier.

For Child of Salt, if you want to keep it the same then make it only Adjacent enemies. I think that kind of game theorying it promotes is a chore in general though, and would prefer something else. Preventing an enemy from taking Reaction Actions would be more simple to keep track of and more balanced despite how powerful that is, while still fitting the fluff. No Reaction actions for adjacent enemies perhaps. Perhaps you can spend a plasm to prevent an enemy's reaction action if it needs a cost attached.
Edited by Username, May 22 2017, 08:43 PM.
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weredrago2
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Has anyone thought of changing the Daemonhost's Daemonic power to be identical to the Daemonic trait? It might lower their survivability to decrease the armor they get.

EDIT: Posting my suggested change to Mysterious as the Dark Side of the Moon.

*****Mysterious as the Dark Side of the Moon - Whenever a Paragon uses a stunt on a test and succeeds, all allies acting before the Paragon's next turn gain a bonus to their next test equal to the number of Pressure Points the Paragon spent on her test.
Edited by weredrago2, May 22 2017, 10:08 PM.
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Eisenritter
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-5 off the top. Now applies against silver and magical weapons. +6 HP.
Edited by Eisenritter, May 22 2017, 10:16 PM.
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Traskus
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Eisenritter
May 22 2017, 10:15 PM
-5 off the top. Now applies against silver and magical weapons. +6 HP.
You're suggesting it be the standard daemonic trait right?
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Nobody Important

Daemonic being equal to Daemonic (That's a heck of a phrase) would certainly help, since it'd reduce the extra 'free' damage reduction they get, as well as simplifying bookkeeping. I think that's a good change.
Eisen makes a good point, though, that it does give them 'free' extra hit points that they didn't get before.

In general, I agree with Username's idea that Children of Salt should probably just remove the ability to make reactions if they're adjacent to you. Though that might weaken it over-much, it does still prevent dodge-spamming.

As for Quicken Spell, I still think the cost should be upped to two motes, and Full action spells should be dropped to Half Action spells by Quicken Spell, while Half Actions become Free actions.
Edited by Nobody Important, May 22 2017, 10:23 PM.
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Werewolves

Werewolves have some interesting and variable abilities, but some of their more iconic ones are quite terrible. Warform is the especially bad one, as it basically removes all say you have in how your character acts. It makes sense but it can be crippling far more often than not. I suppose making it closer to Frenzy:
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Warform: A horror, a werewolf in warform is a massively destructive force. A Werewolf in Warform must make an attack or move closer to an enemy on each of its turns. A Werewolf must spend 1 Rage to enter warform and may only maintain Warform for a number of rounds equal to his Constitution + Feral Heart. While in warform, the werewolf gains Stuff Of Nightmares, Strength +2, Size +2, Constitution +2, gains a Claw natural weapon (1k2 R; Melee; Brawling) and a Bite natural weapon (2k2 R; Melee; Brawling). A werewolf's bite and claws in warform count as magical weapons. A werewolf must remove any armor before changing shape or else the straps break, dealing damage to the werewolf equal to the armor's AP and rendering the armor useless until repaired.
Warform is a bit weak actually in my opinion, since it acts a bit like a Frenzy except instead of needing to move close or attack each turn, you can ONLY move closer or attack. With this you can at least get bonuses from feats to make it better, and if you get Battle Rage you can at least parry. Otherwise Warform can actually end up being one of the weaker things you can do at times. I mean, a Rules Lawyer could argue that a Werewolf in Warform couldn't even try to escape a snare since it isn't an attack roll or moving closer to someone. Those people would be stupid though.

Lycan Resilience's armor might be worthy of examination. If it doesn't stack, it should probably be higher since it starts at 1 AP and only increases by 1 every Power Stat, maxing at 5. If it does stack, it would end up being generally just a worse Daemonic anyway.

Another tweak to their 3rd power ability:
Quote:
 
Quick Shift - The werewolf may shift as a Free action instead of a full action.
This way the 1st level spell Quick change doesn't entirely invalidate the 3rd power stat ability of the Werewolf. It's still better, since you can switch out of your armor, but it's at least something. As if Silent Strider Werewolves weren't good enough already, right?
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weredrago2
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As for the Werewolf, I suggest increasing Warform's usefulness by making it closer to Frenzy and allowing for it to take the place of Frenzy for class progression.

EDIT: Nevermind, beat to the punch.
Edited by weredrago2, May 22 2017, 10:49 PM.
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