Jump to content

Frostey

Vote Enabled
  • Posts

    11
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Frostey's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

2

Reputation

  1. Does anyone know if a model for Binh Nguyen has been shown or released yet or any of the court of 2
  2. I can't find an ability that gives the fast condition.
  3. Thanks that's actually a tremendous help. So the magia immuto system is just for making manifest powerful non grimoire spells. And not for active or passive abilitie based manifested powers.
  4. So my question is, if you cant cast a ability ot spell if it requires more ap than you have, and characters have 2 ap -why does increase ap allowed to be purchased multiple times. Right now there is nothing in the book the gives players a 3rd generic ap. And all spells require 1ap to cast base, so except for the one school that adds 1 ap for casting no character could add it more the once. Snd even that specific school can only ad it twice. Wouldn't removing the this may be taken more than once and just adding to that schools info "this school may take increase ap immuto twice" make more sense than implying that its possible to get more ap. Because the only way to get a zero ap is with the reduce ap immuto, witch candles out the increase ap immuto and would bassicly require a grimoire to use up all its immuto on 2 that zero out. Meaning they just waste each other and dont actually do anything. Or more specifically the increase ap more than 1 time becomes pointless. Either this needs to be errated ot we need a this character generates additional ap general talent. And even than it seems pointless since your watering a talent just to make something easier cast, when you could just optimize the ability to cast each turn for a higher damage per attack average. Because the cost to benefit for requiring more AP would only up your damage or effectiveness by m as the 2 points but use up your entire action and an entire non existing talent, when instead you could add the same damage bonus with additional suit as your tn reducer, and take the talent to gain a suit to sell skill checks and do the extra 2 damage up to 3x and get a free trigger effect.
  5. I really like what you pointed out. if you want things completely balanced I think your some of the better solutions while keeping with malifaux themes would be A- pick 2sets of skill allotment point totals for each suit 1 high 1 low and either make it so if the cards up right it's high and if inverted its low, like with s tarot reading (so a right way crow is 3/2/1/1 while inverted crows equal 3/1/1/1). Or make even is high, odd is low. This way would allow for different lvls of skills. But keep them close enough, and not require any major changes , just narrowing the curve. B- you could also do something like give everyone a chance to draw a small hand of cards to use as a way to cheat there fate. It wouldn't stop the curve outright but it would let people have a chance to optimize there start how they want, so one who has high stats mite cheat to tske lower stats but get better destiny steps while the person with lower stats can cheat to raise them in exchange for less control over their own destiny. C-you could do something like A, but instead have 3 sets of points to buy skills with (instead of getting 3/2/1/1 the player gets 7 points to buy skills with 1 for 1) than set point amount based on the cards severetey, (weak/moderete/severe) so say 6/7/10. But nothing higher than 3. It would give those with less points a chance to focus more at start and fill in lower skills faster in game while those with more points can start more diverse but it'll cost more to advance. This should let people hit mid power around the same time. This allows you to keep the starting exp equivalent relatively close while allowing the spread the difference ways to spend points to balance progression with little effort on your part. Ca- Gould even keep the rule that red joker means severe+weak to represent someone who is just a cut above. D- keep player creation the same but have 3 scales of power. <26/<32/>32 . And than award 3 exp to weak characters, 2 to average, and 3 for powerful characters. Da- or base it on the difference in equivalent points, so the highest equivalent point character gets 1, than if the difference is <5/<10/>10 from the top the player gets 1/2/3 extra experience points intill there cuaght IP. The idea being the stronger character isint learning as much from the challenges as someone who isn't as experienced. Weaker characters with less or lower skills are more likely to figure out better ways to apply themselves and more likely to encounter things they dont know about. (A person taking a class for the first time will/can learn more in the class than the person taking it for the 3rd time). However I do think that the difference in points is important to the setting and is more realistic. Not everyone is created equal, some people have more talent or tried harder than others and some are just born with less or more. Not everyone in m as malifaux ends up a master or even enforcer. Some people are peons or minions or henchmen. Now if someone works at it the night be able to get there even if it doesn't come naturally and just because you start at the top doesn't mean you'll stay there . This is represented great with character creation and I think it might be important to ignore the statistical variance to really highlight those differences between peoples innate abilities and rising to meat a challenge as an underdog is a incredibly fun experience.
  6. Many RPGs have a golden rule, or say heres a list to get you started but do anything you and your gm come up with. Ttb does seem to Express this often. However I've found while I as a gm am more than willing to come up with cool ideas and work with players, not all are as comfortable stepping outside what's been printed. I also wanted to learn the the Ttb system as player and fatemaster sp I sat down and started making characters and doing mock checks and tests. Just trying to learn the mechanics and practice coming up with stories based on destiny tarot flips. While I was doing this I found I couldn't make most of the examples given for manifested powers, or the comparable pursuit powers, or even a good portion of the abilities that are given to creatures in the bestiary using just the book. So I started looking on the forum to see what other people had created and found a discussion about weather the rule was to make up your own stuff, or if the rule was the 2 mag and up to 4 immuto. And I think this could lead to problems. Debates over players wanting to create abilities and fatemaster mor knowing how to balance stuff not in the book. Or 1 player sticking with just the book and feeling under capable. And debates already seem to exist over interpretations of how manifested powers should be created. So I wanted to bring it up and ask how to resolve the issue. If a fatemaster says only what's in the book than is the official game dev/forum answer that manifested powers are not in the book and gmd should work to balance what players would like to do. Or is the official ruling that the examples are mistakes or use unreleased content at this time, It can also help settle debates by having a consensus from the forum. As a fatemaster how do you balance abilities whst guidelines do you use, what examples from the books. As a player how do think of ideas or come up with stuff to take to a gm ot plan in advance.
