Mac wrote: ↑
Mon Aug 12, 2019 7:32 am
EDIT EDIT EDIT: All that said, I never plan for my character to be all that good at combat. I can't imagine my Physique being above 2, or more than at most a single trait devoted to anything that would make him able to hurt anyone. I guess he could make a point to tap a ton of mental speed just for purposes of dodging a lot and be a pretty effective turtle. What about house-ruling, to make it less OP, that instead of the extra dice being for every reaction and defense, it's just a pool available for reaction and defense, so getting ganged up on is as bad for me as anyone else?
I actually kind of like that- I always felt it was kind of odd that Rules as Written fZinc was a powerful combat tool and only kind of offered some mental benefits, instead of the other way around.
That said, from a game mechanics perspective, if we house-ruled it that way then it would essentially be the feruchemist’s version of burning Electrum- both give you a handful of extra defense dice each round. Which is not necessarily a bad thing, I just wanted to point that out.
WashuRight wrote: ↑
Mon Aug 12, 2019 4:46 pm
Yikes this blew up quick while I was busy getting prepared for my switch to my over nights shift this week end! Woops! Gonna have to check up on here more often to keep on top of the discussion!
Yeah, if possible it’s a good idea to check the site about once per day. It really helps to keep the campaigns moving along.
I am utterly ashamed to say I BARELY understand the games mechanics. And thats why I want to play as a new player. Because even just reading the base rule book as me going "???". I was reading through some campaigns and a lot of folks volunteer their own roles and do the math and I just feel utterly overwhelmed.
So all the talk of compounding and the house rules versus base rules flies right over my head. I'm gonna need my hand held through this first game, guys. Yikeroonis.
Yeah, as has been said, don’t worry about it too much. We’ll walk you through it. Even if you did have a perfect grasp of all the game mechanics as laid out in the books, there are a lot of little nuances and quirks we have while playing here on the site. Don’t stress yourself about them, you’ll get the hang of it soon enough.
As for making a character: my advice is to not worry so much about what everyone else it playing, and definitely don’t worry about the game mechanics of running a particular character. Rather, start thinking about what kind of story you’re interesting in telling with your character. Does that make sense? Like, make a character whose background, personality, interests, hobbies, character-flaws, and etc are interesting to you.
(Side rant: The biggest difference between the MAG and your traditional RPGs like D&D is that the MAG has a much greater emphasis on the story, and that’s one of the things I love the most about it. With D&D, usually when you create a new character you roll your stats, see what you get, then (if you feel like it) come up with a backstory to explain why your character is the way he is. With the MAG, it’s completely reversed- you come up with the Character first, then use the details about your character’s personality, strengths, weaknesses, etc to go and fill in the stats. Likewise, your typical D&D adventure consists of setting out on an adventure and killing a bunch of bad things along the way. But with the MAG, the emphasis is all on crafting a story together- literally. That’s why things like “Tragedy” and “Destiny” are part of creating a character, and also why there are actually rules for progressing towards overcoming your Tragedy and fulfilling your Destiny, and whole chapters in the MAG dedicated to the story.)
So long story short (too late), what sort of character would you like to play and what sort of story do you want to tell? Do you want to play the Koloss-blood who ran away from his tribe as a youth and set out to prove that he could make it in the human world? Or maybe the grizzled gunsmith who feels he’s on the verge of making the next big breakthrough in weapons technology? Or take some of Brandon’s characters, for example. Wax- the nobleman turned lawkeeper, now forced back into high society. Wayne- the ex street-thief also turned lawkeeper, who loves to mimic people and accents. Marasi, the young criminology student who wants to stop crime, but who also enjoys being feminine and lady-like. Anyway, I’ve rambled long enough. You get the idea.
EDIT: Also, in case you missed it, I’m reviving an Era 1 campaign called Legends of Orulae. When we started it before we barely made it a handful of posts into the first scene, so for all intents and purposes it’s a brand new game. I’ve got room for a few new players, if you want to join in. We already have a Kandra on the team, but we could make room for another one if you have your heart set on playing an Era 1 Kandra.