White Wolf Publishing

Username Password  
     
Forgot Password?   Register
What exactly is the Lethality Problem?
Nezumi
Saturday, April 16, 2011 2:31:36 PM(UTC)

It's mentioned in one of the Stickies as a common topic, with a link to a topic discussing it... but that topic has zero links to topics explaining what it is. My guess from the name and what of the discussion I can comprehend is that the default of 7 health levels and other aspects of the combat system conspire such that there's not a wide range of results from attacks between "trivial" and "you die", but I have a feeling there's a bit more to it than that.
Arrghus
Saturday, April 16, 2011 2:37:31 PM(UTC)

Actually, that's exactly it. Trivially easy to kill someone in one hit if you actually manage to hit them. For dozens of reasons, most of which aren't exactly solvable unless you rewrite most if not all of the system.
Arrghus will never threaten to stab you, and in fact, cannot hate. Arrghus has begun using 'zon' instead of he, she, his, her, etc.. There is no reason for this, it's just silliness.

Avatar by kaidenmoon on DeviantArt. Used with permission.

Author of the Slayers Style Spell Chants and Personalizing Solar Charms threads.
Demetrius7997
Saturday, April 16, 2011 2:38:24 PM(UTC)

This is not intended as a comprehensive answer.

1- Massive damage piercing weapons make 0 mote single shot kills easy.
2- Being clinched equals death.
3- without storyteller fiat you pretty much need a defensive combo that covers all possible means of taking damage or you'll probably die .
This space being blank has been bugging me so my signature is now a place holder until I come up with something better.
Holden
Saturday, April 16, 2011 2:42:40 PM(UTC)

Demetrius7997 wrote:
2- Being clinched equals death.


This is not actually a bug.
Exalted co-developer.

Currently Writing: Exalted Third Edition, W20: Book of the Wyrm

--

Follow my Exalted ramblings on Twitter.
Blackwell
Saturday, April 16, 2011 2:48:45 PM(UTC)

Holden wrote:
Demetrius7997 wrote:
2- Being clinched equals death.

This is not actually a bug.

Except insofar as being combined with #3 makes it especially problematic. It's an extra channel of highly lethal attacks you have to defend yourself against, but which uses rules outside the standard attack/defense/damage/soak mechanics to deliver the deadliness. This makes it doubly hard to deal with if you don't have your perfects and surprise negators in order to prevent it from happening in the first place. I can't rely on soak as a backup like a I can with most attacks, I need a way of escaping in my arsenal as well. It's a mundane attack channel on par with bad-Touch.
Holden
Saturday, April 16, 2011 3:19:04 PM(UTC)

Blackwell wrote:
Holden wrote:
Demetrius7997 wrote:
2- Being clinched equals death.

This is not actually a bug.

Except insofar as being combined with #3 makes it especially problematic. It's an extra channel of highly lethal attacks you have to defend yourself against, but which uses rules outside the standard attack/defense/damage/soak mechanics to deliver the deadliness. This makes it doubly hard to deal with if you don't have your perfects and surprise negators in order to prevent it from happening in the first place. I can't rely on soak as a backup like a I can with most attacks, I need a way of escaping in my arsenal as well. It's a mundane attack channel on par with bad-Touch.


Yes, getting clinched is supposed to be very dangerous if you're not a wrestler yourself.

They're also hard to land and leave the person doing the clinching very exposed.
Exalted co-developer.

Currently Writing: Exalted Third Edition, W20: Book of the Wyrm

--

Follow my Exalted ramblings on Twitter.
Korzon21
Saturday, April 16, 2011 3:22:55 PM(UTC)
Check for "paranoia combat". Essentially the system is so lethal that characters without paranoia combo's which are things like surprise negators, perfect defences, etc, are utterly boned if they run into someone to attacks them using anything like optimum tactics. Thus, the optiumum defensive strategy is to turn things into a mote attrition contest, using perfect defenses, until one or another side runs out of motes.

This is, in general, as exciting as watching paint dry-- but if you don't do it, you'll be dead on the first tick.

now the Ink Monkeys have tried to fix some aspects of this, with things like overdrive pools that give you motes that can only be used for offensive moves, but it really doesn't solve the fundamental problem, which is pretty much inherent to how Exalted works rules wise and could only be changed by a full on tear down of hte system, IE a third Edition.
Blackwell
Saturday, April 16, 2011 3:32:28 PM(UTC)

Holden wrote:
Yes, getting clinched is supposed to be very dangerous if you're not a wrestler yourself.

