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Majesty Rules

 
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inblack83



Joined: 22 Mar 2010
Posts: 398

PostPosted: Thu Nov 25, 2010 9:40 pm    Post subject: Majesty Rules Reply with quote

In an effort for player feedback, after close editing, our rule on majesty contradicts itself.

It states rapid fire majesty does not exist, and then says it does.

I'd like to clarify it, but would like player feedback.

Keep one thing in mind though, there are players who don't read this forum much, and just because you don't see a written response doesn't mean their opinions that are voiced to me will not be considered.
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Charles Rockledge



Joined: 18 Mar 2010
Posts: 515
Location: What do you mean "location"? I'm right here!

PostPosted: Fri Nov 26, 2010 8:29 am    Post subject: Reply with quote

Quote:
Majesty- LotN speaks backwards on this, but those attempting to break majesty are to be considered defenders should they chose to spend the will and initiate this challenge. It is very possible to blow majesty multiple times, and this goes hand in hand with the LotN "Contest of Will" Challenge, if someone's got the will, let them use it. This discipline will not follow the LotN ten pace rule, instead it’s limits are line of sight. IE: if you can see the person who has majesty up, you feel it’s effects.


I assume you are talking about this bolded part, yes?
It doesn't specify 'within the same round' versus 'once per round consecutively'.
I presume with or without 'rapid fire', one can still blow majesty each round if another has managed to break it, or new pc's enter the scene from beyond line of site.

As for blowing majesty more than one per round, I feel perhaps this is best to be tied to celerity. A character who has spent blood for fleetness can blow majesty 3 times in a round for example.
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Charles Rockledge



Joined: 18 Mar 2010
Posts: 515
Location: What do you mean "location"? I'm right here!

PostPosted: Fri Nov 26, 2010 8:29 am    Post subject: Reply with quote

We should also clarify the 'line of sight' bit. Suppose you are in combat with an opponent who is blind? What if an opponent holding a grenade opproaches a target while walking backwards?
Majesty needs to be an effect produced by the body of the kindred blowing it, that effects ALL the senses of kindred nearby. The sound of there voice, the touch of their and against ones flesh, the scent of the individual, etc, all need to have an effect radius either of those original 10 paces, or of the distance between line of sight and the opponent. A sniper for example should not target an opponent before they blow majesty, then close their eyes, take the shot, and when the opponet blows pre-emtive celerity action to blow majesty, declare "I can't see my target, therefore I still take the shot". Majesty must be able to work successfuly on anyone who fails to break it or spend the requisite Will.
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"My Girls is clean and kind spirited".
"If you hurt them, I am going to kill you slowly."
-Insert humanity check.
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Alura



Joined: 22 Mar 2010
Posts: 369

PostPosted: Tue Dec 14, 2010 1:44 pm    Post subject: Reply with quote

I am for rapid fire majesty, here is why.

Most of the level 5 disciplines can save your life on multiple levels.

Celerity 5
1. Lets you go first.
2. Lets you call fair escape over someone with less celerity.
3. Gives you ties.
4. Is usable in frenzy

Fortitude 5.
1. Lets you absorb all damage in an entire round.
2. Lets you spend will OR phys traits.
3. Is usable while quell.
4. Is usable under frenzy.
5. Is never needed to spend more than once in a round.

Dominate 5.
1. Gives you a P-suit so you're never in real danger in the first place.
2. Lets you take over a mortal who is about to kill you.
3. Lets you control someone else who may be able to save you from the situation.
4. Lets you walk around in the day.

Majesty 5
1. Can be used for roleplay saving. People want to be nice to you.
2. Works as a 'level 1' sanctuary spell in Dnd.

However
1. Is not usable under frenzy.
2. Is not usable while quelled.
3. Will not let you walk around during the day unlike dominate.

So in combat, it's main function is making people not want to hit you.

Majesty without rapid fire is obviously not balanced to the other powers. The fact that, Majesty in combat without any rapid fire functions as a level 1 Dnd spell shows just how weak it is. This is remedied with the rapid fire component.

With the ability to use this power more than once in a round it makes this power an amazing power just like the others, and it makes sense. Without it, it turns into a one chop wonder.

The reasons it makes senses.
1. Will can be spent instantaneously at the speed of thought, especially defensively. (Example you can spend a will to retest against multiple powers in the same round, suppress 5 derangements.)
2. There is no limit to how much Will can be spent - even in a round. (Besides your cap.)
3. Have you ever really wanted to punch someone who has that special something in the face but just couldn't. Yeah, it's kind of like that. No matter how much they piss you off, as long as they're like that, you just can't bring yourself to throw that punch. Imagine a child with doe eyes. Could you really bring yourself to punch Mother Theresa in the face?


Will is limited for the month. I say if someone wants to blow a will, let them. It's one less Will they have for the entire month.

As for line of sight I don't think there should be a way to cheese the rules around it, even for aoe. It's a little silly to be nearby, cover your eyes, turn around, spin a circle and throw a granade willy-nilly around a corner, just because someone has Majesty up. If you're going to hurt them and the pin has been pulled, you should have to throw it in a direction that won't hit the Majestied person.

Here is another situation though, what if I stand in front of someone who someone is trying to kill and Majesty? Celerity allows you to protect others, so does Aegis and Cloak. I think Majesty should be able to as well. (*Cough Cough - Rockland Phalanx.*)
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