cenobyte wrote:No, you're not reading me right.
Techniques that are currently classed under "Focus" as Combat, will be defined in their writeups as Combat Techniques, and only those with that description will be useable in combat.
What is the point then of determining whether something takes longer than one action? Non-combat time is not measured in rounds and if these can't be used in combat why is Slow Action any less descriptive or harder than 3 rounds of combat?
cenobyte wrote:Many sections of the book need to be revised for clarity. Do you have specific suggestions? I've found that sometimes it's difficult to find all the sections that need clarification.
Not knowing what has already been changed, I cannot address this question. The one suggestion I have is that all the rules for a particular thing should appear in one heading and then consistently re-iterated as needed in the different sections. ie. Devotion does x,y,z,a,b,c...then in the combat section the Devotion section references y and z, character creation section references a,c, etc., etc. The biggest beef I have with book is that it is difficult to determine whether all the uses of a particular thing (including Trauma) are accounted for in the section or if there is some other rule that it affects elsewhere in the book.
cenobyte wrote:Would you please elaborate on your objections to using Devotion for modifications of Techniques and for getting Advantages?
Because in addition to providing Advantages (a very large benefit given caps on Dynamic and Reactive stats), Devotion also affects how many Affections you can have, how long you can prolong a technique, it allows you to resist techniques
instead of taking Trauma. Allowing it a further use to affect how Techniques work will seriously affect balance.
cenobyte wrote:It seems to me to be streamlining things. You can still use CPs for things like Transgressions and editing; the only change is that instead of using CPs to modify the use of Techniques, you'll use Devotion. I don't see how removing CPs from combat will dissuade people from taking Vices. I think most people take Vices for flavour, not for the CPs. But I could be wrong on that.
Removing what CPs can affect and transferring it to Devotion isn't just "streamlining" it's changing the WHY someone should take one over the other. Many of the vices include additional and very common instances in which a person must take or test for Trauma. I'm sure you all know by now my stance on how much that affects and should affect a character. If the character does not receive the same ability to occasionally affect the environment there is no balance to taking any vices at all. Given how often something is important enough to "edit" has of occurring and the frequency of how often a Vice comes up, a ratio of at least 1:3 if not larger; I think there is no real reason a player
should be excited about taking a Vice except as a Necessary Evil of wanting a Transgression.
Trent wanted Transgressions to be common in the game, he would be removing much of the desire for a player to be taking them when loaded down with a vice that only allows them a minor effect on environment while forcing a huge effect on their character. In terms of a game, I think the characters should be able to have a reasonably comparable effect on the story compared to the effect the setting gives to them. Trent didn't want flaws that gave points, he wanted them to give players a chance to significantly effect story. I find his use of the words "spotlight is on the character" quite telling in this regard. But these are just my opinions on how the game should be balanced based on my observations of the system.
cenobyte wrote:Even if I'm not, though, the only change to CPs is that they won't be used to modify Techniques, and they won't be usable in combat. The other applications, such as editing, will most likely still be available.
When you remove an ability from one stat in a game (CPs) and give it to another stat (Devotion) you have to consider the effects it has on the players and their choices for doing things in the game. What is on a player's character sheet defines the reality of things in the game. If you don't have the Pacifist Pre-eminence on your character sheet, you can say you're a Pacifist but that would be like saying that I'm a "lesbian in a man's body" because I like to have sex with women. It's a transient illusion unless your Pacifism has an effect on the mechanics. I don't think transient illusions are very helpful or story affecting in any dramatic setting.
~Because you asked for it,
Johnathan
Reason for editing - pure awesome doesn't translate into English comparatives well.
Tue 3 Aug 2010 - 11:47 by cenobyte
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