This is all I was getting at. It's a somewhat obscure (in the big picture) avenue of combat that you have to specialize in to be successful. This, I think, is worth a mention in the context of lethality whether it's intended to be deadly or not, as with any type of attack I have to specialize to respond to (i.e., anything that otherwise needs to be stopped at the '2' in the 2/7 filter).

Holden wrote:
They're also hard to land and leave the person doing the clinching very exposed.
Again with the specialization. Being "hard to land" is relative, based on the respective skills of the grappler and grapplee. Leaving you exposed just means it's a situational tool; you use it when you and your buds are ganging up on one opponent, not the other way around.
Jon Chung
Saturday, April 16, 2011 3:35:25 PM(UTC)

The Tale of Paranoia Combat

Bob: Hey dude, look, I can kill you in 1 hit for 0 motes, or kill you 200 times over if I spend resources.
Steve: Well, shit. Uh, I take all these soak and DV charms.
Bob: I spend resources and kill you 200 times over. That's a shit way to defend.
Steve: Okay, that sucked. I take all the efficient absolute defense effects and stick them in a combo! Now you can't kill me! Oh, and I'm getting a grand killstick too.
Bob: Shit, I can't kill you. I better get that combo too.
Steve: Crap, now everything is boring mote attrition since neither of us can die until we run out of motes, and we're not spending any motes in order to make each other spend motes, because spending motes when motes are our lifebar and 0 motes is enough to threaten death is stupid.
Bob: Fuck.


Appendix A: Lethality (or: Why This Can't Be Fixed And We Can't Have Nice Things)

Steve: Since perfects are what's driving the mote attrition and making things boring, how about we nerf them so the game's got some risk and excitement again?
Bob: Then we're going to die instantly. Remember when I killed you 200 times over?
Steve: Fuck.
Bob: Hey, how about we make it so we don't die instantly?
Steve: Right, we just have to rewrite everything in the game that can make us die instantly, which is, like, every single rule ever written about combat, or close enough.
Bob: Fuck.
10 users thanked Jon Chung for this useful post.
Emeris on 4/16/2011(UTC), Imrix on 4/16/2011(UTC), Heath Robinson on 4/16/2011(UTC), Kukla on 4/19/2011(UTC), Ifalik on 4/19/2011(UTC), Odd_Canuck on 4/19/2011(UTC), Hecaton on 4/19/2011(UTC), Mizu005 on 4/19/2011(UTC), Mouse on 4/19/2011(UTC), Andrew99 on 6/27/2011(UTC)
Lord Stone
Saturday, April 16, 2011 3:37:40 PM(UTC)

In order to make clinches a bit easier to resist, as a houserule we allow to substitute Athletics for Martial Arts, but only when trying to break free, not when trying to take control in any other way.
MrInsecure
Saturday, April 16, 2011 3:39:54 PM(UTC)

Nezumi, you poor dear, you know not what you have wrought.

But yes, you have stumbled across one of the major problems with the Exalted combat mechanics as they are written.

And now I can see Chung's name down at the bottom of the list of people viewing this topic. I will be expecting the rant about 2/7 filters and Shaping defenses to be appearing shortly.

EDIT: Ninja'd by the blue buddha baby.
Justice is not to be taken by storm. She is to be wooed by slow advances. - Benjamin Cardozo
We do not quit playing because we grow old, we grow old because we quit playing. - Oliver Wendell Holmes

My character creation thread.
My personal rules for running games.
KingCrazyGenius
Saturday, April 16, 2011 4:24:39 PM(UTC)

Holden wrote:
Demetrius7997 wrote:
2- Being clinched equals death.


This is not actually a bug.

Yay!
Resident Forum Malfean Bovine
The Adventures of Spearpsycho Soulshitterson
Korzon21
Saturday, April 16, 2011 5:47:32 PM(UTC)
In all seroiusness this is really one of THE problems of exalted, to the point that I'm still trying to decide whtehr I want to run my next campaign using the rules system or my hack of M&M 3E. It's a huge, 500lb gorilla, and there's no real way to patch it, because if you patch one part, everything else falls apart, but if you try to patch everything, welcome to "rewrite from bottom up and wait five years to get all the splats redone".
Armstrong Thunderbolt
Saturday, April 16, 2011 8:38:29 PM(UTC)

Holden wrote:
Demetrius7997 wrote:
2- Being clinched equals death.


