Card based, single session, ELIMINATION RPG playable in 3 hours? Sign my ass up! I picked up a print on demand set of cards from Drivethru CCG and am going to try to run it on an unsuspecting group this Sunday.
too bad she didn’t survive the Reclaimation–but did her exaltation…
Well fans, here it is finally (and unexpectedly for some), the Exalted 3rd edition kickstarter. This is not a kickstarter for the game itself, but a kickstarter for two over-the-top productions of the 3rd edition main book (one made of METAL). Metal will run you about 350 bones, but you can get the deluxe version of the new book for about $125 thrown in the cess pot. Of course, I did it immediately because Exalted is the game that got me back into the pen and paper roleplaying game hobby after a long, long hiatus. Sure during this hiatus I ran a bit of Warhammer 2nd edition, and played some Pathfinder here and there, looked upon the D&D 4th edition rules languidly, and had a very fun but disturbing weekend session of a first edition module (slave pits of the undercity) using the 3rd edition D&D rules. The hobby, before Exalted came around, was something to diddle with here and there, but felt like something I did in the past. Exalted 2nd edition really started the fire of love for the hobby that I have carried ever since. It’s broad scope, it’s sensual and ultraviolent artwork, it’s mechanics (see below) and just being a massive work of fiction by a plethora of authors in the source books kept me reading and reading, even while Real Life was stripping away the ability to actually play all that much– but play we did and MOST of the time it was awesome for me and the players (well I hope)
And so begins another long post about Exalted. With all the praise and fans it got (and it got a lot), 2nd edition Exalted had problems, glaring ones actually; especially for a GM because it was incredibly hard to systematically run combats/conflicts the correct way using all the charms available to your enemies while remembering the player’s charms enough to give them a tactical run for their money. I remember as a childe running the battles in D&D at higher levels where the enemies would use their powers and monsters weren’t just a stat line (HD, hp, THACO and damage) and that got COMPLEX with Drow firing up their minor globes of invulnerability and geas and all that crazy shit. If it was too much for a Dew’ed up 12 year old to handle, how can a working adult with no time to prepare fare? Exalted is like high level D&D on crack even with beginning characters. That’s part of it’s appeal and part it’s problem. You have characters that can fly, that can never be touched by an attack, can disappear underground or if allowed to speak, can cajole anyone within earshot to fall on their swords– all of which is in the normal paradigm of powers of the Exalted. The issue with this vast array of powers is that they are fitted over the top of a very detailed and crunchy system with tons of numbers and dice and modifiers and almost too many options for players to deal with.
Let’s look a bit at the game’s economy– not money, but the stuff the player has to manage on their character sheet. First and foremost is Essence— where characters have a rating of 1-5 that determines a personal and peripheral pool of points they can spend in situations to use their powers. Second is health levels, usually about 5-7. Third is Willpower that also fuels some powers but is used as a rating as well, then there are Virtues that can be channeled for success at a task, next is DV (defensive value) that can be manipulated by actions and charms. Soak, which is either bashing or lethal (chracaters have both) and determines how much damage you can take before you take it in health levels, and last (I must have missed some here) is your Ticks for an action– how fast the action you are taking takes in game time– this ALSO can be manipulated by various means. As you can see, that is a SHITLOAD of stuff to keep track of and when you are a player, it’s daunting. When you are a GM with 5-10 characters in a combat it becomes …IMPOSSIBLE.
So a lot of people played Exalted and a few people eventually found some things about the system that were a bit broken (well a lot really) as in you could build a character that could not be hit at all by manipulating essence expenditures and essence gain via various charms/innate abilities– and you could do this at character generation. What’s more, these players argued, because some of the attacks in the game are incredibly lethal (and there is no resurrection) all player and NPC characters MUST use this type of character build to survive combat. They further argued that the Exalted in the game would know this and it logically applied that every character in the game would (if they could) have such a build. Unfortunately because of the internet, these builds got everywhere and while my play group may have sort of built their characters a bit this way, even a partial twink build like this made the combats even more frustrating to run and also made them incredibly LONG. While I complain about D&D and Warhammer Fantasy Roleplay because about half the time you attack you fail (the ‘whiff factor’) and when you do hit it does “damage” that really isn’t damage since everyone in D&D is either dead or 100% combat effective–and this made combat boring, Exalted’s combats can become boring for a completely different reason– even though characters have all these awesome potential attacks and can do stunts all over the place and it’s very narrative, because Essence is used to save you from dying AND fuel your attacks, players will not use their essence for anything cool unless they absolutely know that they will get a hit. Since the powerful antagonists ALSO have this going on– it becomes a long flurry of dodging and blocking with perfect defenses until everyone is asleep at the table in Real Life with no outcome. Rather than a fight, a real pub fight that is, any combat becomes a lot more about essence management than anything else. While that logically should be part of the game economy– it ended up being the only thing.
