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Dellexe

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Everything posted by Dellexe

  1. It is also coming after Wayne is supposedly getting a generous stipend specifically for his Bendalloy, and that he's spent a lot of time playing with and using everything he could acquire. He might be slowing down now, but it sounds like he already hit a tipping point before he started rationing.
  2. Personally, I think it works like how the Mistborn Adventure Game describes it. The extra Investiture, filtered through the memory, creates extra details that the original memory never had. The more Investiture, the greater the increase in detail.
  3. They are aware, at least as of Shadows of Self. If I recall correctly, Wax tests a piece of metal they think could be a Spike by seeing how visible it is to his Steelsight and how hard it is to Push.
  4. A thought I had when y'all were discussing BAM: They discuss that if they didn't bind BAM it had world-devastating/destroying consequences, this sounds a lot to me like Ashyn. We know that Ashyn was destroyed by unbound Surges and these powers over the raw forces of nature being thrown around without restraint. Perhaps when BAM granted forms of power to the Singers in the False Desolation a similar sort of cascading effect of unbound Surges threatened Roshar. That's just my 2 second crack theory.
  5. Sure, they lost focus. It also doesn't really make a difference, does it? They're at war, exploiting the resources of their enemies, unrepentant backstabbers. Would it be better if they exterminated the Parshendi quickly before turning to the gemhearts?
  6. Well when your one deal with them gets betrayed for (seemingly) no reason in such a spectucular manner and they refuse to negotiate the Alethi viewpoint is understandable. The Parshendi have no goodwill with the Alethi. And regarding the gemhearts, what's your point?
  7. And we can blame Sadeas for that. Other Alethi tried to negotiate, and were turned away until Eshonai, who then gave them the middle finger after getting Stormformed.
  8. 99% of the Alethi didn't know Gavilar's goals. From their point of view, they treated the Parshendi with the utmost respect and were stabbed in the back for no reason. The goal of the Pact was to force them to surrender, it only morphed into genocide because of their refusal to surrender or negotiate.
  9. There's a theory that I saw recently as I was getting back into Cosmere stuff in preparation for the upcoming releases that I find to be very interesting, here:
  10. I am doing something about it, I try to treat people equally and fairly, and encourage others to do the same. Is that not enough for you? I daresay a vast majority of the Alethi were never active participants in Singer slavery, much less responsible for it. I find your perspective to be a very ethnocentric one.
  11. So if you're not responsible, and any benefit is tenuous, you still have to bear responsibility because you just have to? There isn't a case of personal responsibility here for most of Roshar's human population. Does being part of a culture with problems make one respnsible for all problems committed by that culture? Can we blame all of X culture/nationality for crimes committed by a few? Hell no.
  12. My regarding collective responsibility is that it is such an intangible issue. How do you gauge how much someone has benefited from the prior oppression? Sure you can point the finger at the nobility that owned Parshmen, but even they weren't ultimately responsible. How about random craftsmen, traders, farmers, who have never owned Parshmen, or even had ancestors who owned them? You could make the argument that *somewhere* down the line they had *somehow* benefited from the oppression of Parshmen, but such a benefit is so unquantifiable that any sort of debt they owe is likewise impossible to gauge. Especially with craftsmen and farmers, people who would live at more of a subsistence level, is it right to inflict additional responsibility on them when all they've done is try to survive? My perspective regarding your real world example is this; I don't think I've personally benefited from that prior oppression in a readily quantifiable way. All I can do is live as I've always lived, trying to treat people equally and fairly. It's not that I don't care, it's that I don't think you can push that responsibility anywhere without causing more problems.
  13. If they *need* to take responsibility, and it's not of their own volition, that's being forced to bear the sins of the forebears unjustly. If the need is forced on them, that's just creating new injustices.
  14. Yeah, this is fairly important here. It's difficult to scale feats between the different eras as Allomancy in general is weaker by a decent degree in Era 2. If I recall my WOBs correctly, TLR also augmented his own Allomancy when he used the Well, as well as hemalurgic augmentations later. TLR could easily replicate any feat performed by a later character, with the possible exception of Vin mid-Ascension. If it was TLR, ignoring Character-Induced-Stupidity and giving him access to all 16 metals, it would guaranteed be a TLR victory. Surgebinders have some interesting hacks, but the base stats on a Fullborn are obscene, a far weaker Steel Compounder than TLR was able to move and shoot a gun fast enough that every observer only heard a single gunshot despite shooting several times. The best speed/reaction time feats on Surgebinders are roughly equivalent to Mistborn from Era 1, which is basically that they can reliably react to crossbow bolts or projectiles of similar speed, as far as I can remember. So a far weaker Steel Compounder than TLR exceeds a Surgebinder in speed by an order of magnitude, that being one both 1300 years removed from the last big injection of Allomancy into the gene-pool and the power weakened by being harvested through Hemalurgy. TLR, being a Savant or near-Savant in basically every power he had access to, could probably overcome some the downfalls of Compounded Speed to squeeze even more out of it, to say nothing of his base strength being higher. The Mistborn Adventure Game has some rules for Compounding that are interesting. Last page someone mentioned Compounded Copper, the game essentially states that it pulls in extra details that weren't recorded the more it's compounded, essentially allowing the Compounder to fully recreate the entire scene/event in their head, and not only limited to their point of view. Not sure how it would help with this fight, but it's an interesting tidbit from that game system. The biggest hurdle for the Surgebinder is that they would need to use their hacks on an enemy that far outclasses them in speed. If they can't reliably bring their abilities to bear on the Fullborn they lose. There's no question to me that a Fullborn could break through a Surgebinder's defenses. Like in speed, Surgebinders and Pewter-burners are roughly equivalent in oomph, and a Fullborn has the added benefit of Compounded Pewter, which grants enough strength to fling around RV sized boulders. If they wanted to pursue a ranged strategy, a Fullborn could use trace metals to turn slightly smaller boulders into projectiles. Compounding Brass to roast the Surgebinder alive if they try to get close enough is also a legitimate strategy. Being immune or resistant to emotional Allomancy required burning Copper (and being of comparable strength to the Allomancer), regardless of how Invested one was, which could really screw with the Surgebinder. Interesting fight to be sure, but speed is incredibly important in hypotheticals like this. Presuming equal skill, I think the Fullborn could avoid the worst of a Surgebinder's hacks and be able to kill them. At best the Surgebinder could run away with Gravitation, but that doesn't win the fight, it only prolongs it to an effective draw.