This is not actually a bug.


I actually houserule it so the clinched party can use Dodge DVs at an external penalty of half the clincher's MA with a sufficiently awesome stunt (think Jackie Chan and Jet Li)...unless they're NPCs, then they're just boned in general. PCs, though, can do that. But, then again, the rules that I give to PCs and the rules that NPCs live by are somewhat different, but meh; that's probably why Lethality never becomes Paranoia Combat in my games. Sure, you can get screwed up; will you get one shot? Not a chance--although PCs can one shot mooks all day; that's what they're there for. Main villains will have a bit more survivability, though. How many of those will a party encounter in a game? 3 or 4, probably, and that's through an entire Story, usually.
The less likely a question is to be asked, the more likely it will be asked of me.
"Was your ass forged by Sauron? Because it looks precious." - A drunk.
Kukla
Tuesday, April 19, 2011 1:33:22 PM(UTC)

Jon Chung wrote:
The Tale of Paranoia Combat

Bob: Hey dude, look, I can kill you in 1 hit for 0 motes, or kill you 200 times over if I spend resources.
Steve: Well, shit. Uh, I take all these soak and DV charms.
Bob: I spend resources and kill you 200 times over. That's a shit way to defend.
Steve: Okay, that sucked. I take all the efficient absolute defense effects and stick them in a combo! Now you can't kill me! Oh, and I'm getting a grand killstick too.
Bob: Shit, I can't kill you. I better get that combo too.
Steve: Crap, now everything is boring mote attrition since neither of us can die until we run out of motes, and we're not spending any motes in order to make each other spend motes, because spending motes when motes are our lifebar and 0 motes is enough to threaten death is stupid.
Bob: Fuck.


Appendix A: Lethality (or: Why This Can't Be Fixed And We Can't Have Nice Things)

Steve: Since perfects are what's driving the mote attrition and making things boring, how about we nerf them so the game's got some risk and excitement again?
Bob: Then we're going to die instantly. Remember when I killed you 200 times over?
Steve: Fuck.
Bob: Hey, how about we make it so we don't die instantly?
Steve: Right, we just have to rewrite everything in the game that can make us die instantly, which is, like, every single rule ever written about combat, or close enough.
Bob: Fuck.


This should be in a sticky note somewhere.
Come check out Myriad Song, a retro-styled science fiction RPG. Or, go straight to our Kickstarter.
Exalted art and commissions by Myrrh. Kukla-Tested, Kukla-Approved.
Prices ranging from $10 for sketched busts to $70 for color figures.
Demetrius7997
Tuesday, April 19, 2011 1:38:25 PM(UTC)

Kukla wrote:
Jon Chung wrote:
The Tale of Paranoia Combat

Bob: Hey dude, look, I can kill you in 1 hit for 0 motes, or kill you 200 times over if I spend resources.
Steve: Well, shit. Uh, I take all these soak and DV charms.
Bob: I spend resources and kill you 200 times over. That's a shit way to defend.
Steve: Okay, that sucked. I take all the efficient absolute defense effects and stick them in a combo! Now you can't kill me! Oh, and I'm getting a grand killstick too.
Bob: Shit, I can't kill you. I better get that combo too.
Steve: Crap, now everything is boring mote attrition since neither of us can die until we run out of motes, and we're not spending any motes in order to make each other spend motes, because spending motes when motes are our lifebar and 0 motes is enough to threaten death is stupid.
Bob: Fuck.


Appendix A: Lethality (or: Why This Can't Be Fixed And We Can't Have Nice Things)

Steve: Since perfects are what's driving the mote attrition and making things boring, how about we nerf them so the game's got some risk and excitement again?
Bob: Then we're going to die instantly. Remember when I killed you 200 times over?
Steve: Fuck.
Bob: Hey, how about we make it so we don't die instantly?
Steve: Right, we just have to rewrite everything in the game that can make us die instantly, which is, like, every single rule ever written about combat, or close enough.
Bob: Fuck.


