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Le gob

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Everything posted by Le gob

  1. Our FM wants our characters to stay close to what the miniatures in the Malifaux wargame can do. The rgp gives a lot more possibilities, but if something would be completely insane for a henchman or an enforcer, we can't do it. So basically, we can't go off the charts in terms of damages, and most magicals spells are prohibited. A majority of our players have a tendency to take what's best in terms of efficiency, so the FM forbids what's too powerful.
  2. Hi everyone, There's plenty of mage and figthter carreer options, but the social ones are a bit lacking. Could we get some more? Among the things I'm eager to get: - guild lawyer - someone from the high society - bureaucrat (Mr Tannen/ Amina Naidu style) - burglar - bandit - smuggler - journalist - investigator - beaconer beckoner I know a book about the guild is expected and some of them might be planned already. What are the new carreers you'd like to get?
  3. I'm been a fatemaster for many years, and if there's something I know, it's that players don't always do what you expect them to. To keep them on track, you need to allow them some leeway, to do things their way and don't force them to follow exactly what's written on your scenario. More often than not, they will come up with some creative solution you weren't expecting. I usually only have a few things set on my scenario: -where I want my players to go -who are the main NPCs and what they want. This one is important. If you just read them a written speach from your NPC, it's really boring to your players, but if you speak to them knowing where you want the conversation to go, it makes things more lively and enjoyable. -what happens if the players do nothing or take too much time -a few side stories that the players may get involved in or not depending on the interest they have about what happens around them Then all the rest is improvistion and reaction to the players actions, keeping in mind what your NPCs want. I usually plan things in such way that they have different options to solve the challenges I throw at them. It makes the players enjoy the game more, as they can solve it their way. As a last advice: always be open to your player's solutions even if they are dumb ones, it will be more fun for everyone.
  4. Hi, Our characters eventualy got some scrips to spend and started to look at the weapon upgrades. We have a good blacksmith and a toolkit to craft them if needed. The fatemaster isn't too happy with them, as they cost nearly nothing, adds huge bonuses like to hit and damage or flat damage increase, and have no tradeoff whatsoever. Did you use it? Do you think they are balanced? And if not, what would you modify?
  5. Hi, A lot of characters in our group have developped crafting skills, mainly for campaign related reasons, but we noticed that the cost to craft an item is 1/4 the selling price. That's basically nothing once you got the toolkit. Our fatemaster was thinging of changing the cost to 1/2 price. Did you guys use it? What do you think of the cost?
  6. @EnternalVoid, Thanks for the clarification, it seems that I had misread the oxfordian mage. My character has a few manifested powers, no problem with them, after a long discussion with the fatemaster we reached something we could both enjoy. As you said, the immutos are set so, once created the spell isn't going to change, no surprises here. The spells I'm talking about come from a grimoire, there's a talent that gives ou one. @DarkSpade, our fatemaster just forbid all the spells he found too powerful, and that's about a half of them in Illusions and Enchantements. That's why I'm looking for a solution to balance them.
  7. Thanks for your answers, there's a number of good suggestions. So far, my mage follows the oxfordian doctrine, meaning it's a pain to cast a spell during a fight, but if I have time enough, I can reach TN 100+ with the increase AP immuto, stacking buffs and making them effective for a year is easy, provided I have let's say a couple of hours of free time, once a year. Oxfordian doctrine was an easy and logic peak, as I play a Mage, and the most renowed ones are the oxfordian mages. Furthermore, it gives me that suit I desperately need to cast my spells, as my carrer doesn't provide any. According to the v2 rules, it's ok to be an oxfordian mage even if the guild doesn't like you much, and I don't see what's wrong with enhancing or protecting yourself, malifaux is a dangerous place, and it's not like I'm going to throw fireballs around. As for the counterspell, sure it will reduce the duration of my buffs, but going from 1 year to 1 month, isn't going to hurt much. The major issue isn't the duration, it's the fact that the spells are inherentely too powerful and modifying the TN isn't going to change anything for an oxfordian mage. I like the idea of maximum +2 instances of duration, even if it would hurt my character a lot. The same goes for the +3TN / + to all spells casts while there is still an instance of the spell active, that's a good idea.
  8. Hi everyone, I'm playing a Mage in TTB 2e and I have an issue with buff Magia in general. The problem is it's too powerful, so the fatemaster doesn't want me to take most of the buff spells, and I have to agree with him, these spells are broken. The TN doesn't mean a thing for buffs, as you can prepare yourself in advance and cast it for a day or more. Mental and physical enhancements both can raise all your stats to 5, so a simple spell is better than many destiny steps. Invisibility and Swirling illusions makes you impossible to hit. Improved fate gives you a to everything. Armor and Occultation makes you tanky as hell. That's the spells I can't take as the fatemaster fells if I do, our opponents will have no chances. Could we get a fix to these spells ?
  9. We got our 2e edition rulebook. I haven't read the fluff yet as I'm a player and I leave that part to the fatemaster. The book is really apealing. The core careers have been updated for the best and we really liked the new mercenary's mecanics. The changes you made to Magic in general are great and balances things out. We noticed the damages of weapons/spells/melee has been reduced and that's a good idea as it was too easy to make a powerhouse destroyer from the start. We still don't like that an augmented with a crusher deals more damage than a greatsword and automaticaly inflicts slow at the same time and ignores to damage with absolutely no trade off. This particular augment feels really unbalanced. To put things in perspective, I'd like you to know our group of players has played a lot of different RPGs and some of us really like to min/max our characters, so balance is important to us so we don't end up with everyone using the same weapon just because it's better and it makes no sense to take something else. I exagerate a little, but not that much. Craft The crafting rules have not changed and are still unbalanced, 1/4 of the price is basically nothing, so it's like to tell the players "take whatever stuff you want". We houseruled it to 1/2 and it's still huge. Weapons upgrade are too powerful for zero trade off. Why not add flip to hit and damage when you can do it for a small fee? Now the general talents Some of them have been changed and it was needed (no more auto triggers or flips), but why not change the rest of them as well? A few are powerful, most are meh... and the rest is pure garbage. It ends up with a lot of players taking the same ones because they can see the difference when they take them, insted of taking some cool ones but with virtualy no effect. Who cares about a flip when climbing? The other good source of general talents is the invested ones, wich are really better than the rest. That alone makes invested superior to humans, so to balance things out, the fatemaster decided we can't play investeds. To sum up, the 2e ed is better than the previous one by far, but some major issues have not been fixed. In the future, I'd like to see some balance added in the general talents and the crafting rules. It could be a large errata or a book with updated talents and craft. If you need help or don't have time to balance things out, why not ask the comunity for a collaborative effort? It could end up with some nice ideas.
  10. I noticed that the detect magic part of the counter-spelling skill has been removed. Does it mean that there is no way to detect magic anymore?
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