Difference between revisions of "FixTheSolarCharmTrees/ArmoredScoutsInvigoration"

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By channelling essence and attuning his anima to the weight and movements of his armor, the Exalt may lighten its burden with respect to himself. For every four motes spent, the exalt may reduce the mobility penalty and fatigue value of his armor by one, to a maximum possible reduction equal to his (Endurance -1). A fatigue value of zero means that the character need never roll to see if he becomes fatigued from wearing the armor. This charm cannot reduce a character's mobility penalty or fatigue value below zero.
 
By channelling essence and attuning his anima to the weight and movements of his armor, the Exalt may lighten its burden with respect to himself. For every four motes spent, the exalt may reduce the mobility penalty and fatigue value of his armor by one, to a maximum possible reduction equal to his (Endurance -1). A fatigue value of zero means that the character need never roll to see if he becomes fatigued from wearing the armor. This charm cannot reduce a character's mobility penalty or fatigue value below zero.
  
== BrokenShade's Version ==
+
== [[BrokenShade]]'s Version ==
 
<b><i> Armored Scout's Invigoration</b></i>
 
<b><i> Armored Scout's Invigoration</b></i>
 
  <b>Cost:</b> 5 per point
 
  <b>Cost:</b> 5 per point
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== [[Toram]]'s Version ==
 
== [[Toram]]'s Version ==
As BrokenShade's version, except:
+
As [[BrokenShade]]'s version, except:
 
  <b>Duration:</b> Indefinite
 
  <b>Duration:</b> Indefinite
  
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== Original Version ==
 
== Original Version ==
#MetalFatigue
+
#[[MetalFatigue]]
  
 
== Player's Guide Version ==
 
== Player's Guide Version ==
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#[[Domon]]
 
#[[Domon]]
  
== BrokenShade's Version ==
+
== [[BrokenShade]]'s Version ==
#BrokenShade
+
#[[BrokenShade]]
 
#[[DS]]
 
#[[DS]]
 
#[[Trueform]]
 
#[[Trueform]]
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Do we really need 3 charms for this? I went back and forth on the duration and cost. What do you guys think? - [[Morpheus]]
 
Do we really need 3 charms for this? I went back and forth on the duration and cost. What do you guys think? - [[Morpheus]]
  
[[Morpheus]], I think you are right in that we don't need 3 Charms for this. But looking at the costs (as you suggested ^_^) I think it should still cost 5 motes per point. I also like the limiting factor on the reduction being Endurance, as per the original Charms ... -- BrokenShade
+
[[Morpheus]], I think you are right in that we don't need 3 Charms for this. But looking at the costs (as you suggested ^_^) I think it should still cost 5 motes per point. I also like the limiting factor on the reduction being Endurance, as per the original Charms ... -- [[BrokenShade]]
  
 
You know, I considered that too. I think you're right on the endurance limit. But I think that 5 motes is more than I'd want to spend on a mobility point and fatigue value. But 3 might be low. I shall make appropriate adjustments. Thanks for your input.-[[Morpheus]]
 
You know, I considered that too. I think you're right on the endurance limit. But I think that 5 motes is more than I'd want to spend on a mobility point and fatigue value. But 3 might be low. I shall make appropriate adjustments. Thanks for your input.-[[Morpheus]]
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I don't mind having three Charms for it, but I think that the cost shouldn't be linear. 1st Charm costs 5m for a 1-point reduction, second Charm costs 8m for 2 points and 3rd Charm costs 10m for 3 points. That way the xp investment pays off over time. - [[Moxiane]]
 
I don't mind having three Charms for it, but I think that the cost shouldn't be linear. 1st Charm costs 5m for a 1-point reduction, second Charm costs 8m for 2 points and 3rd Charm costs 10m for 3 points. That way the xp investment pays off over time. - [[Moxiane]]
  
Not broken enough to fix. --MetalFatigue
+
Not broken enough to fix. --[[MetalFatigue]]
  
Hmm, on second thought, I think that this is a bit unfair to Morpheus, because Morpheus came up with the idea of a flexible charm cost pending on the size of the armour. The improvement of BrokenShade is only the cost. I like the improvement very much, but I wonder why there is that Endurance - 1 limit? It really doesn't matter much does it, and it would be simpler if it was Endurance flat. - [[Clebo]]
+
Hmm, on second thought, I think that this is a bit unfair to Morpheus, because Morpheus came up with the idea of a flexible charm cost pending on the size of the armour. The improvement of [[BrokenShade]] is only the cost. I like the improvement very much, but I wonder why there is that Endurance - 1 limit? It really doesn't matter much does it, and it would be simpler if it was Endurance flat. - [[Clebo]]
  
Thanks a lot, but I don't need any recognition for any of the stuff on the wiki. Not to mention that I altered my charm once I read the suggestions BrokenShade made. Nice of you, though. :) - [[Morpheus]]
+
Thanks a lot, but I don't need any recognition for any of the stuff on the wiki. Not to mention that I altered my charm once I read the suggestions [[BrokenShade]] made. Nice of you, though. :) - [[Morpheus]]
  
