greasy golem gunk
Junior Member
(Post edited for clarity, 11/17/05)
I don't like Virtue Dice. Â I feel they take away from roleplaying. Â
I do like the "Natures" system, where taking certain actions or completing set goals restores will power. Â
I wanted to write out Virtue dice, but noticed that they seem quite prevalent in the game's dice mechanics. Â Here goes.
Since willpower is calculated by adding your two highest virtues together, and you generally can't start with less than 5 dots/4 virtues, Willpower is assumed to start at 5. Â
(An optional Flaw: "Weak Will" would grant a single bonus point per Willpower dot you don't want to have during character generation). Â
Assume that anytime you would "roll a virtue" to save against a charm/spell/odie bar, double the number you wish to beat. Â Because we're rolling willpower dice instead. Â Willpower is typically twice as high as virtue pools. Â Â
(An optional Merit of "Virute" would add 2 dice to specific Virtue checks; a Valor merit would apply to Valor checks, but not compassion. Â Etc. Â 3 point merit, can be bought up to two times per "virtue".).
(An optional Flaw of "lacking virtue", for lack of better name, would apply a 2 dice penalty to a specific virtue save. Â Each time you take this flaw, you gain 2 bonus points. Â ).
If you wanted a Virtue-bonus to your action, spend a willpower and add your Essence instead. Â You may do this (willpower) times a story. Â More powerful exalts have greater destinies apparently, but they're more limited by the Curse.
Limit break should be related to your Nature. Â If you should break limit, you play that nature to it's extreme, with prejudice against whatever set you off. Â Hedonists demand pleasure from all around them, paragons beat virtue into those around them... Â Think about how your nature will explode when you break limit, and discuss it with your storyteller. Â
If your ST believes you should be rolling limit, use your Essence score instead of virtue dice. Â The greater your essence, the greater the effect of the curse. Â Weaker exalts will find they have greater self control, and wizards will face insanity more often. Â This sounds like Bo3C to me.
Essence pools don't really change.  Willpower is the sum of your two highest virtues, right?  If your essence pool uses "two highest virtues", use your willpower instead.  In the case of Lunars, use Willpower x2 instead of Highest virtue x4.  If you use the sum of virtues, use Willpower x2 as well.  While I don't have my numbers (or BWB) with me, I remember that this evens out  the essence pool differences slightly. Â
Spirit charms no longer require a specific virtue rating to purchase.  Spirits and their goblooded children purchase charms based on Essence, and their NATURE.  Spirits have charms based on what they do.  Sprits of  health and healing have healing charms, spirits of Death and combat have  charms that enable greater stabbing ability.  Same is true of their children.
The loss of virtues Bones Ghosts and the new fairies; but it isn't a problem. Â If people wanted to play fairies and ghosts, Wraith and Changling would'nt have flopped. Â As storyteller characters, they are able to do whatever the ST needs them too anyway. Â
So, thoughts? Suggestions for replacing Conviction for Daily willpower replenishment?
I don't like Virtue Dice. Â I feel they take away from roleplaying. Â
I do like the "Natures" system, where taking certain actions or completing set goals restores will power. Â
I wanted to write out Virtue dice, but noticed that they seem quite prevalent in the game's dice mechanics. Â Here goes.
Since willpower is calculated by adding your two highest virtues together, and you generally can't start with less than 5 dots/4 virtues, Willpower is assumed to start at 5. Â
(An optional Flaw: "Weak Will" would grant a single bonus point per Willpower dot you don't want to have during character generation). Â
Assume that anytime you would "roll a virtue" to save against a charm/spell/odie bar, double the number you wish to beat. Â Because we're rolling willpower dice instead. Â Willpower is typically twice as high as virtue pools. Â Â
(An optional Merit of "Virute" would add 2 dice to specific Virtue checks; a Valor merit would apply to Valor checks, but not compassion. Â Etc. Â 3 point merit, can be bought up to two times per "virtue".).
(An optional Flaw of "lacking virtue", for lack of better name, would apply a 2 dice penalty to a specific virtue save. Â Each time you take this flaw, you gain 2 bonus points. Â ).
If you wanted a Virtue-bonus to your action, spend a willpower and add your Essence instead. Â You may do this (willpower) times a story. Â More powerful exalts have greater destinies apparently, but they're more limited by the Curse.
Limit break should be related to your Nature. Â If you should break limit, you play that nature to it's extreme, with prejudice against whatever set you off. Â Hedonists demand pleasure from all around them, paragons beat virtue into those around them... Â Think about how your nature will explode when you break limit, and discuss it with your storyteller. Â
If your ST believes you should be rolling limit, use your Essence score instead of virtue dice. Â The greater your essence, the greater the effect of the curse. Â Weaker exalts will find they have greater self control, and wizards will face insanity more often. Â This sounds like Bo3C to me.
Essence pools don't really change.  Willpower is the sum of your two highest virtues, right?  If your essence pool uses "two highest virtues", use your willpower instead.  In the case of Lunars, use Willpower x2 instead of Highest virtue x4.  If you use the sum of virtues, use Willpower x2 as well.  While I don't have my numbers (or BWB) with me, I remember that this evens out  the essence pool differences slightly. Â
Spirit charms no longer require a specific virtue rating to purchase.  Spirits and their goblooded children purchase charms based on Essence, and their NATURE.  Spirits have charms based on what they do.  Sprits of  health and healing have healing charms, spirits of Death and combat have  charms that enable greater stabbing ability.  Same is true of their children.
The loss of virtues Bones Ghosts and the new fairies; but it isn't a problem. Â If people wanted to play fairies and ghosts, Wraith and Changling would'nt have flopped. Â As storyteller characters, they are able to do whatever the ST needs them too anyway. Â
So, thoughts? Suggestions for replacing Conviction for Daily willpower replenishment?