Difference between revisions of "Talk:MTH:Character"

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See? so it's actually a better word for the effect. I know it doesn't really matter, But I'd like it :P [[Special:Contributions/71.176.131.108|71.176.131.108]] 16:36, 3 June 2011 (UTC)
 
See? so it's actually a better word for the effect. I know it doesn't really matter, But I'd like it :P [[Special:Contributions/71.176.131.108|71.176.131.108]] 16:36, 3 June 2011 (UTC)
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The only reason I would avoid Moxie is because it seems to have a very strong association with the noir genre. That's no huge objection. Verve is unknown to most people, so it seems more neutral.
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-BunniRabbi
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Why doesn't Verve refill between sessions? That's what my ST does and it works great! If the villains we fight get to have full Verve, so should we, or else a lot of powers become absolute garbage and the Decreased Verve Cost extra becomes mandatory.
  
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Requesting permission to make Verve more easily renewable and fix the Power Level chart accordingly.
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Verve does not recover between sessions because some powers are used during down time and would be unbalanced if you got to keep using them during every "scene" of down time. - BunniRabbi
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Why doesn't Verve refill between sessions? That's what my ST does and it works great! If the villains we fight get to have full Verve, so should we, or else a lot of powers become absolute garbage and the Decreased Verve Cost extra becomes mandatory.
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1/5/14 - A previous edit contained additional bonuses to health and exp granted per power level. Health limits are useful for storytellers so that action level doesn't eclipse drama level (as per the notes given in the Storytelling section of Exalted), so this was removed.
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Likewise, adding exp at higher levels is contradictory to having the exp costs increase fore each level of the power level stat. Why make it cost more exp *and* make it easier to get exp? Similarly, having the requirement that the character defeat other superhumans is a gamist concept and doesn't fit in narrativist games. A character should never be required to enguage in conflict to progress.  
  
Requesting permission to make Verve more easily renewable and fix the Power Level chart accordingly.
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That being said, nothing says a group could not play More Than Human as a gamist game, but that would be more appropriate as a set of optional rules.

Revision as of 12:09, 5 January 2014

If I did all the work for it, could we change the word "Verve", to "Moxie" (also spelt Moxy)? you'll probably ask why, and the reason is because it sounds like something that would be superhero related, is a totally awesome word, means Exactly what Verve is described as, and just sounds awesome.

Verve's Definition (Taken from Wiktionary):

  1. Excitement of imagination such as animates a poet, artist, or musician, in composing or performing
  2. artistic energy and enthusiasm
  3. vigour, vitality and liveliness
  4. rapture, enthusiasm
  5. spirit, energy


Moxie's Deinition (Taken from Wiktionary):

  1. backbone, determination and fortitude
  2. initiative or skill

See? so it's actually a better word for the effect. I know it doesn't really matter, But I'd like it :P 71.176.131.108 16:36, 3 June 2011 (UTC)


The only reason I would avoid Moxie is because it seems to have a very strong association with the noir genre. That's no huge objection. Verve is unknown to most people, so it seems more neutral. -BunniRabbi


Why doesn't Verve refill between sessions? That's what my ST does and it works great! If the villains we fight get to have full Verve, so should we, or else a lot of powers become absolute garbage and the Decreased Verve Cost extra becomes mandatory.

Requesting permission to make Verve more easily renewable and fix the Power Level chart accordingly.


Verve does not recover between sessions because some powers are used during down time and would be unbalanced if you got to keep using them during every "scene" of down time. - BunniRabbi


1/5/14 - A previous edit contained additional bonuses to health and exp granted per power level. Health limits are useful for storytellers so that action level doesn't eclipse drama level (as per the notes given in the Storytelling section of Exalted), so this was removed.

Likewise, adding exp at higher levels is contradictory to having the exp costs increase fore each level of the power level stat. Why make it cost more exp *and* make it easier to get exp? Similarly, having the requirement that the character defeat other superhumans is a gamist concept and doesn't fit in narrativist games. A character should never be required to enguage in conflict to progress.

That being said, nothing says a group could not play More Than Human as a gamist game, but that would be more appropriate as a set of optional rules.