This should be in a sticky note somewhere.
I can do that. I will be in the first post of the useful resources thread.
This space being blank has been bugging me so my signature is now a place holder until I come up with something better.
Faytte
Tuesday, April 19, 2011 5:21:08 PM(UTC)

ATM i'm still kicking around;

1) All characters receive an amount of natural B/L soak equal to their essence.
2) Perfect weapons no longer receive a +2 to a single value and 2 +1 values. They instead receive three +1 values.
3) Reduce the value of O tag weapons by 1 more or less across the board (reason following)
4) Weapons with the P tag cannot have the O tag. They are mutually exclusive. Weapons with both loose the P tag.
5) Change min damage to be Attackers Essence - Defenders Essence (min 0. Min 1 for anyone with essence 2 or higher).
6) Increased hardness value of more artifact armor(1 for light, 2 for medium, 3 for heavy(spit ball values))
7) Any Exalted activating a charm which carries a flaw of invulnerability also carries with it an additional tax; such unquestionable perfection is difficult to maintain, for in the end all exalted are still flawed by the mortal canvas on which they are painted. Each use of such charms causes stresses between the body and the higher soul, requiring more and more essence overcome. Every time such charms are activated within the same scene a cumulative one mote surcharge is applied to further uses of perfect defenses. This surcharge is reset to 0 at the end of a scene. A character whom activates Seven Shadow Evasion 4 times in a scene would be subject to a 3 mote surcharge to the next use of Seven Shadow Evasion. Gods and Ghosts not effected by such constraints, even if they were once exalted.
8) Dual Wielding; wielding an offhand melee or martial arts weapon while wielding another in the main hand provides the character with a +1 PDV against melee attacks.


Generic play test with the hardest hitting raw weapon (grand goremaul)

Example (Current)(0 motes)
Venomous Words (essence 4), vs Leaping Crane (essence 5)

Venomous Words attacks Leaping Crane with his Orichalcum Grand Gore Maul. His pools are min maxed (its exalted) to 5 dex + 5 stamina + 3 specialty + 3 accuracy =16 dice.
Leaping Crane has a dodge dv of 7 and attempts to dodging.

On average Venomous Words rolls 8 successes, one goes through to raw damage. Venomous words has a strength of 4, making his raw damage 21L/5.

Leaping Crane has Stamina 3, and is wearing orichalcum buff jacket. His armor soak is 9L, which is being pierced,leaving 5L soak. His natural lethal soak is 2. Leaping Crane will soak 7 damage, leaving 14 dice. On average, he will take roughly 5.6 damage from the attack, leaving him over half way to dead.

If Leaping Crane somehow spent motes to increase his soak by 5, he would still be hit by 9 damage die, on average about 3.6 damage.

Example (Proposed)(0 motes)

Venomous Words attacks Leaping Crane with his Orichalcum Grand Gore Maul. His pools are min maxed (its exalted) to 5 dex + 5 stamina + 3 specialty + 3 accuracy =16 dice.
Leaping Crane has a dodge dv of 7 and attempts to dodging.

On average Venomous Words rolls 8 successes, one goes through to raw damage. Venomous words has a strength of 4, making his raw damage 21L/4.

Leaping Crane has Stamina 3, and is wearing orichalcum buff jacket. His armor soak is 9L, which is no longer being pierced. His natural lethal soak is 2(stamina/2 round up) + 5(essence). Leaping Crane will soak 16 damage, leaving 5 dice. On average, he will take roughly 2 damage from the attack, leaving him wounded.

If Leaping Crane somehow spent motes to increase his soak by 5, he would reduce damage to 0. Minimum damage would be calculated as the attackers essence (4) minus his own (5) with a minimum of 1 or O value(whichever is higher). Since 4-5=-1, we use the 0 Value instead of 4 (vs the cannon 5). On 4 damage dice, Venomous Words can expect 1.6 average damage. Had he used a more accurate weapon and been soaked to nothing, he would only get a single damage die, but he might also be hitting more often to compensate.


