Fallen World MUX!
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@Coin Yes, thank you! Rotes are pretty cool. I assuming the six starting dots correspond with dots of arcana and the specific spell.
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@Goldfish said in Fallen World MUX!:
@Coin Yes, thank you! Rotes are pretty cool. I assuming the six starting dots correspond with dots of arcana and the specific spell.
It's 6 dots in total. So you can get six 1-dot Rotes, or two 3-dot Rotes, etc.
This is one of my biggest mechanical gripes with 2E, because it is the only thing that doesn't conform between CG acquisition and post-CG acquisition (i.e. why do higher-level Rotes cost more Rote CG dots when they all cost 1 experience post-CG).
[shrug]
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One small correction, you don't actually add the skill, you gain bonus dice equal to the skill. Which means if you have some effect that makes your roll of a skill of again or something, it doesn't apply.
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@Coin said in Fallen World MUX!:
It's 6 dots in total. So you can get six 1-dot Rotes, or two 3-dot Rotes, etc.
This is one of my biggest mechanical gripes with 2E, because it is the only thing that doesn't conform between CG acquisition and post-CG acquisition (i.e. why do higher-level Rotes cost more Rote CG dots when they all cost 1 experience post-CG).
[shrug]
This is something I've been wondering about. Did they do the same to Werewolves with rituals? Because that seems kinda like something from 1E that somehow managed to slip past editing.
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@Miss-Demeanor said in Fallen World MUX!:
@Coin said in Fallen World MUX!:
It's 6 dots in total. So you can get six 1-dot Rotes, or two 3-dot Rotes, etc.
This is one of my biggest mechanical gripes with 2E, because it is the only thing that doesn't conform between CG acquisition and post-CG acquisition (i.e. why do higher-level Rotes cost more Rote CG dots when they all cost 1 experience post-CG).
[shrug]
This is something I've been wondering about. Did they do the same to Werewolves with rituals? Because that seems kinda like something from 1E that somehow managed to slip past editing.
I believe it's because rotes are not necessarily easy to get. From my read, you cannot just "buy a rote". You can create a rote, if you're at 5-dots, and you can learn a rote from someone else, but you cannot just "buy one". So, I think they had that in mind when they set up the system in this way.
Though, yes, it is odd to build a system into character creation that's essentially based on wobbly RP considerations. Your ST could say your Order is willing to teach you anything, and then boom. It's way more efficient to take 6 one-dot rotes than 2 three-dot rotes.
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@Miss-Demeanor said in Fallen World MUX!:
@Coin said in Fallen World MUX!:
It's 6 dots in total. So you can get six 1-dot Rotes, or two 3-dot Rotes, etc.
This is one of my biggest mechanical gripes with 2E, because it is the only thing that doesn't conform between CG acquisition and post-CG acquisition (i.e. why do higher-level Rotes cost more Rote CG dots when they all cost 1 experience post-CG).
[shrug]
This is something I've been wondering about. Did they do the same to Werewolves with rituals? Because that seems kinda like something from 1E that somehow managed to slip past editing.
They did not, because while you only get 2 dots of Rites at chargen, Rites cost 1 experience per dot post-chargen, making the two stages of character development congruent, cost-wise.
But, as is usual with Mage, they decided giving Mages all these benefits for having Rotes shouldn't cost much, so they just spend 1 experience for any Rote! It's broke.
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@Coin @skew See, that's where they lose me. If the cost is just 1xp per rote post-cgen, I don't get why they felt the need to stunt that in cgen itself. I mean, the biggest issue I see there is that, yeah, once you join an Order and get access to those Rotes, there's no reason it should be restricted by anything other than what Arcana you have at which levels. It just seems arbitrary and a callback to the prior edition.
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@Miss-Demeanor Rotes in 1e were objectively a waste of experience points in the long run, but good in the short run. Especially when they put in Extemporaneous Affinity, which gives you a bonus to improvised casting, and raising Gnosis/Arcana also raises dice pools while having lots of other benefits...
I don't know about 2E, but Rotes were just pointless in 1E if you had even a little bit of strategy in your mind.
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Since this is the Fallen World thread maybe we should wait and see how the MU* will specifically handle Rotes?
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There is some difference between wolf-gifts and spirit-gifts, I think they are called. Cost the same in CG, but one is cheaper XP-wise than the other? Could be wrong.
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@Jennkryst said in Fallen World MUX!:
There is some difference between wolf-gifts and spirit-gifts, I think they are called. Cost the same in CG, but one is cheaper XP-wise than the other? Could be wrong.
What does that have to do with the price of tea in China?
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@Swaggot They are very useful in 2e.
@Arkandel @Miss-Demeanor There should be a written policy up soon, but best I can tell from my talks with @SunnyJ, you'll need reasons for learning rotes, and "I'm in an order" won't exactly be enough.
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Suggestion: Make the Mentor/specialized Library merits mean something by allowing them to factor in for this.
Also, making it clear how it works for PC-to-PC teaching.
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@SunnyJ said in Fallen World MUX!:
@Arkandel @Haven We will be testing CG in the next few days, and if it everything goes well with THAT... we will be opening the doors this weekend for you guys to come in, poke around, plan stuff, ask stuff! If nothing is broken despite all the testing, we will be taking apps by then, as well!
Woot!
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If it is tied to Mentor, then being in an order may qualify at least a little.
"Your character’s position affords her certain access to her Caucus
or Consilium’s stores. She can access Artifacts, Imbued Items, men-
tors, libraries, Grimoires, and other magical resources. The Storyteller
should assign an Availability rating to the item your character seeks,
related to the power level or regular Merit rating. Consider your
character’s Status dots as Resources for the purpose of procuring
these magical resources (see Acquiring Services, p. 228). Availability
ratings assume the service or Merit will be assigned on a temporary
basis (for a single story); add •• for permanent requisitions. The
group assumes she’ll return it when done with it, or make amends if
it’s destroyed or lost. Merits suitable for requisition include Alternate
Identity, Retainer, Imbued Item, Artifact, Grimoire, Mentor, Hallow,
Sanctum, Library, Advanced Library, Safe Place, Familiar, and Re-
sources, all with Availability equal to their dot rating. The Storyteller
decides if your character’s group has access to a particular magical
resource; rank doesn’t summon magical storehouses into being." -
@Coin said in Fallen World MUX!:
@Jennkryst said in Fallen World MUX!:
There is some difference between wolf-gifts and spirit-gifts, I think they are called. Cost the same in CG, but one is cheaper XP-wise than the other? Could be wrong.
What does that have to do with the price of tea in China?
It has to do with...
@Miss-Demeanor said in Fallen World MUX!:
@Coin said in Fallen World MUX!:
It's 6 dots in total. So you can get six 1-dot Rotes, or two 3-dot Rotes, etc.
This is one of my biggest mechanical gripes with 2E, because it is the only thing that doesn't conform between CG acquisition and post-CG acquisition (i.e. why do higher-level Rotes cost more Rote CG dots when they all cost 1 experience post-CG).
[shrug]
This is something I've been wondering about. Did they do the same to Werewolves with rituals? Because that seems kinda like something from 1E that somehow managed to slip past editing.
Not rituals, but gifts. I dunno.