Karmic Acumen
Well-known member
He looks like a potato. Bardbarians at least are jacked.Beards are for barbarians, Enlightened civilized men are clean shaven.
He looks like a potato. Bardbarians at least are jacked.Beards are for barbarians, Enlightened civilized men are clean shaven.
Do you always roll a human or do you play as other races in fantasy or sci fi games? And why did you pick those races?
I remember choosing a Mountain Orc character in Neverwinter Nights 2 and it was hilarious. I had an Elven stepfather, grew up in a Human Settlement, my romance was with Elanee, an Elven Druid, and my best friends were a Dwarf, a Human Paladin and a Tiefling. Also during the Dungeon Crawl which had us clearing a mountain lair of the Eyegouger Clan and when we fought our way to the Chieftain, Logram... the MF'er had the audacity to say "I am not an Orc." Like he was dispensing some generic dismissive response he'd deliver to an Adventurer of any race or species.
Well he fucked around, and he found out how much of an Orc I was!
In Dragon Age: Origins I had a couple playthroughs. Dwarven Casteless Rogue, Human Female Noble Fighter and an Elven Mage from the Alienage and the only one I played all the way through was the last one. It was fun.
Never really gave thought to the race that much or being Human exclusive to be honest. I do think Dwarfs are pretty cool. I guess there's a subconscious bias towards choosing those types of characters. My only ever Alliance character in World of Warcraft was a Dwarf Hunter. And the Dwarf campaign was my first in Total War Warhammer as well IIRC.
I have Neverwinter Nights 2 in my collection but still have to try it. Is it different each playthrough based on race/class or stuff like that or it is more by choices made?
Well considering my first character in Morrowind was an Argonian. And my First character in Star Trek Online was a Human. It just depends on what I want to play as in a setting.Do you always roll a human or do you play as other races in fantasy or sci fi games? And why did you pick those races?
"Tank which not know it is tank is best tank."Also turns out my character is a tank without me realizing.
TS, *cough* unlike some other forums *cough*, doesn't have a "no necro's" rule.Oh, wait- 2022. Is that too old? I am new here and this is an unusual policy, I've never seen it before.
One of the more fun characters I played was a water elemental. This was still early on when we didn't have a clear idea of how to build effective characters and I poured on maximum willpower.TS, *cough* unlike some other forums *cough*, doesn't have a "no necro's" rule.
The warning came with the forum software as part of the upgrade. We're sorta stuck with it. It can mostly be ignored.
On-topic: If I ever get to play a PC in another Exalted game instead of being the ST who plays all the NPCs ... I want to play a god with a sanctum.
pro: "death" is usually just an inconvenience in a highly lethal setting with no ressurection.
cons: a lot less flexible than an Exalt, not as powerful as an Exalt with equal essence, and spirits don't get XP.
You and I didn't play the exact same edition, remember?Principle of Motion isn't broken like that. The extra actions are your flurry and rate is not ignored. You should have gotten four attacks at your full dicepool with 3 (or more if you were doing something else too) drawn from your banked actions.
EDIT: extra-action charms are misunderstood. They negate flurry penalties. Only one (Charcoal March of Spiders Form) grants independant extra actions which can be flurried.
There aren't a whole lot of Sidereals experienced enough to know that charm. The ones who do probably have better things to do than pick a fight with the PCs.
Roll of Glorious Divinity I - which has the actual spirit charms - fixed that bit of borked.You and I didn't play the exact same edition, remember?
Every action is performed at the spirit's full dice pool, and a spirit may split its dice pools for multiple actions in an extra action (see pp. 124-125 for more information on splitting dice pools). -Exalted 2nd Edition core rules, pp. 296, Principle of Motion
Hey do you like have the same name from the wizard in Terry Brooks books?If I allow non-human characters there has to be a logical basis behind it.
If I'm running a classic low-level dungeon ("Feat? What is that?"), then you are NOT going to play a tiefling or a silver dragon. For such dungeons I'll allow humans or humanoids, and maybe some low-level monsters if it fits in (e.g. a friendly gnoll fighter).
In my homebrew there is no magic, but rather simulations of that. Physics are such that you cannot have huge dragons flying around, they are like dragonish pterodactyls. Those have a different sort of breath weapon than AD&D dragons and can fly, but are not ultra-powerful in close combat and can only carry small loads in flight. In a closed dungeon the only thing they have going for them are breath weapons and infra/ultravision, but otherwise human types would have other advantages.
Also, when rolling for a character you take the 3-18 results. In the old-old rules you could swap points to boost something at the expense of another so I allow that and will allow one to re-roll a hopeless character but if your roll does not allow you to be a magic-user or a ranger then that's that. This is why the old games were humanocentric, it saved a lot of hassle since you already knew about humans for obvious reasons.