Since the last time I played Exalted I have searched for something LIKE it that can carry the weight of the system but without all the long crazy fights. While I read a bunch of other systems certainly influenced by Exalted (like Wu Lin and Noblis, etc.), I actually got to play FATE and Marvel Heroic Roleplaying. While FATE is awesome, I think Marvel Heroic Roleplaying’s system absolutely nails the ‘supers’ genre (where Exalted fully belongs except, of course, there are swords and spells) mainly because while characters have all this cool shit they can do but when they fight with each other instead of constant negation: SOMETHING HAPPENS. Fights between fully kitted out superhero teams plus whatever other fodder may be in the mix go like greased hole lighting because when Thor throws his hammer at the Hulk, chances are even in the comics where no one really dies– SOMETHING is going to happen in the MHR system.
So what I’m looking for in Exalted 3 is MHR. That’s putting it as simply as I can. I am cool with the D10’s and the base Storyteller system, but something has to HAPPEN in combat and it has to happen whenever a player rolls the dice. It’s fun to dodge all around and never get hit by Dragon Blooded hunt pack, but man 4 hours of that to wear down everyone’s essence and sneak in a single hit that turns an enemy to ash? No. The complexity of Exalted, all the stats, all the economy on the character sheet that needs to be managed, the tick-based combat, all of which in theory should work just breaks down when you are faced with tracking every character. While I the essence reactor twinking can be solved, there’s got to be a middle ground between super crunch complexity and playability.
Most fan art is, well, fan art. Sometimes you find an artist that’s able to take it beyond the source material. Click the image for more of the dude’s work.
there was a time when I was blissfully unaware of what this meant.
I got into the beta of DOTA2 awhile back and after installing my only experience with it was waiting for a match to start and then quitting after about 2 minutes. Given that I played the early versions of DOTA as part of my (and everyone else’s) Warcraft 3 addiction, I didn’t think I was missing much. How good could it be? It’s a bunch of WC3 heroes fighting each other on the same map over and over and over again and I’d done that before. Plus, I remember it being pretty boring compared to a straight up WC3 match– you do only control one hero after all.
However, I’m eating a bit of crow meat now–I’ve played some handful of matches here and there and am largely hooked– every time I win one of those boxes, I buy a 2$ key (the game was free after all so I feel I owe them something!). So my few and dear readers, I will likely post a terrible amount of DOTA stuff in the next gaggle of months until the addiction passes. The realization that I liked it hit me last night when I actually called it the Cosmic Encounter (the best board game ever made) of video games– in that the basic premise is very simple and easily understood, but the sheer asymmetry of the number of heroes turns it into something completely different every single time. What’s more, even if you suck really bad, you can still contribute to your team if you have a basic understanding. Going into a server assuming you will be THE carry in the game is setting yourself up for disaster, but pushing lanes, support and ganking are doable with just a bit of practice.
Please note the most popular video game on the planet is effectively a DOTA clone (League of Legends) so the addictive qualities speak for themselves.
After the legendary Guardian Heroes appeared on XBLA we’ve had some good times with it and people likely noticed! Looks like the team that did the gorgeousity that is Odin’s Sphere on the PS2 have queued up a very similar title to the revered Guardian Heroes: Dragon’s Crown. Please note the female proportions present in the illustrations.
WOTC has been hitting the old School D&D hard since the announcement of 5th edition– with the reprints of both 3.5 and the original AD&D hardcovers, it’s like 1979 and 2002 all over again. Showing how far they are willing to go to rope in the nostagists (the 40+ who still play the 1981 boxed editions)– they are now reprinting the original white books (or tan) that kicked off this insane hobby in the first place.
I’ve seen these in the past and read through them a bit (I found one randomly on a dude’s porch one day outdoors) and I have to say it’s pretty much all nostalgia if you want to have these. It’s not that the rules are shit or anything, it’s just that we have moved FAR beyond what these guys started back in the 70’s. I can see sticking with the Basic D&D from 1981– but not this far back. Not that I don’t sort of want these…even if the art isn’t great.
