01-05-2011, 02:18 PM | #61 |
Join Date: Mar 2010
Location: Boston
|
Re: In Nomine Second Edition: What have we learned?
I always perceived the Shedim resonance (and Demonic resonances in general, other than Djinn and Lilim, which are kind of wonky) as persuasive in nature; note that persuasion in general (Fast-Talk, Seduction) is accomplished with Will. I like that the Kyriokate resonance is more invasive, and I also like Jason's suggestion, which perhaps despite his intentions preserves that - the setting probably makes more sense if there are arbitrary restrictions on whom Dominations can dominate, and switching them to Perception is just a gimme (even if nothing else is changed.)
|
01-05-2011, 02:34 PM | #62 | |
Join Date: May 2008
Location: Birthplace of the Worst Pizza on the Planet
|
Re: In Nomine Second Edition: What have we learned?
Quote:
Malphas, for example, is incredibly abusive as far as free will goes. |
|
01-05-2011, 03:04 PM | #63 | |
Join Date: Mar 2010
Location: Boston
|
Re: In Nomine Second Edition: What have we learned?
Quote:
I don't think libertarian free will is a coherent concept, even if demons wish it were, so it doesn't really bother me that demons can get guaranteed or near-guaranteed results with their resonance; something is persuasive in nature by virtue of the pathways it goes by, not by its chances of success. Last edited by Matthias Wasser; 01-05-2011 at 03:08 PM. |
|
01-05-2011, 03:41 PM | #64 | |
Join Date: Nov 2004
|
Re: In Nomine Second Edition: What have we learned?
Quote:
|
|
01-05-2011, 04:02 PM | #65 | |
In Nomine Line Editor
Join Date: Aug 2004
Location: Frozen Wastelands of NH
|
Re: In Nomine Second Edition: What have we learned?
http://www.sjgames.com/in-nomine/errata/angelic.html says...
Quote:
__________________
--Beth Shamelessly adding Superiors: Lilith, GURPS Sparrials, and her fiction page to her .sig (the latter is not precisely gaming related) |
|
01-05-2011, 07:27 PM | #66 |
Join Date: Nov 2004
|
Re: In Nomine Second Edition: What have we learned?
Oops; hadn't seen the latest updates to the Errata there.
|
01-05-2011, 08:02 PM | #67 |
Join Date: Sep 2008
Location: Madison, WI
|
Re: In Nomine Second Edition: What have we learned?
Most of the suggestions and corrections posted here are OK by me--in fact, I'd like to be able to design human characters who are neither pathetically weak nor ridiculously overpowered using the IN core rules. Of course, I was a little disappointed to hear that the Third Side idea got the axe; I think making it an optional campaign-style section in the back of the EPG would be a reasonable compromise, similar to the "different approaches to Superior X" options in the Superiors books. That way, people who want Ethereals' role to be minor or nonexistent can just use the other books as written...and people who want Ethereals to feel less like an afterthought can run a game that gives them a substantial part in the War.
__________________
Ingeborg S. Nordén |
01-05-2011, 08:45 PM | #68 |
Join Date: Apr 2010
Location: South of the Town across from the City by the Bay
|
Re: In Nomine Second Edition: What have we learned?
I may be weird but I'm fine w/ d666 functionality. It's essentially a 2d6 system with a d6 randomizer. And 2d6 roughly means a 10% increment system with a saddle point around 7 (2d6 has only 2 through 12, therefore 10 possibilities, thus any point increase is 10%. Instead of a d10 where any of 1~10 is equally possible, 2d6 leaves 7 with the most combinations, thus a saddlepoint,).
Throw in Risk and Difficulty Mods then you are left with reasonable control over Check Digit & Target Number. Besides, if the randomness doesn't work well at that storytelling moment, all you have to do as a GM is ignore it (Routine Sunday driving to church w/ a successful CD of 6? You get to church on time, with a parking spot near the door, and that's it.). I find not over-thinking the CD helps; it's flavor, not a separate GM messing with you. I will say that HP issues can be ameliorated by using the alternate Body Hit rules in the GMG. Going from (Corp For + Toughness/Vessel) x Str = Body HP, to Forces + Corp For + 5x(Toughness/Vessel) = Body HP, helps things a lot. First off, it makes buying up a vessel actually relevant to low Corp Forces characters. It also makes humans more than glass jaw wonders. And about combat slogs and swords over guns... There was a topic previously where I agreed bullets should do more damage. But I felt giving guns more damage (via rate of fire) still favored swords over guns because of disturbance. I'm fine with swords over guns because with disturbance worries (and Dominic and Asmodeus looming) swords *should* take precedence because it is far more discreet. I actually like this -- it makes thematic sense. It also makes humans with guns scary and annoying; celestials will want to get into close combat instead of firing back because of "noise issues." I do think that Human Routine Actions and Human Extra Skill Points should be elevated into core rules. However, if you do change to alternate Body HP, and alternate gun rules, there might be a good argument to leave RA & HESP as alternate rules. At that point it's a GM thing. Last edited by Azel; 01-05-2011 at 08:49 PM. |
01-05-2011, 09:30 PM | #69 |
Join Date: Mar 2010
Location: Boston
|
Re: In Nomine Second Edition: What have we learned?
Well, you don't want to use, like, an Uzi or anything that will smash up scenery like that, but the thing about a sword is that it's conspicuous (and ridiculous) even if you don't put it to use. Besides, that way leads to trenchcoats.
I'd rather humans and Celestials not be balanced against each other. |
01-05-2011, 11:12 PM | #70 | |
Join Date: May 2008
Location: Birthplace of the Worst Pizza on the Planet
|
Re: In Nomine Second Edition: What have we learned?
Quote:
I'm not sure what Azel means about guns being more disturbing. Misses? Last edited by JCD; 01-06-2011 at 03:17 AM. |
|
Tags |
meta, rules |
|
|