Note
A less aggressive version of this would only use the changes for O/P tag exclusivity and Minimum Damage Calculations.
Akodo_Jin
Tuesday, April 19, 2011 5:24:28 PM(UTC)

Weapons over +7L lose P tag but can have O tag. Half of O tag is added to essence ping.
KingCrazyGenius
Tuesday, April 19, 2011 5:29:15 PM(UTC)

Faytte wrote:
ATM i'm still kicking around;

1) General nerf to exceptional and perfect weapons
2) Damage nerf to weapons over Y damage, with a larger one for weapons with over X damage. Same to weapons with over G accuracy.
3) Reduce the value of O tag weapons by 1 more or less across the board (reason following)
4) Weapons with the P tag cannot have the O tag. They are mutually exclusive.
5) Change min damage to be Attackers Essence - Defenders Essence (min 0. Min 1 for anyone with essence 2 or higher).
6) Increased hardness value of more artifact armor(1 for light, 2 for medium, 3 for heavy(spit ball values))
7) Activating any charm that invokes one of the four flaws of invulnerability (or their equivalent) causes stresses within the loom of fate as the Exalted redefines the fate of a single moment. In turn, reality itself begins to deepen around the Exalt making such acts more and more draining. Every time such charms are activated within the same scene a cumulative one mote surcharge is applied to further uses of perfect defenses. This surcharge is reset to 0 at the end of a scene. A character whom activates Seven Shadow Evasion 4 times in a scene would be subject to a 3 mote surcharge to the next use of Seven Shadow Evasion. Sidereals are more canny and aware of the loom, and their similar charms cause far less stress to the weave. A sidereal may activate up to their essence value in such charms per scene without counting them towards their violation of fate. Other exalts may have access to similar mechanics (Examples: Lunars might be able to violate this up to an amount of times in a scene equal to their Solar Bond, but only when attempting to protect their mate for imminent danger). This effects all exalted while within creation, yu shuan, or maelfaes. Even if a creature is otherwise 'outside fate' themselves, their presence in creation causes the effect by the loom reactively. In areas entirely outside fate (The Wyld, Underworld), these mechanics do not apply.


Anyhow, just ideas im kicking around.

I'm leery of 7, not for it's effect, but for it's justification. It should probably just be a natural byproduct of perfection that the Charm becomes more expensive over time, rather than something involving Fate. Infernals are completely outside of Fate, for instance, and they can only be constrained by its limitations through their own volition (that one Ebon Dragon Charm). Furthermore, Malfeas the location is as much outside of Fate as Malfeas the Yozi.

Just change the reason they get more expensive to something less at odds with how the game works.
Resident Forum Malfean Bovine
The Adventures of Spearpsycho Soulshitterson
Faytte
Tuesday, April 19, 2011 5:37:00 PM(UTC)

Akodo_Jin wrote:
Weapons over +7L lose P tag but can have O tag. Half of O tag is added to essence ping.


Flurry + Ping Damage=you die all the same in a world not dominated by perfect defenses, which i think is a direction the game has to go; perfect defenses should be ace cards, not your entire deck.

Now if you meant in regards to my post..I.E Ping begins...

(Attackers Essence + Half O) - Defenders Essence =Min 1, then I can see that, although I would just say, halve all of the O values and make it Attackers Essence + 0.

My main issue with the current ping is it is in itself an optimal way to build. It promotes super high accuracy weapons being the only route; I hit you, i get some damage (maybe a ton since more accuracy probably meant more damage going through to raw damage). It becomes a world of super hard hits, or mediocre but still entirely lethal 'minimum' hits. If we have a smaller minimum damage, then 0 weapons become strategic choices and we have more places for players to make meaningful strategic decisions.
Faytte
Tuesday, April 19, 2011 5:42:31 PM(UTC)

KingCrazyGenius wrote:
Faytte wrote:
ATM i'm still kicking around;

1) General nerf to exceptional and perfect weapons
2) Damage nerf to weapons over Y damage, with a larger one for weapons with over X damage. Same to weapons with over G accuracy.
3) Reduce the value of O tag weapons by 1 more or less across the board (reason following)
4) Weapons with the P tag cannot have the O tag. They are mutually exclusive.
5) Change min damage to be Attackers Essence - Defenders Essence (min 0. Min 1 for anyone with essence 2 or higher).
6) Increased hardness value of more artifact armor(1 for light, 2 for medium, 3 for heavy(spit ball values))
7) Activating any charm that invokes one of the four flaws of invulnerability (or their equivalent) causes stresses within the loom of fate as the Exalted redefines the fate of a single moment. In turn, reality itself begins to deepen around the Exalt making such acts more and more draining. Every time such charms are activated within the same scene a cumulative one mote surcharge is applied to further uses of perfect defenses. This surcharge is reset to 0 at the end of a scene. A character whom activates Seven Shadow Evasion 4 times in a scene would be subject to a 3 mote surcharge to the next use of Seven Shadow Evasion. Sidereals are more canny and aware of the loom, and their similar charms cause far less stress to the weave. A sidereal may activate up to their essence value in such charms per scene without counting them towards their violation of fate. Other exalts may have access to similar mechanics (Examples: Lunars might be able to violate this up to an amount of times in a scene equal to their Solar Bond, but only when attempting to protect their mate for imminent danger). This effects all exalted while within creation, yu shuan, or maelfaes. Even if a creature is otherwise 'outside fate' themselves, their presence in creation causes the effect by the loom reactively. In areas entirely outside fate (The Wyld, Underworld), these mechanics do not apply.


