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I have several questions for The Man about Life Sense itself. At strong enough levels, Vasher can detect grass. Could he detect scadrian grass? Can you tell the difference? Does that mean grass is more Invested than a drab? Can you tell the difference between trees and sheep? So... bronze only seems to detect kinetic invesiture. Life sense only seems to sense pasive investiture. But copper can apparently calm them both... and also makes the user immune to emotional allomancy.
Mon Aug 29, 2016 11:36 am
Ditto what he said, except moving back to school stuff for me >.>
Sun Aug 28, 2016 12:38 pm
Sorry I haven't posted in a couple of days, work and health stuff :( Will post tomorrow sometime.
Sun Aug 28, 2016 9:16 am
Wow, OK, cool - I think that might tell us something fundamental about aCopper, which is a bit weird. Nalthian life sense seems to be a passive power and detect innate investiture, not kinetic (that's the word, right?) investiture like Allomancy. So that implies that aCopper doesn't just damp out the pulses created by kinetic Investiture like Allomancy, but does something quite different as well. Hmm. I feel like this might be the clue to why aCopper is an Internal metal.
Sat Aug 27, 2016 5:33 pm
Like @Kurk
Sat Aug 27, 2016 2:50 pm
Sat Aug 27, 2016 9:47 am
Did we ever get a WoB as to whether aCopper would block Nalthian life sense? I know the question has come up before...
Sat Aug 27, 2016 12:39 am
*drop the "between" in that last sentence [/grammar fix] :oops:
Sat Aug 27, 2016 12:30 am
*That awkward moment several hours between when you post something new in an adventure and then you have to wait for somebody else to post a response. *sigh* :roll:
Sat Aug 27, 2016 12:29 am
Eh... responding, but in the thread.
Fri Aug 26, 2016 8:00 am
The reason 5e is an improvement for me & people I've played with is that you can mess with it more without feeling like you are going to break the delicate balance. 5e is much more 'slap advantage or disadvantage on it', rulings on the fly friendly. Also, character types feel more different from each other.
Thu Aug 25, 2016 10:01 pm
I knew this. Trust me, if there's a way to injure one's own tongue, I've done it.
Thu Aug 25, 2016 9:37 pm
Ow :(
Thu Aug 25, 2016 9:11 pm
In related news, apparently it's possible to cut your own tounge while drinking a glass of water with partially-melted ice cubes in it. Who knew.
Thu Aug 25, 2016 9:06 pm
Just moving this convo to a thread so I can respond properly as it's getting pretty large :)
Thu Aug 25, 2016 10:25 am
1. Yes, 4e. We began our campaign years ago when it was the only option, and translating to 5e didn't seem feasible. Also, I was involved in the early playtests of 5e and did not like it. Since, I have yet to have anyone explain to me what's so great about 5e. I know during playtesting they made a huge deal about how "Skills" in 4e were absolutely awful and 5e was going to totally revamp it with The Plan. And I pointed out what was wrong with 4e Skills, and pointed out that The Plan did literally nothing to address any of that, and people told me but no, it'll be better. Just see. Then real 5e came out and it handles skills exactly like 4e did, with very slightly fewer, and slightly different names for some of them. I am open to someone explaining why 5e is an improvement, but I have asked a lot of veteran gamers and have yet to get a real answer. 2. Yeah, this isn't a standard "dungeon crawler" either. I don't think I formalized it to your Pillars, but I do something very similar. We can only meet for about two hours at a time, so one combat encounter per night is about all we can handle. Our system is as follows: We pick a date to play. I email everyone with a little story blurb, either beginning or continuing the story, letting them know the set-up for the whole quest or the fall-out from their most recent encounter. At this point I typically have a general sense of what I want the next combat encounter to be. Then we have a few days of back-and-forth emails where the players will roleplay a bit, maybe make some decisions about how they want to proceed. Typically their decisions simply flavor what happens next, but every so often they throw me a curveball and decide to go way off-script and I have to shelve the idea in my head and come up with something unique. Then we typically find some way to do an email skill challenge; the big change in my system is I make everything a group check. Everyone rolls what they think is appropriate, what they think they can contribute to overcome this next challenge, and I total up everyone's