Looking at my Warhammer Fantasy Battle miniature backlog is a truly daunting thing. I have a 4000 point chaos army, a 3000 point beastman army and a small Dark Elf army sitting on shelves with, for the most part, no paint on them. I have been pushing through painting a 30+ bestigor horde for the last—YEAR. This week that’s got to end. I sat down yesterday and cranked on four of them and when I finish those off I will be down to five to finish off the unit.
With painting, it’s one of those things that’s not hard– I don’t set a super high standard for my core units (though they do look really good on the table) so there’s no nervousness around painting that you would have with say, anything CONFRONTATION or 28mm skirmish anything (including Blood Bowl) where it really has to look good when close viewed. It’s more of a motivation thing– my painting table is filled with miniatures and when I finish them, they go away in a box so ALL I see is the unpainted stuff and a mass of metal and grey and black staring back at you with their dead, unpainted eyes can be intimidating to the extreme. I’ve been painting beastmen on and off since 2005 or so when we thought we’d start playing 6th edition (we didn’t). With the bestigor unit done, I will have 100+ painted models for the beasts– really a small amount for a horde army but the bestigor unit completion the rest of the army is all downhill. Next up are 25 Ungor– not a joy to paint but easy and then about 15 more Gor, which I can probably paint in my sleep. After that, Nine minotaurs …at that point I could slap together another chariot, paint the Giant or get the obligatory swarm of level 1 bray shaman to huddle around the Herdstone Shard done. With the exception of the minotaurs, all pretty easy stuff considering. So this week the Bestigor get done…
I just have to keep chanting:
Their walls will fall. Their faith will fail. Their flesh will tear.
So you made it to level 21 in Torchlight Hardcore Elite aye? Think it was tough? Think it was a slough and many of your characters died even with my other list of tips as reference? Well Act 1 is fucking CHEESE CAKE compared to Act 2 Elite. I want to tell you straight away: you will not make it through Act 2 Elite hardcore. It’s really best to give up now. Act 2 comes down on you so hard that you will need aircrash coroners to piece you back together again. That said, here are ten more tips if you do choose to keep going past level 20. These are not class specific. You better know your build and how it’s going to both deal out and survive damage. There are tons of solid builds out their on the interwebtubes to look at for all classes. After my level 23 or so Embermage bit the dust, I ran Elite Hardcore with a Berserker and used THIS build strategy. I cannot comment on any other classes above 20 because, pathetic as it is, all my other characters died in the second part of Act 1. I didn’t cry, I promise.
You will spend most of your time in that second part of act 1– the winter part. Obviously make sure your ICE armor is 100+ or you’re meatpastecicle. There is a lot to look out for in that region– but be especially careful of bosses that shoot out ice/earth in a line straight at your character (Ice Elementals and Chillhoof are examples of this). This type of attack seems to do MASSIVE damage and can one hit you if you let it connect. You will eventually build up to level 27-28– that is the time to hit the Grand Regent (boss of Act 1)– not before unless you are very sure of yourself. GR has a couple of attacks that do huge damage and unless you’ve fought him oodles of times before on Elite Normal, you won’t know the visual triggers for those attacks until you are already a corpse. That said, here is the list!
Play alone or with one other person ONLY. Damage modelling, which I won’t pretend to understand, seems to go off the charts when you have more than two people playing together, and it’s really not worth the risk of untimely demise. This is sad because TL2 is all about the multiplayer but it gets really tough when you just can’t take down mobs and take tons of damage more than you are used to. This is Elite remember, ELITE so if you want to go have a jag with your friends, go back to Veteran.
Stay in Act 1 for as long as you can stand it. You could conceivably spend levels 21-30 IN Act 1 because the end dungeon is fairly difficult, but you will yearn to go to Act 2 because level ups will become painfully slow and, because you are not dying, you will build up a lot of ember chips to merge up. However, you need to grind for gear, especially stuff that gives you elemental protection and armor. You need as much armor as you can load on and will you need to level up to at least the late 20’s before hitting Act 1’s boss. Act 1 may start to seem pussy to you after a span of time and this is a good thing. Use that to build up gold reserves and farm for items. The items are FAR better in Act 2, but your chance of survival coming right out of Act 1 is close to zero if you haven’t taken precautions.
