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 on: September 15, 2014, 03:35:28 PM 
Started by pkitty - Last post by pkitty
Yep. Twinborn are the new Mistborn, except they only do two things instead of sixteen. So they do those two things INCREDIBLY well.

Look at Miles in the book, he had effectively infinite health stored in his goldminds.

My issue here isn't with twinborn, it's with compounder twinborn versus normal twinborn. The difference between the two is a stunt, and I've seen Crafty Alex say here in the forums that this was intentional: "Essentially, we treated 'compounding' as a stunt that gave you lots of feruchemical charges" (paraphrased).

I'm okay with "You can burn up your metalmind for tons of feru-charges" being a stunt's worth of power. But it seems to me that, "Oh yeah, and if you're willing to wreck your metalmind even faster, you can have infinite charges" is completely unbalanced -- or at a bare minimum, worth another stunt!

First of all, I think you underestimate the cost in metalminds that this entails.

I may. This will be our first AOL game (oh man, that's an unfortunate acronym!) so this is all gedanken play. But considering that any metalmind props you destroy are replaced for free during the next Long Breather, and that the GM plans to basically use Long Breathers of a few days as the standard pause between adventures (so we can improve our characters), this means any metalmind props only have to survive a single adventure, correct?

Right now the compounder is taking a Twinborn Kit and 3 Average Metalminds as props (along with other weapons, gear, etc., of course). So that's 400 potential charges that he can compound-burn his way though each adventure.

Second, you are missing something. We have this at the end of the "storing compounded charges" paragraph:

"You canít store more charges per action or roll than your Feruchemy rating, nor can you store more charges per hour than the normal limit of your metal."

So the most you can store in an hour for a vanilla Compounder (with appropriately high base stats to support full-efficiency storing) is 40.

Right. I realize it would take him several hours to do this. But that's hardly a drawback compared to normal feruchemy -- in fact, it's still eight times faster than a typical starting ferring can store charges.

(snipped excellent math example)

At this point you've stored 40 charges (actually walking away with only 24 of them) and burned off 20 charges worth of metalmind over the course of 13 actions. Now you get to wait an hour in-game before storing anymore.

Right, but that "bootstrap phase" is atypical in how much it costs him -- the real abuse doesn't kick in until he has twice his rating (Cool in charges to burn. So I was more considering what happened after that point. This can be through the method you outlined above, but for now let's just assume the GM starts every ferring/twinborn with the usual 30 x Rating charges, so he starts with 120 (as you mention above) out of his potential 400 filled. He can "only" store 40 charges per hour.

So he starts the adventure with 120 charges out of 400 full, nothing compound-burned.

Every hour, for the first five hours of game time, he compound-burns 8 charges (creating 80) and saves those as 40 charges. Note that he can use his magic normally, even including compounding, while all this is going on. After all, it's only a single action each hour for him to do this.

On the sixth hour, he compound-burns 7 charges and saves those as 33 (not 35, because now he's maxed).

The compounder has burned away ("wasted") a total of 47 charges, but in doing so he turned his starting 120 charges into 353. (And as I said above, while all this is going on, he could tap into those 120-353 charges normally, so he isn't losing any productivity while this is going on.) Compare this gain of 233 charges to the other twinborns and ferrings in the party who have saved at most another 24 or 30 charges (but probably even less because they don't want to soak -4 or -5 dice to important actions).

So the limiting factors here are:

1. Burning through metalminds. However, to my mind, this only cost him half of a metalmind out of four, and now he has the other three-and-a-half maxed out with power. Because he's a compounder, he was going to burn through them anyway, and they'll be replenished for free next adventure.

2. Amount of time required. With his four metalminds, this takes a total of six hours, but it's not even six hours of constant concentration -- he only has to take a single action each hour to do this. So basically, I can't see a reason the player doesn't just say, "Please assume that by the sixth hour of the game, I'm at 47 burned and 353 (minus whatever I've used up to this point) charged."

Please understand that I'm not countering your points for the sake of being argumentative. My entire group and I are brand new to this system and we genuinely want to know what we're misunderstanding or overlooking here. We don't mind some variance in power level between PCs, but when we have two twinborn and one seems to be an order of magnitude more potent than the other, the other twinborn player is starting to feel like he was stupid for not building a compounder.

