[QUOTE=SiberysTranq;42439168]In other, completely random news, after making about half a dozen Exalted characters I've finally made one I really like
And most of that is entirely due to the fact that it's possible for Casteless lunars to basically become The Thing with just a little forethought and a lot of care
And it is, in theory, possible to avoid the downsides, since gaining Thing-powers is completely separate from the mutations that make everyone hate you, you could probably come back from it if you get blooded after the fact and thus save yourself from the main downsides of doing so, and since it doesn't say anywhere that having such done to you removes the powers you should be able to retain those abilities, even if you can't get more of them most of them are really, really cool, so even only one or two would be worth it in the long run provided you manage to avoid other crippling mutations on the way
Which, considering you have to limit break 5 times in a zone that already makes you much more likely to mutate to have it happen, would be a pretty difficult proposition
I still really want to try it though, just to see what happens. Because shapeshifters are rad in general[/QUOTE]
The trouble with going this route is that you're a borderline abomination of nature. Yes, you aren't quite insane enough to snap and start devouring people without cause, but you're riiiiight on the brink. Your informed elder may be intelligent enough to look the other way- But your average lunar will probably flip out and try to slaughter you once he notices that your skin crawls as though animated by maggots.
[QUOTE=Smas;42451019]Alright, I have a few questions for your guys;
1. When designing a "puzzle" dungeon (think something along the lines of Zelda style puzzles), how hard is too hard? Also, what is a "good" length for a dungeon on average, assuming a party of 4?
2. For my campaign that I'm planning, I have an overworld map in the making. How far does the average party travel in a day, assuming they are on foot?
I ask these questions because I wish to run a short campaign based around the concept that the heroes have exactly 30 days to complete their quest or else they risk catastrophic failure. I wish to make sure that the campaign is doable with a safe amount of time left over for the players to adventure and make mistakes.[/QUOTE]
A standard dungeon should be between 1 and 4 floors, depending on how tough you want it to be and what the prize is. You don't have to put the final objective on the last floor either, or even make it obvious that other floors exist. Perhaps they clear floor 1 and go down a long stair to floor 4. THere are 2 other floors that can be found behind hidden/illusory doors, or if they solve a puzzle or something. Variable dungeons are cool, and another thing to keep in mind... design a dungeon like it would be a real place. Don't just make a couple interconnected rooms with no purpose. People don't BUILD for no purpose, each room should have some function other than being a monster closet/treasure room/trap room.
One of the best pieces of advice I can give you about making a dungeon;
Make it in dwarf fortress. It forces you to build the necessary infrastructure, as well as giving you as many needless details you might ever possibly want about the dungeon and its immediate surroundings.
[QUOTE=Oliolio;42451092]The trouble with going this route is that you're a borderline abomination of nature. Yes, you aren't quite insane enough to snap and start devouring people without cause, but you're riiiiight on the brink. Your informed elder may be intelligent enough to look the other way- But your average lunar will probably flip out and try to slaughter you once he notices that your skin crawls as though animated by maggots.[/QUOTE]
It really depends on the campaign I would end up ever using the character for, ultimately
Like, I'm perfectly content with the concept without that, but I can think of a lot of ways that sort of thing could be pretty fun as a grand overarching character arc or something, even if the ultimate result is exile, death, or worse.
And I think it fits in general with the whole lunar concept from the ground up. Form fixing when you're the exalted of pretty much the quintessential example of a malleable form seems pretty cowardly, even more so when you're adding the whole darwinist viewpoint that a lot of their stuff revolves around, that the strong change and survive and the weak do not.
So basically, is it the best way to get awesome powers in any way? Not really. But what's important is that everything surrounding that could make for a truly awesome story. It's kind of hard to beat 'becoming a literal monster to fight monsters' in terms of heroic spirals into madness
[QUOTE=SiberysTranq;42451325]It's kind of hard to beat 'becoming a literal monster to fight monsters' in terms of heroic spirals into madness[/QUOTE]
I can think of a few that I like better, but ultimately it's largely preference I suppose.
I love the slasher-horror film that Alchemicals turn into with high clarity and void tech. I particularly enjoy the human-turn-Cthulhu opportunities that Infernals can offer though.
I like the anti-hero possibilities of Abyssals. Because everyone loves an anti-hero.
But if I do play/join another Exalted game any time soon, I'll probably be playing a Solar, since the Abyssal book may not be coming out for a few years. Assuming it's 3e, of course.
Also, if I do ever play Harper again, and I'm allowed to completely remake him from the ground up, I probably won't take a fuckhuge spear and try to be a generic mage but with a blade on the end of his staff.
[QUOTE=Smas;42451019]Alright, I have a few questions for your guys;
1. When designing a "puzzle" dungeon (think something along the lines of Zelda style puzzles), how hard is too hard? Also, what is a "good" length for a dungeon on average, assuming a party of 4?
2. For my campaign that I'm planning, I have an overworld map in the making. How far does the average party travel in a day, assuming they are on foot?
I ask these questions because I wish to run a short campaign based around the concept that the heroes have exactly 30 days to complete their quest or else they risk catastrophic failure. I wish to make sure that the campaign is doable with a safe amount of time left over for the players to adventure and make mistakes.[/QUOTE]
If you make a puzzle dungeon there's a chance players will either get frustrated and try and brute force their way through or come up with a solution aside from the one you intended.
[QUOTE=Rats808;42451678]I like the anti-hero possibilities of Abyssals. Because everyone loves an anti-hero.