Anyhow, just ideas im kicking around.

I'm leery of 7, not for it's effect, but for it's justification. It should probably just be a natural byproduct of perfection that the Charm becomes more expensive over time, rather than something involving Fate. Infernals are completely outside of Fate, for instance, and they can only be constrained by its limitations through their own volition (that one Ebon Dragon Charm). Furthermore, Malfeas the location is as much outside of Fate as Malfeas the Yozi.

Just change the reason they get more expensive to something less at odds with how the game works.



Thats fine, will update. Was trying to throw sidereals a bone, but i guess their own errata should be doing that instead.
KingCrazyGenius
Tuesday, April 19, 2011 5:45:51 PM(UTC)

Faytte wrote:
Thats fine, will update. Was trying to throw sidereals a bone, but i guess their own errata should be doing that instead.

That's fine too, but just building it into their perfect defense Charms instead of say it's because of Fate would be better.
Resident Forum Malfean Bovine
The Adventures of Spearpsycho Soulshitterson
Faytte
Tuesday, April 19, 2011 6:04:23 PM(UTC)

KingCrazyGenius wrote:
Faytte wrote:
Thats fine, will update. Was trying to throw sidereals a bone, but i guess their own errata should be doing that instead.

That's fine too, but just building it into their perfect defense Charms instead of say it's because of Fate would be better.



Done and agreed.

So, to sum up my goal its


A) reduce the damage of most weapons, notably two handers. Reduce O values throughout. Remove P from weapons with O. Over accurate weapons get nerfed slightly.
B) recalculate minimum damage so that two 'peers' can have a long fight (essence 5 vs essence 5) without resorting to chain PD, where as an elder can still squash an upstart all the same(essence 7 vs essence 4)
C) make the O tag more important, since Ping damage in many situation is far lower. These weapons are inferior to non O weapons in other ways though, so they dont become an immediate 'requirement' (that just makes new issues).
D) Hopeful Results of A/B/C: because not every enemy will always use super accurate weapons (you will see more O based weapons) overall, fewer hits land. Those that land hit for less top end damage, and the minimum ping amount will on a whole be lower (people with O weapons will still get some decent ping damage). In general, grazing hits are far less deadly.
E) Artifact Armor Hardness will come into play more often for Light/Medium Armor (where as currently, its basically a joke that only really helps vs things like Anima Flux on DB), since the values go up slightly and damage comes down slightly.
F) PD's become ace cards, vs 2/7 constant batteries. They eventually become more and more taxing.


Addendum Thoughts:

A) Should Perfect Defenses be stuntable (i.e return motes)? I think to a degree this permits large 'battery' style gameplay with PD's.
B) I would also add the following

8) Dual Wielding; wielding an offhand melee or martial arts weapon while wielding another in the main hand provides the character with a +1 PDV against melee attacks.
Hecaton
Tuesday, April 19, 2011 6:33:54 PM(UTC)

Holden wrote:
Demetrius7997 wrote:
2- Being clinched equals death.


This is not actually a bug.


I'm so happy to hear this.
Mizu005
Tuesday, April 19, 2011 8:39:48 PM(UTC)

Basically, your run of the mill character is going to get mangled if any decent attack lands. So, unless you either turn into an insane monster tank with regenerative powers or perfect everything odds are you are going to die horribly at some point unless your ST is nice enough to step in and say 'your only knocked out, not dead' or something.
Behold the almighty chow chow!



Exalted Whose Name is Carved in Leaves of Jade
Segev
Tuesday, April 19, 2011 8:47:12 PM(UTC)

Not a true fix, but a quick and dirty house rule can at least reduce unintentional deaths of PCs.
Users browsing this topic
Anonymous
Forum Jump  
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.