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== Comments == | == Comments == | ||
− | The idea behind the Abyssals getting anti-pips is that the Deathknights are the best ones to have a 'wade through an army' type of motif going and reducing damage after roll by 1 or 2 points does that nicely as they proceed to ignore all those normal human's 1-die pips -- | + | The idea behind the Abyssals getting anti-pips is that the Deathknights are the best ones to have a 'wade through an army' type of motif going and reducing damage after roll by 1 or 2 points does that nicely as they proceed to ignore all those normal human's 1-die pips -- JadeSerpent |
Not sure I like these, and I'll explain why: <br> | Not sure I like these, and I'll explain why: <br> | ||
Weapons: Solars are the generalists. They really are. Orichalcum should improve accross the board. This is doubly true because the +1 in three areas really is better than +2 in one area. By contrast, dragon-bloods absolutely, positively, need speed in order to win. They have very few reflexive defenses, and those they have are almost always full of restrictions. Lunars don't need initiative; in fact, some of their Charms suffer for it. However, they do wonderfully with larger die-pools. Sidereals, meanwhile... boosting damage helps increase the all-or-nothing nature of Sidereal combat. I could see flipping the Moonsilver and Starmetal bonuses, but I don't accept or like the reasoning between swapping around the others. (Also, editing-wise, corrected Moonsilver). | Weapons: Solars are the generalists. They really are. Orichalcum should improve accross the board. This is doubly true because the +1 in three areas really is better than +2 in one area. By contrast, dragon-bloods absolutely, positively, need speed in order to win. They have very few reflexive defenses, and those they have are almost always full of restrictions. Lunars don't need initiative; in fact, some of their Charms suffer for it. However, they do wonderfully with larger die-pools. Sidereals, meanwhile... boosting damage helps increase the all-or-nothing nature of Sidereal combat. I could see flipping the Moonsilver and Starmetal bonuses, but I don't accept or like the reasoning between swapping around the others. (Also, editing-wise, corrected Moonsilver). | ||
− | Armor | + | Armor/Bracers: My comments regarding moonsilver and jade stand for the bracers, and their armour is the same. It helps Lunars to have strange ways of gaining soak, and more speed is always good for Terrestrials. I like your Starmetal armor and your Soulsteel and Starmetal bracers, though. Good ideas. (I've always felt that the ping reducer for Starmetal was too strong, especially pre-Power Combat). |
Thunderbolt Shields: I get the feeling that you were running out of ideas for here. Sadly, so were the writers of the Thunderbolt Shield. I accept the reasoning behind the moonsilver and the jade, but I'm not a big fan of the others. | Thunderbolt Shields: I get the feeling that you were running out of ideas for here. Sadly, so were the writers of the Thunderbolt Shield. I accept the reasoning behind the moonsilver and the jade, but I'm not a big fan of the others. | ||
− | Mainly, it's the weapons that I'm twitching on. Good thoughts on the rest. - | + | Mainly, it's the weapons that I'm twitching on. Good thoughts on the rest. - FrivYeti |
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Revision as of 01:41, 6 February 2006
- back to Alternate5MMEffect
The One True Francois' thoughts about what the harmonization effect for various 5MM should be, based on what the various Exalted are supposed to feel like.
Hearthstone Bracers
Orichalcum: +2 damage dice. (Increases the raw power of the attack.)
Moonsilver: +3 initiative. (Allows the wearer to flow more naturally, and react more quickly to a changing situation.)
"Jade": + 1 to attack, defense and initiative. (Versatile. Generally good at everything.)
Starmetal: +2 soak (They're.. uh.. lucky... and stuff. Shut up!)
Soulsteel: Turns one damage die into an automatic success. (Focuses energies of death and technobabble through attack.)
Melee Weapons
Orichalcum: +2 damage dice.
Moonsilver: +3 speed
"Jade": +1 speed, accuracy, defense
Starmetal: +2 accuracy
Soulsteel: +1 accuracy, and if it causes at least one health level of damage drains a number of essence points from the victim equal to wielder's permanent essence. (Bites into the very soul of the victim)
Powerbows
Orichalcum: +2 damage dice.
Moonsilver: +1 rate, +50m range
"Jade": +1 accuracy, +1 damage, +50 yards
Starmetal: +2 accuracy
Soulsteel: +1 accuracy, +100 yards (Seeks out victims.)
Armour
Orichalcum: +2 soak (Just better than normal armour)
Moonsilver: No mobility penalty (Flows naturally with wearer's movement)
"Jade": No fatigue value (Lighter than other materials? Damnit, they're line troops- it's what they need.)
Starmetal: Attacks versus wearer are at +1 difficulty.
Soulsteel: Subtract one damage from attacks against wearer. (Death energy allows wearer to ignore physical injury. Or something.)
Thundershields
Orichalcum: +2 soak (Absorbs some of the impact that gets past it.)
Moonsilver: +1 cover: 3 total (Shifts to block incoming attacks.)
"Jade": 3 motes attunement (1 mote if the appropriate flavour of jade for the wielder.)
Starmetal: +1 cover: 3 total.
Soulsteel: Subtract one damage from attacks against wearer
Comments
The idea behind the Abyssals getting anti-pips is that the Deathknights are the best ones to have a 'wade through an army' type of motif going and reducing damage after roll by 1 or 2 points does that nicely as they proceed to ignore all those normal human's 1-die pips -- JadeSerpent
Not sure I like these, and I'll explain why:
Weapons: Solars are the generalists. They really are. Orichalcum should improve accross the board. This is doubly true because the +1 in three areas really is better than +2 in one area. By contrast, dragon-bloods absolutely, positively, need speed in order to win. They have very few reflexive defenses, and those they have are almost always full of restrictions. Lunars don't need initiative; in fact, some of their Charms suffer for it. However, they do wonderfully with larger die-pools. Sidereals, meanwhile... boosting damage helps increase the all-or-nothing nature of Sidereal combat. I could see flipping the Moonsilver and Starmetal bonuses, but I don't accept or like the reasoning between swapping around the others. (Also, editing-wise, corrected Moonsilver).
Armor/Bracers: My comments regarding moonsilver and jade stand for the bracers, and their armour is the same. It helps Lunars to have strange ways of gaining soak, and more speed is always good for Terrestrials. I like your Starmetal armor and your Soulsteel and Starmetal bracers, though. Good ideas. (I've always felt that the ping reducer for Starmetal was too strong, especially pre-Power Combat).
Thunderbolt Shields: I get the feeling that you were running out of ideas for here. Sadly, so were the writers of the Thunderbolt Shield. I accept the reasoning behind the moonsilver and the jade, but I'm not a big fan of the others.
Mainly, it's the weapons that I'm twitching on. Good thoughts on the rest. - FrivYeti