But if I do play/join another Exalted game any time soon, I'll probably be playing a Solar, since the Abyssal book may not be coming out for a few years. Assuming it's 3e, of course.
Also, if I do ever play Harper again, and I'm allowed to completely remake him from the ground up, I probably won't take a fuckhuge spear and try to be a generic mage but with a blade on the end of his staff.[/QUOTE]
Real mages dont use weapons
Other than [b]their mind[/b]
[QUOTE=Smas;42451019]Alright, I have a few questions for your guys;
1. When designing a "puzzle" dungeon (think something along the lines of Zelda style puzzles), how hard is too hard? Also, what is a "good" length for a dungeon on average, assuming a party of 4?
2. For my campaign that I'm planning, I have an overworld map in the making. How far does the average party travel in a day, assuming they are on foot?
I ask these questions because I wish to run a short campaign based around the concept that the heroes have exactly 30 days to complete their quest or else they risk catastrophic failure. I wish to make sure that the campaign is doable with a safe amount of time left over for the players to adventure and make mistakes.[/QUOTE]
It depends on what type of party/players you have.
Since my character is a Full Orc Fighter, i'd end up rolling strength checks constantly and smashing walls left and right rather than solving the puzzle.
[QUOTE=TrannyAlert;42452928]It depends on what type of party/players you have.
Since my character is a Full Orc Fighter, i'd end up rolling strength checks constantly and smashing walls left and right rather than solving the puzzle.[/QUOTE]
Yeah, I don't exactly have to worry about people busting down my dungeon walls so far (or at least, I hope not), as my current players are rolling a Halfling Rouge, a Half-Elf Paladin, an Elven Ranger, and a mage of undetermined race. Thank you guys for your suggestions, and if you guys like, I'll eventually share my campaign materials if all works out well.
[QUOTE=Oliolio;42451162]One of the best pieces of advice I can give you about making a dungeon;
Make it in dwarf fortress. It forces you to build the necessary infrastructure, as well as giving you as many needless details you might ever possibly want about the dungeon and its immediate surroundings.[/QUOTE]
This is actually exactly what got me back into Dwarf Fortress. I just have to change it a bit so they don't find solid gold chairs everywhere.
I found a way to give my character wings as an elf.
[QUOTE=Justnobody;42456986]"Remove clothing/Teleport Clothing"
"Arouse"
"Suggestiveness"
"Induce Boner"[/QUOTE]
Good ideas - adding Teleport Clothing now
Already in there
Idea worth checking out
Duplicates existing spell "Arouse"
[QUOTE=gman003-main;42458614]Duplicates existing spell "Arouse"[/QUOTE]
i'd be inclined to disagree
you can get a boner without being aroused
Swap Outfit, ignores differences in clothing size because magic
"Summon invisible clothing"
Fuck finding the book, here's a suggestion
'Summon Harem' - comes in two sizes - 'small', and 'large'.
[QUOTE=gman003-main;42459008]
I do need a "summon clothing" spell, not sure why invisible clothing would be needed though.
[/QUOTE]
Well, it has all the benefits of having clothes on, but with none of the denied view to the world!
[QUOTE=Wlfius28;42459310]Hmm... perhaps the size of it grows as you gain levels? Start small, gain mo magic, gain slightly (1 per level?) larger harem.
Said in such a manner that you could also possibly apply this to male anatomy related spells.[/QUOTE]
Teleportation already scales with level. At first level, you'd spend a day's worth of energy just teleporting a dagger across a football field. At top level, you might be able to teleport a large chest across a country, although *aiming* it may get tricky.
[QUOTE=gman003-main;42459302]Trust me, I have stuff in there that covers that already, from a cloth that tends to flicker into invisibility every few seconds and another that may as well not be there, to the Skimpy or Scanty modifiers to armor/clothing.
What, did you think I was designing a porn game where you keep your clothes on?[/QUOTE]
Are there going to dildo swords
There should definitely be dildo swords
[QUOTE=SiberysTranq;42459603]Are there going to dildo swords
There should definitely be dildo swords[/QUOTE]
If you're looking for something like the Penetrator from Saint's Row, I would just have it use normal sword rules, only dealing blunt damage instead. Or perhaps stave rules, since those don't require training. And give it some non-combat uses, of course.
Something I think could be cooler would be dildo sheaths, so you can have the best of both swords and dildos.
In any case, while I'd let players use them if they wanted, I don't think they'd be common enough to put into the "official" books. Not yet, at least.
After this thread I'm going to nominate a spell
Wipe memory
[QUOTE=RearAdmiral;42460268]After this thread I'm going to nominate a spell
Wipe memory[/QUOTE]
You want Amnesia, Greater Amnesia, or Total Amnesia?
Alright, I'll stop for now. Anyone who has ideas, PM me. I'll post next either when I need more ideas in another area, or when the character creation rules are done.
Oh god yes, yesterday in my session we were 'kidnapping' a lord from his castle and the guards let us into his room, when two of us entered through they immediatly jumped at someone still in the tight hallway and initiated combat.
They both lined up into the 2 square width hallway in perfect line with the door.
I went man mode and bullrushed one of them, both of their attacks failed on me and I rolled at 26 on the strength check.
I proceeded to let out a loud Orcish roar and bullrushed both of them over the ledge and they fell 20 foot to the ground floor, both again failing their checks to land.
We then proceeded to block the entrance and escape through the window, which for some reason no one could break since the party were firing their wands at it but doing nothing, so I just bullrushed the window and smashed it.
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