  7. In regards to creating manifested powers, examples of manifested powers seem to use Magia and immuto that are not in the book. The book says manifested powers can be created using 1 or 2 magia and up to 4 immuto (but may need adjustments if they prove unbalanced) Example: Marcelline's "Walk It Off" Manifested Power allows her to heal 1 damage every time she takes a Walk Action during Dramatic Time. - there is no Activate when you take walk or require action immuto. Example: A lawyer steals Briana Delaney's soul using a complicated contract. After her friends find the contract and burn it, she develops the "Singed Soul" Manifested Power, allowing each Pugilism attack she makes to also give her target the Burning +1 Condition. - this is one does use the book Example: Klemens Buckley is brutally attacked by a Resurrectionist who throws one soul-shredding spell after another at him. After defeating the necromancer, Klements develops the "One Foot in the Grave" Manifested Power that gives him the Incorporeal ability... but only when he's reduced to below 0 Wounds. - no incorporeal, or active when reduced to 0. You could say it's a Elemental engulf with spirit immuto (except spirit says the spell ignores armor and hard to wound not incorporeal status effect) with a delay till 0 hp trigger (specific predetermined conditions) but it would be easier to cast (if it's a spell) and more powerful with no delay so you just are incorporeal. Can immuto be converted from positive to negative or negative to positive (instead of cuasing burning to target and being harder to cast can the caster suffer burning to make it easier to cast? Or instead of adding a suit to the flip for a higher tn yo cast, can you require an additional suit to cast for a lower tn) Example: Jessup Cormwell nearly dies in an explosion that sends him careening into the sewers beneath the city. He's found by Albus Von Schtook, who removes Jessup's damaged heart and replaces it with a mechanical prosthetic. After trying (and failing) to recover his real heart, Jessup embraces his new fate and develops the "Heart of Steel" Manifested Power that makes him immune to Critical Hits to his chest. The Fatemaster decides this might not come up that often and suggests that he also gain a Defensive Trigger that uses a Ram (the Suit representing the "Chest" location) and allows him to reduce any damage he suffers from a successful attack by 2 points, to a minimum of - so the second half is doable , add suit, delayed trigger, reduce damage 2x. But theres no immunity to X mafia or immuto . You can increase resistance by 1 (or up to 4x in manifested power) but that's not immune from anything. Also theres no cuase critical or Critical effects immuto. Are these options missing from the add damage and damage reduction immuto tables?
  8. So than basically there is no fix in the book. What guidelines do you use than for making manifested powers. Do you reference malifaux unit abilities or the ttb bestiary, so you just make something up. Are the powers given by pursuits possible manifested powers
  9. So I brought this up in a different topic and would like some input, but 3 out of the 4 examples of manifested powers from the TtB2e book cant actually be built using the magia and immuto that are listed in that book, how do you guys fix the problem if the fatemaster says only from the book.
  10. So I've been looking it over and while the book does say " " In regards to creating manifested powers, its actual examples of manifested powers cant be created using it, witch seems contradictory. I know a gm can say "ok" to any abilities a player makes up, there are many who will strictly go by the book and when the book says "here's what we consider to be a manifested power is and what it does and an example of how the player made it" but those options are not actually in the book I think theres a problem. The only thing I can think of is that like the OP said the Rule is "have your players make something up there are no reL rules here" Example: Marcelline's "Walk It Off" Manifested Power allows her to heal 1 damage every time she takes a Walk Action during Dramatic Time. - there is no Activate when you take walk immuto. Example: A lawyer steals Briana Delaney's soul using a complicated contract. After her friends find the contract and burn it, she develops the "Singed Soul" Manifested Power, allowing each Pugilism attack she makes to also give her target the Burning +1 Condition. - this is one does use the book Example: Klemens Buckley is brutally attacked by a Resurrectionist who throws one soul-shredding spell after another at him. After defeating the necromancer, Klements develops the "One Foot in the Grave" Manifested Power that gives him the Incorporeal ability... but only when he's reduced to below 0 Wounds. - no incorporeal, or active when reduced to 0. You could say it's a Elemental engulf with spirit immuto (except spirit says the spell ignores armor and hard to wound not incorporeal status effect) with a delay till 0 hp trigger (specific predetermined conditions) but it would be easier to cast (if it's a spell) and more powerful with no delay so you just are incorporeal Example: Jessup Cormwell nearly dies in an explosion that sends him careening into the sewers beneath the city. He's found by Albus Von Schtook, who removes Jessup's damaged heart and replaces it with a mechanical prosthetic. After trying (and failing) to recover his real heart, Jessup embraces his new fate and develops the "Heart of Steel" Manifested Power that makes him immune to Critical Hits to his chest. The Fatemaster decides this might not come up that often and suggests that he also gain a Defensive Trigger that uses a Ram (the Suit representing the "Chest" location) and allows him to reduce any damage he suffers from a successful attack by 2 points, to a minimum of - so the second half is doable , add suit, delayed trigger, reduce damage 2x. But theres no immunity to X mafia or immuto . You can increase resistance by 1 (or up to 4x in manifested power) but that's not immune from anything. Also theres no cuase critical or Critical effects immuto. In fact I cant find a way to make most of the games manifested powers weather listed on Monster stat sheet or given by pursuits. I think there definitely needs to be an errata or free update like a short article , or even a whole supplement section to fix this. I'm not saying it should cover everything but even a few things could help Like. Affect status (+/-) increase or decrease status effects by x Triggered effect (1 immuto 1/2 price)- pick a suit this effect is triggered in addition to the original effect only of trigger is drawn. Incorporeal, focused, defensive Dis card - player must discard a twist card to power spell Just some of the top of the head suggestions.
×
×
  • Create New...

Important Information