Level up more than you think you need. If you are used to Disgaea and the like you know what it is to level up prematurely. With Torchlight Elite Hardcore, you only have one shot at this or you’re back to square one. If you think you need to be at level 24 for a dungeon– make sure you are at least 4 levels higher. This will take time– but less time bringing another character up to level 20 again!
Play super conservatively. You cannot survive against anything mobbed up in Act 2 when you first get up inside the act. Get that into your head straight away. Go very slowly through the main map and break up mobs by running off. Use your summons (both from scrolls and from your class skills) to take out enemies as you run away to safety. I’m assuming you have seen the enemies you need to watch out for from previous plays, but if you haven’t make sure to study the enemies you go up against before diving in. Some of the mobs in Act 2 are insanely brutal.
Remember: One critical from a boss and you are done. If you get a critical hit against you from a boss, you’re character is dirt. There is no way to prepare for those types of hits. You will never have enough armor or vitality to survive it– so DO NOT GET HIT. One of the advantages of Torchlight 2 as a game is that you can dodge attacks and don’t have to stand there and be hit from across the screen due to hit lag like Diablo 3. Use this to your advantage. Don’t stand toe to toe against anything unless your build allows it. Engineers– don’t get overconfident that you can tank. You can’t.
Run Grell– Go back and run General Grel from the first part of act 1. Grell sometimes drops an EYE that reduces ALL damage by 3%. You could do worse than to fill ALL of your available sockets with the Eyes of Grell. This will take time not so much on the run itself, but finding the Dungeon can take awhile.
Use both your weapons sets. (switch with W) One should be for defense and one should be for offense. Ideally the offensive one would give you health steal and the defensive would give mana steal. Shields are great for any class– yes they reduce your damage output compared to the 2-handers or dual-wielding but what’s most important in hardcore? Survival!
Map your Keys – I’m not going to go into class specifics but hunting and pecking for shit on the number row in the middle of a fight (which you are doing right now aren’t you?) = DIRT for a character. So remap your main keys for a fight to WASD or QWE and remember Z and X are already mapped to heal.
Monsters to look out for in the second part of Act 1: Mirka Frostbinder (really watch out for these), Blackfist Assassins en masse, Bosses: Ice Elemental (make sure to kill all of his mob before taking him out), King Ice Gel (he can one hit you like nobody’s business).
Monsters to watch out for in Act 2 (the early part): Basilisks in a Mob with anything. Dune Mothers. Ezrohir Snatchers. Bosses: Caius the Fleet, almost all the dungeon bosses are tough.
(bonus number eleven) Don’t wander into any Act 2 dungeons until level 29+. Some of these drop you immediately into a big boss battle during which guess what? Your character dies.
Ok so you have convinced me to back your shit via kickstarter– I already think it’s a good idea and I think you’ll get it done (someday) so there is my fucking money. While I am interested in your progress I am really not interested in anything but the finished product, i.e.: when the fuck it’s coming out, when the fuck I will get to play it or have it and if there are any delays about points one and two. I have no interest in my inbox being peppered with constant emails about the minutiae of your development process or any of the cool stuff that will be in your game or piece of art– I will see ALL that shit when it gets into my hot little hands. Don’t want your interim artwork, don’t want your videos about stuff, don’t want your backslapping about how great your kickstarter went either. All that is fine, but I really just want YOUR PRODUCT. What’s more, if you have an inkling that your kickstarter is going to fail, please stop sending me the pleading emails to tell all my friends. I have already pinged you on some social networks, I have already told people of like interest I know about it and they either chose to throw some cash in, or did not. Sending me constant emails with banners to slap all over my site to back the kickstarter just displays an underlying anticipation of failure. And if you think your kickstarter wouldn’t generate enough $$– why did you GO SO FUCKING HIGH SO THAT THE GOAL CANNOT BE REACHED? Sure Kingdom Death went to some insane levels of funding, but they were only asking for 35,000$ to start– it’s not their fault that they are incredibly talented modelers and had SEX EVERYWHERE (not death at all)
That said, I did back the above 40K rehash and also recently backed the Cortex Plus Hacker’s Guide. I am just having so much fun using the Marvel Heroic Roleplaying system (if not the setting) that I just can’t help myself but hope for more shit for that system. While I really like FATE, I’m starting to lean a lot more towards Cortex because it really does supers well and with the eventual goal to be running Exalted again with a better system than 2nd edition, Cortex is much more suited for it than FATE is (Kerberos Club is close though).