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Tag: Theorycrafting

Posted on 30 December 201513 August 2021

Redesigning the Infernal Charmsets

If you absolutely had to assign the five Yozi to the Castes (you did not, but let’s assume you did) it would be better as this: Adorjan – Dawn – because murderMalfeas – Zenith – because kingShe Who Lives In Her Name – Twilight – One out of five was rightEbon Dragon – Night – because he is …

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Posted on 14 December 201513 August 2021

Solving the Problem of Lopsided Attributes

We could probably solve this by enforcing a rule that required all Attributes in one category to be within one dot of another attribute. For instance, if you had Dexterity 4 you could have Stamina 5 and Strength 3 but not Strength 2. This would answer the problem of people with olympic-level Dexterity not having …

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Posted on 11 November 20155 July 2021

On What Essence 6+ Charms Ought to Be Like

.. no, sorry, let me rephrase there. Every E6+ Charm that has been written is terrible. I’m not saying that anything beyond 5 is automatically bad, just that every attempt so far to write one that isn’t has failed. – Aleph This is basically a problem with the core game not having a high enough scope. Essence …

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Posted on 1 August 201531 March 2021

On What A Good Craft System Would Look Like

1: No rolling. 2: Remove Artifact ratings entirely. 3: Set prerequisites for each Artifact on a case by case basis. Like, a sword may require only Craft 3 while a clockwork soldier is going to require Craft 5, Lore 4, Occult 3, War 3. 4: Set a timeframe for each construction and required resources. If …

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Posted on 1 March 201531 January 2021

On The Problems With Summoning Elementals, and Solutions

The main problems with Summon Elemental were that a) it wasn’t broken into circles, and b) it was presented as a fact of the nature of all elementals. Thus meaning summoning the Kukla was a valid summon (granted, one likely to get the entire Aerial Legion siced on you before you finished the dozens of …

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