score, sometimes apply a few bonuses for creativity or teamwork, and they all pass or fail together. By then it's usually time for combat. I do typically try to throw in at least one or two interesting terrain features though I've been slacking on that somewhat recently. The combat usually has at least the flavor of something narratively thematic (though I know the Lore of D&D far better than my players so mostly it goes over their heads). Whenever possible, I like the combat encounters to speak someone to at least one player's backstory or sub-plot. Beyond that I try to build up my crunch a lot, then cover it with fluff. Like, I've found my players aren't fans of Lurkers so I save those for when I want to be vexing. One encounter they'll face paper tigers, the next one glass cannons behind bullet meat. Minions don't work out, mechanically, and Solos tend to end too quickly, so I mostly stick with Standards and Elites. It's not as flagrantly interesting as your Pillars, but my players do tend to think tactically, and it keeps them on their toes. They really seem to enjoy the opening gambit of any encounter as they try to determine which bad guys are squishy, which are gonna deal damage, and omigod is one of them going to dominate someone. 3. So, yeah, like you, I like to have mystery, and roleplay. We just tend to do most of that via email, though every so often something is relevant enough that we take the time to meet and do it in person. Heh, I recently had someone set them up to make it look like they hired assassins to kill the Emperor. I apparently did an excellent job, because at one point one of the players, OOC, turned to the guy next to her and asked, "Wait, we didn't actually do this, did we?"
Thu Aug 25, 2016 9:33 am
I also play a style where player death is possible, but rare. Ok, actually, no-ones died at all yet but we've only had a few sessions since I took over :P
Thu Aug 25, 2016 7:28 am
I try to make every combat be significant in at least one of those 3 pillars, preferably more.
Thu Aug 25, 2016 7:01 am
My personal philosophy is that an encounter is made interesting by 3 pillars: interesting/varied environments, interesting/varied enemies and narrative significance.
Thu Aug 25, 2016 7:01 am
I'm not saying there's anything wrong with a more dungeon crawl focused game, it's just not my style. I often find we only get through a maximum of 2-3 combat encounters in a session anyway, so I'd rather have 1 or 2 really interesting and challenging encounters in that time than 3 lesser ones.
Thu Aug 25, 2016 7:00 am
I have a bit of a different style from the standard D&D dungeon crawling adventure. I run a smaller number of significantly harder encounters mixed with an approximately equal (or slightly less, it varies) amount of roleplaying, mystery and non-combat exploration.
Thu Aug 25, 2016 6:57 am
You're playing 4e? (Not judging anything, just curious :) )
Thu Aug 25, 2016 6:56 am
Re: Alendi. Yes, I agree. I think the quote is very clear. This guy's interpretation is that Brendan's answer was, "Hemalurgy and Piercings," i.e., here are two different things that share the characteristic of letting Ruin influence you. Like I said, no signs of intelligent life there and I've dropped it. We smart people are all on the same page. Re: D&D. Yeah. I haven't let them have an extended rest in 5 combats (and won't again for another 4), and every encounter has been above their level. Increasingly drastically above their level. And I've just been rolling absolutely horribly. One entire encounter, I truly expected at least one PC to start rolling Death Saving Throws. I ended up not managing to roll anything in double-digits all night, and even most of those were <5. The PCs critted left and right. I simply have horrible luck. If I were using more powerful monsters, or more hostile terrain features, I would run the risk of an actual TPK which I'd like to avoid at least until we get a little closer to the boss fight. At least with this combat, they're about to win and Short Rest up to full health, but I've been slowly draining their Dailies and this took a huge chunk out of their Surges, so I think I can at this point give them a couple of merely difficult Encounters and then slam them for two difficult Encounters to end the quest. If I'm lucky, someone will actually die and need to use the Raise Dead ritual.
Thu Aug 25, 2016 6:38 am
*Makes an Atium Spike containing Jastes's soul*
Thu Aug 25, 2016 2:48 am
I AM the recurring villain. 3:D Pity I can't get the clone spell in Path of Steel... unless...
Thu Aug 25, 2016 2:47 am
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