Personally I much prefer Necromancy. Â When playing a sorceror I tend to look at the available spells and sigh. Â For whatever reason my creativity fails me when trying to think of things to do with sorcery.
However, with Necromancy it's a lot more narrow in scope. Â I like that. Â Lets me...
True indeed. Â In a game I played a Solar sorceror-muse was performing a grand opera on stage, her anima burning the entire time. Â Its energies swirled about as she sang and rhymed, the spirits in the audience (Twas performed in Yu-Shan...long story) enraptured by her magnificence. Â None even...
The entire town is long burned to the ground, her citizens missing, with a few bodies tacked to the only buildings still standing. Â Above the rotting corpses are words carved into a destroyed tavern-
The Unity Has Come
Heaven Has Fled
Where Are Your Maidens Now?
I retract my earlier statement, because I just now went back and reread the four virtue celestial styles. Â They are so damned full of win. Â I'd drop the cash just for them.
I wouldn't spend the money on it, personally. Â Though maybe that's because I downloaded it for free from the WW website right after Scroll of the Monk came out. Â In any event, all of the styles in it are pretty cool, and the Four Arguements celestial style is downright awesome. Â A celestial...
Thanks. Â I figured that's the way it worked (or else being able to double extra successes for the purposes of damage would be sick powerful).
It's how I've been playing things ever since I went to 2E, but it was always a lingering concern in my mind.
I must be stupid, but I haven't seen this topic anywhere. Â I was just rereading the 2e corebook and while in the rules for combat I remembered a problem I had had from before. Â And so I looked specifically at determining damage to find my solution.
The problem is simple; When determining raw...
About how long do games usually run? Â I ask because I'm EST and have a class at 11.
But I would be interested if it's not too long. Â Veeeeewy interested.
Yeah, I'd say at the moment Solars and Lunars are pretty well balanced. Â If you implement no. 3, I'd imagine you won't have any problems with balance. Â After all, unlike in 1e Lunars have perfect offenses, at least one perfect defense (I haven't read all the charms yet), and some great knacks...
Cool, thanks. Â Glad to see I'm not the only person that finds it a little ridiculous. Â I modified it for my campaign so that it is a simple charm, but when used with DBT you may commit 6 motes and heal 1 lethal wound every turn. Â
Just kind of feels more balanced.
I'm currently using it...
See subject.
I've been reading the Lunar charms a lot recently, but this one continues to interest me. Â 2m+ is the listed activation cost, so am I to believe that it costs a mere 2 motes to fully heal a lethal wound? Â It just doesn't seem right. Â Not only does it appear overpowered, but...
Anybody know a specific place where I could look up information on Thorns? Â Maybe I just missed it in Scavenger Sons, but I could use any help you guys can give.
Ultimately the question I want to answer is whether or not MoW exterminated the entire populace of Thorns after seizing it.
I'm...
Also, having just now looked over the Avengers once more, I find the signature Avengers somewhat bizarre. Â Mostly because they hail from real-world places, and allude to some kind of disaster. Â Am I missing something here?
Crimson Pentacle Blade style is exactly what you'd want. Â It's entirely based around a spear and shield combination, without any armor. Â It even gives bonuses based on pursuing one of five different "postures", all of which have their own symbolic armament and trappings.
And before you say...