So thank you for the replies so far, and thank you in advance for helping us further. I think we're still just not understanding other limits that the compounder is supposed to have.

 on: September 15, 2014, 02:52:08 PM 
Started by Valentina - Last post by Aldus Vertten
Maybe I should post this in the Videos thread, but it seemed apropos...

Last Week Tonight with John Oliver: Scottish Independence

 on: September 15, 2014, 02:44:32 PM 
Started by foproy - Last post by RusVal
Yup, France saved the world. Oh well, someone had to. Wink

One of my best Assaults was French.  Went by the name "Cobra", which we would tack "lalalala" on the end whenever he did something epic.  Which was often.  Guy was sniping things with a shotgun all over the place, and had so much HP that he survived being blasted in the face three times without an infirmary break.

Then there's Annette.  And that's about it as far as she goes.  Tongue  Wink

(click to show/hide)

 on: September 15, 2014, 12:39:37 PM 
Started by spinningdice - Last post by Ares
Still under the whisper spell, Creamor told Janus:
"The apothecar seems to be single and sound asleep. Besides some books, I don't see anything worth looting. I could block up the chimney of his stove to asphyxiate him, but I don't see a particularly pressing reason to do so."

 on: September 15, 2014, 12:29:02 PM 
Started by Valentina - Last post by Mister Andersen
Pfft. Just phone in a report about him being an ethnic man seen with a weapon; the police will murder him for you.

And speaking of the increasingly reported levels of malfeasance by the police in the US:

Since 2001, US Cops have either illegally or unethically seized more than $2.5 Billion from drivers not charged with any crime. Unsurprisingly, racial profiling has been a factor.

 on: September 15, 2014, 12:08:44 PM 
Started by spinningdice - Last post by Antilles
Creamor quietly creeps up the stairs, cracks open the door and peeks inside.

The apartment is a modestly-sized single room, with a one-person bed at one wall, a bathtub and chamber pot in one corner, a small table and kitchen area in the opposite corner, a bookcase along one wall, a chest and a dresser next to the bed, and everything illuminated in the soft glow of an iron stove, keeping the temperature in the room at a comfortable level.

There is a person lying in the bed, and from the slow, rhythmic way his chest rises and falls it appears he's sound asleep.

(click to show/hide)

 on: September 15, 2014, 11:27:21 AM 
Started by Antilles - Last post by Antilles
TheV: Ah yes, I probably didn't separate it enough from Bill & Ted Creamor & Janus' Excellent Adventure, but Barden has successfully snuck into the dwarves' room, and have located the leather tube lying on the table. It's too dark in there to read anything or make out any details.

 on: September 15, 2014, 08:33:05 AM 
Started by Mister Andersen - Last post by Morgenstern
I've done play-as-yourselves games (in a mix of low-power super heroes and the kids cartoon Spiral Zone - yeah, was a long time ago) based loosely on the D&D system. We just had all the other players secretly vote on your stats and take the average.

It's amusing how much narrative territory they cover in those four headers (love the picture of the meteorite and giant ants!) but the specific appeal of Z-Corps to me thus far is the 'it's not the end of the world, it's just a hell of a mess to clean up' footing. Then again I'm fond of potentially winnable scenarios.

 on: September 15, 2014, 06:13:28 AM 
Started by foproy - Last post by Crafty_Pat
This game looks fantastic and should appeal to most of the Crafty Game fan base.

I highly suggest you guys check it out.

unfortunately its not quite out yet but should be soon.

Their are a few game play videos. 

Backed the Kickstarter. Smiley

 on: September 15, 2014, 06:00:57 AM 
Started by Valentina - Last post by Wolverine
I'd love to hear from any Scots, Scot-ish folk, or whoever has a stake in this.

I don't have a personal stake, my family emigrated from Dunfirmline to Dunedin around 1850. That said, we didn't leave our culture behind, so I'm hoping the Scots turn their backs on the English, bend over, and show them what Scotsmen wear under their kilts. Also, the Scottish pledge to make the country nuclear-free warms my Kiwi heart.

And if the vote does fall on the side of 'better together' it will be interesting to see which concessions, if any, the Scots end up getting.

George Zimmerman's back in the news, but I don't really care. Someone else is welcome to tackle this if they want.

I would, but I don't want to be shot in 'self defense'.

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