Rules Discussion.   Posted by Cronos.Group: 0
Cronos
 GM, 19 posts
Mon 16 May 2016
at 01:53
Rules Discussion
If you want to discuss any rules or suggest rules changed/modification post them here.

This message was last updated by the GM at 01:54, Mon 16 May 2016.

Rebecca Winstone
 Ares, 17 posts
Mon 16 May 2016
at 02:44
Rules Discussion
With a nod in the direction of Balance, I would suggest that Legend not be handed out for 'free' above and beyond the core mechanics of the game but instead allow a few adjustments that will benefit the Play By Post style of this game.

The equivalent description of a level 1 stunt is actually the assumed minimum level of posting detail for IC actions in a PBP game where speed of play is sacrificed for depth of detail even in fast paced combat scenes.  To this end we should adjust the stunt rules as follows.

Level 1 Stunts gain no bonus, simply roll the dice as the sheet dictates and move on.
Level 2 Stunts are awarded by other players and retroactively add +1 success to a roll.
Level 3 Stunts are upgraded from Level 2 by the GM and apply +2 total success to the roll.

At the end of any major scene in which a player made use of significant Stunts of any level the GM awards a number of temporary legend points equal to the character's permanent LEGEND score + the number of level 2 and 3 stunts used.

A new Birthright named "Believers, or Cult" augments this supply of Legend points by offering 1 point per dot per IC day drawn at the appropriate 'time of worship' for that God (defaults to the first rays of Dawn).
Iris Katsaros
 Iris, 75 posts
 Iris
 Taste the Rainbow!
Mon 16 May 2016
at 02:50
Rules Discussion
I feel like basic stunts should get some dice bonus, even if every action should count.  Other than that, I definitely like this idea, especially since it basically assumes we regain (Legend) LP minimum after any scene, which is definitely good for PBP where stories take a long time to resolve.

I feel like we need to do something about WP regneration as well, since the only book method is 'satisfying your nature' - and some of them are very challenging to satisfy, such as Bravo, where (in theory) your own competence as a god raises the 'level' of what you need to do to meet the requirement.
Amelia Genovese
 Hera, 34 posts
 Ruthless Supermodel
 Mafia Princess
Mon 16 May 2016
at 03:00
Rules Discussion
Even level 1 stunts should mean something. That's the whole point of there being a "level 1" stunt, instead of just level 2 and 3.

The base post is NOT a simple stunt, but a "Benjamin attacks the mafia thug with his spear." or "Amelia casts the evil eye spell at Donald Trump."

Level 3 stunts...just disregard. They're arbitrarily given and very hard to get. I see level one stunts as flavourful and descriptive, while level 2 stunts utilize the environment - inner or outer mind you - and actually involve a character utilizing facets of the scene and the characters' own emotions and so on to enhance an action.

But even turning "Benjamin attacks the mafia thug with his spear" to "Benjamin twirls his spear in one hand like a baton as his powerful physique launches him off the ground, causing him to fly at the mafia thug like a mythological blender. He grins as he does so, confident he will at least make the Mafia thug have a really, really bad day."

That's the difference between a base action and a level 1 stunt.

I also dislike that you'd have to track the number of stunts you use in a scene, which can be very axing in a play by post format as you could have pages and pages of content to comb through, to get the legend reward.
Iris Katsaros
 Iris, 76 posts
 Iris
 Taste the Rainbow!
Mon 16 May 2016
at 03:07
Rules Discussion
GM posted his house rule for LP regeneration (and other consumable resources)

Now we just need to see how stunts should be handled.
Rebecca Winstone
 Ares, 19 posts
Mon 16 May 2016
at 03:11
Rules Discussion
The objective behind the system is to not involve the RPOL dice bot in stunts, in any way.

As a method of inspiring players to hold themselves to the Level 1 stunt standard the GM can in addition to awarding the level 3 stunt knock them down to a Level 0 stunt which removes all stunt advantages and levies a -1 net success penalty for simplistic actions not relevant to the advancement of the story. (Example of Level 0: I punch mook #2 in the face. . .die roll.)
Iris Katsaros
 Iris, 77 posts
 Iris
 Taste the Rainbow!
Mon 16 May 2016
at 03:13
Rules Discussion
With all I've seen of this group... I don't see this being a practical concern, personally.
Amelia Genovese
 Hera, 35 posts
 Ruthless Supermodel
 Mafia Princess
Mon 16 May 2016
at 03:35
Rules Discussion
Agreed.

I don't think anyone here is going to say "Hera attacks the goblins" or something.

At the very LEAST, the word "smite" will be used in there somewhere. At the very LEAST. ^_^
Iris Katsaros
 Iris, 94 posts
 Iris
 Taste the Rainbow!
Tue 17 May 2016
at 16:25
Rules Discussion
New Combat Actions

Source: These actions are the official actions added to Exalted 2.5 to cover holes in the system (the combat system on which Scion's was based) but these actions were written into the system after Scion was created. Still, I think you'll agree that they have value here;

Defend Other (Speed 5 /-1 DV)
The character declares themselves to be defending an ally within (Move Distance) range.  The Character uses their reflexive movement actions to follow and stay with their ward (unless their ward outpaces them and chooses to leave them behind), and if anyone wishes to attack their ward, the attacker must first contend with the guardian's Parry Defense Value.  If the attacker's attack roll overcomes the guardian's PDV, the attacker may choose to strike the guardian as normal, or to apply any remaining successes on the attack against the ward's Parry or Dodge DV  (at the Ward's option).  It is possible for multiple characters to defend the same ward; use the highest Parry DV, increased by 1 for each other defender. This action can be placed in a flurry.  Note: Defenders cannot protect their ward with their Dodge DV - they need to actually get in the way of the attack. Characters need Whirlwind Shield in order to block ranged attacks without a stunt.

Blockade Movement (Speed 5/-1 DV)
The character braces herself to block the apth of her enemies. In terrain that forces enemies to a narrow bottleneck like a doorway, this can hold off an unlimited number of people, but on open terrain, a blocker may impede up to three people (six, if she flurries two of these actions).  Anytime someone attempts to pass by the character, the blocker and bypasser make contested (Strength or Dexterity + Athletics) rolls, ties favoring the blocker.  If  the character is blocking a narrow passage, failure causes them to be pushed back out of the way (otherwise, the enemy just skirts around and out of their reach)