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*Bling of the Gods: One thing that is somewhat striking about the WotG system, is that gear is for the most part less important than personal skills.  Stuff is important to a degree, for instance fighting someone while you are naked is markedly harder than when you have armour and weapons, but it is doable.  The escalation in statistics in God Weapons brings to mind other games where higher level characters are essentially defined by their bling, hint hint.  I don't think this is what wuxia is about, in fact I think that is opposed to what wuxia is about.  Green destiny aside, having an uberweapon rarely spawns good game playing.
 
*Bling of the Gods: One thing that is somewhat striking about the WotG system, is that gear is for the most part less important than personal skills.  Stuff is important to a degree, for instance fighting someone while you are naked is markedly harder than when you have armour and weapons, but it is doable.  The escalation in statistics in God Weapons brings to mind other games where higher level characters are essentially defined by their bling, hint hint.  I don't think this is what wuxia is about, in fact I think that is opposed to what wuxia is about.  Green destiny aside, having an uberweapon rarely spawns good game playing.
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<b><i>Brad Comments</i></b>: <i>See below for my comments on the breakability of god-weapons preventing this problem.</i>
 
  
 
*Kungfu Tangent: Same thoughts applies for Rare styles.  They cost a lot, do a bunch and are horrifyingly powerful.  In some cases they lead to effects, which are essentially *perfect* in their application on the opponent, which I think begins to break down the game as it escalates what you need to do to keep the game running.
 
*Kungfu Tangent: Same thoughts applies for Rare styles.  They cost a lot, do a bunch and are horrifyingly powerful.  In some cases they lead to effects, which are essentially *perfect* in their application on the opponent, which I think begins to break down the game as it escalates what you need to do to keep the game running.
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<b><i>Brad Comments</i></b>: <i>The horrifying power of the Rare Styles is deliberate; the
 
difficulty of acquiring them, and their high cost and few forms, keeps them within the realm
 
of manageability, if only just. An opponent with a Rare Style is worthy of a Wulin Army Summons. You will almost never meet multiple parties with Rare Styles in a single group; such is very rare, like the Disrespectful Sages. To defeat such a group would require either Uncommon-to-Rare Styles of Kung Fu, powerful god-weapons, or both.</i>
 
  
 
<B>Comment:</B> Mmm, I see that.  This isn't really to dump on Rare styles, its just that there may need to exist a "half step" style between Rares and Uncommons so you can get wierd above uncommon powers that you can slot into your fighting combos
 
<B>Comment:</B> Mmm, I see that.  This isn't really to dump on Rare styles, its just that there may need to exist a "half step" style between Rares and Uncommons so you can get wierd above uncommon powers that you can slot into your fighting combos
  
 
*<b>Errata:</B> Ok, dumbing down Bone Blinder is a good idea.  Make the sense roll required to nullify the tech something like 20 or 25.  Since your opponent can bad joss you down to 1 or 2d, this low number is a lot better than the 60s you'll be tossing about on the attack.  Secondly, strike off the "you can't use strike to defend" from the first power.  That bit basically makes it able to strike down Class 1 GW users with impunity.
 
*<b>Errata:</B> Ok, dumbing down Bone Blinder is a good idea.  Make the sense roll required to nullify the tech something like 20 or 25.  Since your opponent can bad joss you down to 1 or 2d, this low number is a lot better than the 60s you'll be tossing about on the attack.  Secondly, strike off the "you can't use strike to defend" from the first power.  That bit basically makes it able to strike down Class 1 GW users with impunity.
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<b><i>Brad Comments</i></b>: <i>These points are taken and under consideration.</i>
 
  
  
 
*<B>Further Errata:</B> Alrighty, another good idea pointed out on the WotG forums is to take away the weapon shattering ability on parry of God Weapons.  This is a somewhat fundamental change, it means you don't need a bag of swords to deal with the God Weapon dude though one is still up a bad way in the statistical comparison.  This seems to be a good thing as I think shattering God weapons is a rather tetchy subject and you know, having to go find new ones or reforge old ones are good plot points, but not something you have to encounter half the time you get into a big arsed duel.
 
*<B>Further Errata:</B> Alrighty, another good idea pointed out on the WotG forums is to take away the weapon shattering ability on parry of God Weapons.  This is a somewhat fundamental change, it means you don't need a bag of swords to deal with the God Weapon dude though one is still up a bad way in the statistical comparison.  This seems to be a good thing as I think shattering God weapons is a rather tetchy subject and you know, having to go find new ones or reforge old ones are good plot points, but not something you have to encounter half the time you get into a big arsed duel.
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<b><i>Brad Comments</i></b>: <i>As to this last, I cannot back removing the weapon-shattering ability of god-weapons. The breaking of a treasured weapon and the consequences thereof are part of what <b>keeps</b> the game from having the god-weapons be the 'Bling of the Gods'. Ultimately, it's not one's weapons that define a character; if anything does that, it's their kung fu.</i>
 
  
 
<b>Rebuttal:</b> There's a game interaction problem here.  The desires of a game have to be expressed through the mechanics.  As of current stacking rules and all, God Weapons are the one way to get an insurmountable edge on your opponent.  One that cannot be equalled without a comparable God Weapon.  Therein lies the problem personally, because once you start up with PCs and God Weapons it sort of snowballs, and snowballing tends to be bad.  (Jonathan)
 
<b>Rebuttal:</b> There's a game interaction problem here.  The desires of a game have to be expressed through the mechanics.  As of current stacking rules and all, God Weapons are the one way to get an insurmountable edge on your opponent.  One that cannot be equalled without a comparable God Weapon.  Therein lies the problem personally, because once you start up with PCs and God Weapons it sort of snowballs, and snowballing tends to be bad.  (Jonathan)

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