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| Core Rulebook Exaltations - Revised; Because Sacred Cows are the best to Slaughter | |
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| Tweet Topic Started: May 21 2017, 11:50 PM (5,223 Views) | |
| weredrago2 | May 22 2017, 11:32 PM Post #31 |
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He Who Posts Too Much
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Sorry Traskus, but no dice. Not going for it. For the Vampire, I suggest that their Bite weapon drain Vitae from a target equal to the number of wounds dealt by the attack. IE, 1:1 health drain. |
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| Traskus | May 22 2017, 11:33 PM Post #32 |
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Spitball Wizard
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I don't expect people to go for it. I just want it to be there for people who want to play old-school Vampires. |
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| Eisenritter | May 22 2017, 11:36 PM Post #33 |
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Old Iron Knight
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Except that "old-school" nowadays means "bursts into flames when exposed to sunlight." Try telling the unwashed masses that Ol' Dragonbreath didn't and they'll dismiss him as a Twilight insert. |
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| Username | May 22 2017, 11:45 PM Post #34 |
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I think making it go that quickly is a bad idea. Would that health drain completely replace the current fatigue inflicted? Hopefully it wouldn't inflict fatigue each point as it does now or else it would be beyond nasty. Even if it just becomes entirely wounds focused, gaining it in equal measure is too fast, they'll easily be able to stay topped off all the time. Considering they currently have a large pool but some very resource hungry abilities, I think making the vampire maintain some self control with them is a good idea. |
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| weredrago2 | May 23 2017, 02:53 PM Post #35 |
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He Who Posts Too Much
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Alright, I went back to the drawing board and revisited Vampire: The Masquerade to see how they handled draining Vitae. This is what I came up with.This changes things so that Vitae is based on wounds and not fatigue, as it was in VTM. Before, you could over-fatigue a person and knock them out, preventing you from drinking more blood without killing them instantly. This new setup lets you drain more Vitae from people without fatigue rules getting in the way. Edited by weredrago2, May 23 2017, 02:54 PM.
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| Traskus | May 23 2017, 11:18 PM Post #36 |
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Spitball Wizard
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Proposed werewolf shifting changes by users: Remove the cost of warshape normally and then add the rage to speed it up, then speed to full at 3. Make it half action to shift at base, 3rd power makes it free. Make it a full action, with option to spend rage to make it a half action. 3rd power reduces time by a half action. Remove Swiftchange's ability to actually transmute your body. Edited by Traskus, May 23 2017, 11:19 PM.
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| Nobody Important | May 23 2017, 11:43 PM Post #37 |
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I think any but the last are good. Magic will have it's day to be nerfed, but removing what currently makes Werewolf playable just to avoid making it mandatory is a bit silly. |
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| weredrago2 | May 24 2017, 12:17 AM Post #38 |
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He Who Posts Too Much
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Alright, here's my proposition for the Werewolf's new static powers, based on suggestions tossed around back and forth.
Edited by weredrago2, May 24 2017, 01:16 PM.
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| Username | May 24 2017, 12:36 AM Post #39 |
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Here's my version of the suggestions thus far, I think.
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| weredrago2 | May 24 2017, 12:55 AM Post #40 |
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He Who Posts Too Much
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I'm against letting Quick Shift be a free action at 3, because then it invalidates the Swift Change spell entirely. I'd rather it stay as a half action at 3 than change it. |
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