Jump to content

Swordbreaker

Members
  • Content Count

    602
  • Joined

  • Last visited

Everything posted by Swordbreaker

  1. According to a redditor: 2 fate, 0/3/2, courtier, "While this character is participating in a conflict, choose a participating dishonored character – Bow that character"
  2. Well, the dictionary definition doesn't really mean "unstoppable," just destructive, if you want to be literal.
  3. Tanking in games only really matters in video games. Such games usually have an invisible hate or enmity mechanic that tells who the NPCs should be attacking. While not universal, games usually follow a certain formula: healing generates large amounts of enmity, followed by the highest damage dealer. Tank classes typically have abilities that generate high levels of enmity, making them priority number one to kill. They also typically have higher levels of health and/or defense than other classes, meaning they can eat more attacks than the healers and damage dealers. Some games mix things up by painting their tank classes in different ways. The Warrior from FFXIV, for example, has less defense than other tanks, but has a high damage output and the ability to recover health based on damage dealt. They essentially tank by being the biggest threat in the room. Mechanically, the Sith Juggernaut from SW:TOR served as a tank class. However, the inspiration for that class was Darth Vader, who was hardly one to let himself be hit, or one to just stand back and block. If we're discussing semantics, "juggernaut" as a word does not convey the idea of a defensive fighter, but an offensive one. That doesn't mean a hypothetical Juggernaut spec couldn't work as a tank, but it would mostly be by building up a lot of hate. Genesys' Realms of Terrinoth actually has a talent that works like this called Challenge!, which adds boost to attacks targeting the character, but setback to attacks targeting their allies.
  4. He was actually referencing the paradox. It's a bit off-base (as it has nothing to do with the paradox itself), but the juggernaut represents the spear while the tank represents the shield.
  5. The unstoppable force is the halberd, the immovable object is the shield.
  6. I think era books are on the horizon. New Republic era and Sequel era are both packed with possibilities, along with the Prequel/Clone Wars content they can develop.
  7. The preview articles for Unlimited Power came out on Fridays. I guess we'll see for this week.
  8. Quite a few talents utilize social skills as a base difficulty, instead of opposed (Inspiring Rhetoric and Scathing Tirade, for example). Everything depends on context. If you, as the GM, think that getting a handout for credits is an easy task, then it's an easy task. If you think it should be harder somehow, either increase the difficulty or throw in some setbacks.
  9. https://www.deviantart.com/art/End-of-the-wall-742231025
  10. "Hey, you know what Mysitcs really need?" "No, what?" "A lava grenade."
  11. The movie was fine. So, a little anecdote. After seeing it, the next day I spoke with a buddy who I went to see it with. He said he liked Solo less the more he thought of it. It actually dawned on me that I don't think I had a conscious thought about the movie after getting home until he brought it up. So the movie exists, and is fine, but that's about it.
  12. I enjoyed it quite a bit. I liked Tsukune and Kosori in particular. The lore about the Kaito was interesting. The section in the back covering the Kaito family was a pleasant surprise, and felt like a write-up in an RPG supplement. I actually expected to find a stat block in there.
  13. I can never remember how to do the spoiler tag. Help me out here and I'll tell you.
  14. The problem of a PC feeding puppies to counterbalance unrepentant murder is the biggest problem, as pointed out. I can think of two potential fixes to this: Acts of conflict can only be canceled by equal (in magnitude) acts of serenity. This can still be problematic, but at least directs the PC in the right direction of not trying to game the system with easy tasks. Alternatively, when a PC performs an action (or several acts in short order) that scores them a certain amount of conflict, they cannot gain any serenity until they spend time and effort to repent for what they did, or something to that effect. This can be by trying to fix or mend any damage done, taking punishment for their crimes, seeking forgiveness, extensive meditation and self reflection, and so on, at the GM's discretion. A penalty would be required, such as having to spend strain to generate from light side points, or generating less light side points on a roll. I still think that using the dark side should at least have a strain cost (unless they are a dark sider, in which case the opposite applies). It always seems to me that whenever we see a character using the dark side on screen, they are at the very least slightly winded afterwards. The dark side affects a person adversely, even if the effects are not immediately obviously in the short term. Keep in mind that strain is a cost, not a penalty. Spending strain is the price other non-Force sensitives pay for using talents, maneuvers, and so forth, so I don't why it should be viewed as such. Reducing the ease at which a character generates serenity may also work (about half as much opposed to conflict, roughly?).
  15. It's just not very clear with the photograph. I'm sure when I can see the card in hand it would make more sense.
  16. I generally like the quality of the art, but what is that image in Invocation of Ash supposed to be, other than that person vaguely gesturing at a bridge? I see a shadowy/smokey bit in the top corner, but nothing that illustrates what the card actually represents.
×
×
  • Create New...