[[Clebo]], I liked [[Morpheus]]' Charm but (1) changed the cost from 3 motes to 5, and (2) changed the limit from Essence to Endurance-1. [[Morpheus]] subsequently updated his suggestion to 4 motes and the same Endurance-1 limit. The reason for the Endurance-1 limit, by the way, is for consistency with the original Charms (if you look at them, they all require Endurance one higher than the mobility and fatigue reduction). -- BrokenShade
+
[[Clebo]], I liked [[Morpheus]]' Charm but (1) changed the cost from 3 motes to 5, and (2) changed the limit from Essence to Endurance-1. [[Morpheus]] subsequently updated his suggestion to 4 motes and the same Endurance-1 limit. The reason for the Endurance-1 limit, by the way, is for consistency with the original Charms (if you look at them, they all require Endurance one higher than the mobility and fatigue reduction). -- [[BrokenShade]]
  
 
Me? Not that anyone asked, but I'd just up it to 5 motes and max it at their Endurance, the motes being committed 'til the duration expires or is ended. I see the logic with the Endurance-1 (considering that the Endurance minimums are all 1 higher than the penalty they negate in canon), but I think even that's unnecessarily complicated.\\
 
Me? Not that anyone asked, but I'd just up it to 5 motes and max it at their Endurance, the motes being committed 'til the duration expires or is ended. I see the logic with the Endurance-1 (considering that the Endurance minimums are all 1 higher than the penalty they negate in canon), but I think even that's unnecessarily complicated.\\
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But unless I'm mistaken, a 10 motes day Charm will leave you with a full essence pool by the time you have lunch, whereas a commited-essence one will leave your pool amputated all day.  -[[ArchonShiva]]
 
But unless I'm mistaken, a 10 motes day Charm will leave you with a full essence pool by the time you have lunch, whereas a commited-essence one will leave your pool amputated all day.  -[[ArchonShiva]]
  
No, ArchonShiva. Any Charm with duration greater than Instant results in committed Essence. --[[MF]]
+
No, [[ArchonShiva]]. Any Charm with duration greater than Instant results in committed Essence. --[[MF]]
  
 
Then I fully support Toram's version with one detail to consider : supposing you had a Day-long charm that allows you to survive in a pool of magma.  Could you normally re-activate it just as it ends so it never leaves you exposed at all?  Or would you need to use new essence for the re-activation and then recover the previously commited essence over the next few hours?  Would you have to remain unprotected for a single action as you reset it?  My point is, Toram's rule allows a) unbroken periods of using charms and b) using the same essence as yesterday to power the charm today, neiter of which are allowed by the official rules.  I was wondering if either could be perceived as a serious balance problem.  -[[ArchonShiva]]
 
Then I fully support Toram's version with one detail to consider : supposing you had a Day-long charm that allows you to survive in a pool of magma.  Could you normally re-activate it just as it ends so it never leaves you exposed at all?  Or would you need to use new essence for the re-activation and then recover the previously commited essence over the next few hours?  Would you have to remain unprotected for a single action as you reset it?  My point is, Toram's rule allows a) unbroken periods of using charms and b) using the same essence as yesterday to power the charm today, neiter of which are allowed by the official rules.  I was wondering if either could be perceived as a serious balance problem.  -[[ArchonShiva]]
  
 
Possibly, for some charms, but not for this one, IMHO.  Without this change, the character is forced to either make a long-term commitment of personal essence, or have their caste mark visible for at least an hour every day.  I feel that those extra drawbacks are unnecessary; the commitment of peripheral motes is in itself a sufficient price to pay for the (relatively minor) benefit of this charm. - [[Toram]]
 
Possibly, for some charms, but not for this one, IMHO.  Without this change, the character is forced to either make a long-term commitment of personal essence, or have their caste mark visible for at least an hour every day.  I feel that those extra drawbacks are unnecessary; the commitment of peripheral motes is in itself a sufficient price to pay for the (relatively minor) benefit of this charm. - [[Toram]]

Latest revision as of 01:15, 6 April 2010

Original Version

Player's Guide Version

Armored Scout's Invigoration</b>

<b>Cost: 3 per point
Duration: 1 Day
Type: Simple
Min Endurance: 2
Min Essence: 2
Prerequisites: None

By channelling essence and attuning his anima to the weight and movements of his armor, the Exalt may lighten its burden with respect to himself. For every three motes spent, the exalt may reduce the mobility penalty and fatigue value of his armor by one, with a maximum possible reduction equal to his Endurance. A fatigue value of zero means that the character need never roll to see if he becomes fatigued from wearing the armor. This charm cannot reduce a character's mobility penalty or fatigue value below zero.

