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The more I get into WoD, the more I'm Jesse to my friend's Walt
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Having run both MTAs and MTAw, I prefer not having so many spheres to achieve a relatively simple goal. Like in this case, you are looking to use three spheres at reasonably high ratings to just remove a guard. In MTAw you could use any one Arcana at 3 or 4 to accomplish the same task. Time 4: The guard is transported a day into the future. Forces 2: Render your group invisible and soundless. Life 4: The guard is turned into a rat or whatever. Mind 2: The guard forgets the group was there, or any higher rank to just mind control the guard in various ways (MTAs can also do this with the single sphere) Prime 4: The guard is forced to look into the Supernal and his eyes are burned out in the process. Dick move. Space 4: The guard is teleported away. Spirit 4: Chuck the guard across the gauntlet. And if you just want to kill or incapacitate the guard any single Arcana can do that at 3 (bashing) or 4 (lethal) all by itself.I really like Awakening but it's hard to find players for it. I had a group for about six months once, and it was pretty good. Except one player just never learned the rules, and refused to read clues. Like they found a clue on site that was like 10 sentences and she was like "I'm not reading all that".
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If your entire concept relies on the graces of the DM, it isn't a good concept. A DM could let a level 1 wizard cast meteor strike if they wanted, nothing can stop them.NGL, as a forever-GM, I take personal pride in "allowing" all sorts of shenanigans at char gen & beyond with a gentle disclaimer toward balance (*see: prev. post re: red=fireproof scarf*) like a sort of karmic layaway. Nothing stopping the bright-eyed folk hero fresh outta the nood fields from inheriting a Holy Avenger... *when said blade is secretly a storied artifact named in the obscure scripture of a rising cult power, et al.*
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I really like Awakening but it's hard to find players for it. I had a group for about six months once, and it was pretty good. Except one player just never learned the rules, and refused to read clues. Like they found a clue on site that was like 10 sentences and she was like "I'm not reading all that".It takes a level of buy-in from players that is hard to get. I couldn't run it at my table for years due to having a few players for whom the magic system and general focus on esotericism were RPG kryptonite. The main thing I have noticed is that the game changes pretty dramatically at Gnosis 3, so I establish at the start that the entire cabal has to go from 2->3 at the same time. I had to stop due to some IRL stuff, but I am hoping to start a new campaign soon or I might try running Mummy: The Curse since I find it really interesting.
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The real way is you pull it off after a melee has attacked the thing with something. But crazy catapult shenanigans is more fun. Also, the 2nd method to get them bleeding. with the acid vials is absolutely RAW. 1.Free action to place a vial, or bundle of vials on the ground. 2. Use catapult on it. 3. Catapult does damage to the thing it hits *and to the thing doing the hitting*, which destroys the vial(s), releasing the acid for that damage.
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Catapult already does a specific amount of damage. Any extra damage is by the grace of the DM. They could just say no, and there is nothing in the rules that could help you.I'm so sorry that you lost your creativity. I hooe you find it again in the future.
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I'm so sorry that you lost your creativity. I hooe you find it again in the future.I need that meme where in one pane, the gymnast is like flipping over spikes and flames and stuff. Label that one "being creative in D&D". The other pane is the gymnast just walking across the mat. Label that one "Games that support creativity" or something.
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Nothing about my argument goes against creativity. It just goes against players who think they can outsmart a DM by rules lawyering. Especially by some "hack" they found online that could "totally do OP damage and is completely RAW". In fact, it being at the grace of the DM is actually more creative, since you aren't bound by rules. And to top my argument off, the most important rule in the DMs guide is the first one: Page 4 of the Dungeon Master's Guide: > The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM, and you are in charge of the game.
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NGL, as a forever-GM, I take personal pride in "allowing" all sorts of shenanigans at char gen & beyond with a gentle disclaimer toward balance (*see: prev. post re: red=fireproof scarf*) like a sort of karmic layaway. Nothing stopping the bright-eyed folk hero fresh outta the nood fields from inheriting a Holy Avenger... *when said blade is secretly a storied artifact named in the obscure scripture of a rising cult power, et al.*
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I need that meme where in one pane, the gymnast is like flipping over spikes and flames and stuff. Label that one "being creative in D&D". The other pane is the gymnast just walking across the mat. Label that one "Games that support creativity" or something.And then there is Mage, where you get kicked in the ass and fly across the mat
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Yes, definitely. The OP-ness of your players doesn't matter, as long as they are all equally OP in their own way. You can always just use higher CR creatures.
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Granted, Entropy 4 can just give someone a disease, so Jesse is overcomplicating the matter and I really don't think this oculd be anything but Vulgar Magic, but....I love the magic system in Genesys, with just basic spells (attack, heal, augment, curse, etc), some varying effects with suggested flavor (e.g. "Ice" adds ensnare to an attack, but mechanically it doesn't matter if it is vines, goop, whatever), and how much that effect increases spell difficulty. It lets the players go into a brainstorming session trying to come up with a spell to get out of a very specific situation, and having the game support almost anything. E.g. this create water idea could be an attack spell with the poisonous quality (making it a hard check), which requires the target to make a hard resilience check or take a bunch of extra damage and strain, which for a skilled mage against a non-boss creature (e.g. an overly ambitious bandit) is well within one-shot range. If they pass the check, they would still take damage from the attack, but would be able to cough up most of the water before it got too serious. This system sounds very cool also, and I have recently heard of Mage in another thread. I would like to play a system that gives players the ability to come up with spells that the GM doesn't know ahead of time (I seriously dislike long lists of predefined spells), but also has a little more of that hard magic-science set of rules to satisfy my inner Sanderson fanboy. I have built in some external scaffolding around the magic in my Genesys setting that does this, and it has been a ton of fun so far. My main gripe is that I wish I had more time to play RPGs (more than a couple sessions a month) so I could try out more systems.