Morpheus' Version

Armored Scout's Invigoration</b>

<b>Cost: 4 per point
Duration: 1 Day
Type: Simple
Min Endurance: 2
Min Essence: 2
Prerequisites: None

By channelling essence and attuning his anima to the weight and movements of his armor, the Exalt may lighten its burden with respect to himself. For every four motes spent, the exalt may reduce the mobility penalty and fatigue value of his armor by one, to a maximum possible reduction equal to his (Endurance -1). A fatigue value of zero means that the character need never roll to see if he becomes fatigued from wearing the armor. This charm cannot reduce a character's mobility penalty or fatigue value below zero.

BrokenShade's Version

Armored Scout's Invigoration</b>

<b>Cost: 5 per point
Duration: 1 Day
Type: Simple
Min Endurance: 2
Min Essence: 2
Prerequisites: None

By channelling essence and attuning his anima to the weight and movements of his armor, the Exalt may lighten its burden with respect to himself. For every five motes spent, the exalt may reduce the mobility penalty and fatigue value of his armor by one. The maximum possible reduction is one less than the Exalt's Endurance. A fatigue value of zero means that the character need never roll to see if he becomes fatigued from wearing the armor. This charm cannot reduce a character's mobility penalty or fatigue value below zero.

Toram's Version

As BrokenShade's version, except:

Duration: Indefinite

Add to description: [...] This charm lasts as long as the essence remains committed.

Vote Tally

Original Version

  1. MetalFatigue

Player's Guide Version

  1. Mapache
  2. X

Morpheus' Version

  1. Morpheus
  2. Domon

BrokenShade's Version

  1. BrokenShade
  2. DS
  3. Trueform
  4. Blaque

Toram's Version

  1. Toram
  2. Lipperman
  3. Clebo
  4. Darloth
Comments

Do we really need 3 charms for this? I went back and forth on the duration and cost. What do you guys think? - Morpheus

Morpheus, I think you are right in that we don't need 3 Charms for this. But looking at the costs (as you suggested ^_^) I think it should still cost 5 motes per point. I also like the limiting factor on the reduction being Endurance, as per the original Charms ... -- BrokenShade

You know, I considered that too. I think you're right on the endurance limit. But I think that 5 motes is more than I'd want to spend on a mobility point and fatigue value. But 3 might be low. I shall make appropriate adjustments. Thanks for your input.-Morpheus

I don't mind having three Charms for it, but I think that the cost shouldn't be linear. 1st Charm costs 5m for a 1-point reduction, second Charm costs 8m for 2 points and 3rd Charm costs 10m for 3 points. That way the xp investment pays off over time. - Moxiane

Not broken enough to fix. --MetalFatigue

Hmm, on second thought, I think that this is a bit unfair to Morpheus, because Morpheus came up with the idea of a flexible charm cost pending on the size of the armour. The improvement of BrokenShade is only the cost. I like the improvement very much, but I wonder why there is that Endurance - 1 limit? It really doesn't matter much does it, and it would be simpler if it was Endurance flat. - Clebo

Thanks a lot, but I don't need any recognition for any of the stuff on the wiki. Not to mention that I altered my charm once I read the suggestions BrokenShade made. Nice of you, though. :) - Morpheus

Clebo, I liked Morpheus' Charm but (1) changed the cost from 3 motes to 5, and (2) changed the limit from Essence to Endurance-1. Morpheus subsequently updated his suggestion to 4 motes and the same Endurance-1 limit. The reason for the Endurance-1 limit, by the way, is for consistency with the original Charms (if you look at them, they all require Endurance one higher than the mobility and fatigue reduction). -- BrokenShade

Me? Not that anyone asked, but I'd just up it to 5 motes and max it at their Endurance, the motes being committed 'til the duration expires or is ended. I see the logic with the Endurance-1 (considering that the Endurance minimums are all 1 higher than the penalty they negate in canon), but I think even that's unnecessarily complicated.\\ But like I say, no one asked.\\ ~*~Braydz~*~

Posting my version, which makes the duration indefinite. Actually, I think that most of the personal charms with day or longer durations could use this change; having to go through a daily regimen of putting up charms feels a little D&D-ish. --Toram

But unless I'm mistaken, a 10 motes day Charm will leave you with a full essence pool by the time you have lunch, whereas a commited-essence one will leave your pool amputated all day. -ArchonShiva

No, ArchonShiva. Any Charm with duration greater than Instant results in committed Essence. --MF

Then I fully support Toram's version with one detail to consider : supposing you had a Day-long charm that allows you to survive in a pool of magma. Could you normally re-activate it just as it ends so it never leaves you exposed at all? Or would you need to use new essence for the re-activation and then recover the previously commited essence over the next few hours? Would you have to remain unprotected for a single action as you reset it? My point is, Toram's rule allows a) unbroken periods of using charms and b) using the same essence as yesterday to power the charm today, neiter of which are allowed by the official rules. I was wondering if either could be perceived as a serious balance problem. -ArchonShiva

Possibly, for some charms, but not for this one, IMHO. Without this change, the character is forced to either make a long-term commitment of personal essence, or have their caste mark visible for at least an hour every day. I feel that those extra drawbacks are unnecessary; the commitment of peripheral motes is in itself a sufficient price to pay for the (relatively minor) benefit of this charm. - Toram