  15. Hmm, there goes my ThrenodySilver=Aluminum headcanon.
  16. I think that "silver" on Threnody is just aluminum. Or Silver that is somehow Invested, and therefore not related to the 16 metals at all.
  17. This is true, we don't know if inverted Investiture has the same effects with metals or not. Though I suppose the daggers behaved normally, which might throw a wrench into it.
  18. Crack theory here, one of the Scholars planted Chromium somewhere in Nightblood, which mixed with the Intent and Command to produce a sword that Leeches Investiture.
  19. The text says steel, yes. This is why I noted that Sanderson has obfuscated things before. Or perhaps the blade was meant to be steel, but contained some impurity. Or one of the other Returned modified the blade without Vasher's knowledge. I would argue that we know that one Allomantic metal is capable of affecting Awakening, and now that the powers that the metals act as guides for in Allomancy are not unique to that system, unless Preservation is influencing Roshar. To claim that Awakening has no particular interactions with other metals is a bold statement, and one that I find to be unfounded. Unless there's a WoB you can refer me to that states explicitly that Nightblood was forged from ordinary steel, I will remain skeptical.
  20. Apologies if I'm very late to the party with this, it's been some time since I frequented this forum, so I'm a bit behind on the current WoB's and theories. With Rhythm of War's chapter headings, we now know that I am eager to see your responses. Remember that Sanderson has a tendency for obfuscation when describing things, as evidenced by Roshar's wines, and Aluminum's many descriptors.
  21. Same here, I have a regular D&D group that I'd probably be able to play with if I converted the rules though, part of my motivation for conversion. I like that idea, make it work like Cure Wounds+Feruchemical Gold modifier for each equivalent spell level, up to 9. Adding the Gold Mod to each d8 healing for consistency. So levels 1-2, 1d8+Gold Mod Levels 3-4, 2d8+ 2(Gold Mod) etc. From levels 1 to 2, assuming a gold modifier of +3 (as Keepers begin with a rating of 3 in all metals. I'm translating the Rating system from MAG to work the same as a modifier in 5E, so a 5 Rating would be the equivalent of a 20, with a +5 modifier), it'd heal an average of 8.5, a full heal for squishies like Sorcerers and Wizards, and a solid 1/2-2/3rds heal for the d12 and d10 hit die classes like Barbarians, Fighters, and Rangers. From levels 3 to 4, keeping the gold modifier of +3, it'd heal an average of 15, still a great chunk. Levels 5 to 6, bumping modifier to +4 through advancement, average healing of 25.5 Levels 7-8, 34 healing average. 9-10, 40.5 with a +4, or 45.5 with a Gold modifier bump. Seems pretty reasonable so far, I'll put together a graph of average class health with various constitution modifiers and compare it to the average healing from this system. I'll probably balance it around the d10 hit die, since in a true Mistborn campaign setting the classes would be Barbarian (D12), Rogue (D8), Fighter (D10), and non-magic Ranger(D10). EDIT: So do you believe that sending links in PMs would be acceptable? I could send you an example to judge. EDIT #2: Here's a quick chart, using a D10 hit die with a constitution modifier of +2, using the default of 6 for the d10 roll for levels 2 through 20, compared to the concept you put forward. As you can see, it pretty steadily falls off rather than staying consistent, especially for levels 17 through 20, where spell levels plateau. I've got to sleep now, it's 3AM, but in the morning I might try a model with 8.5 average healing, rather than 7.5, simulating a d10+3 instead of a d8+3.
  22. Hey 17th Shard, I started myself on a bit of a lengthy project, converting the rules for Mistborn Adventure Game to the Dungeons and Dragons format, specifically, Fifth Edition, as it is the edition I am most familiar with. I've completed some rough drafts for most of the Allomantic powers, with the exception of Atium, Lerasium, Cerrobend, Cadmium, and the God-Metal alloys. I know for sure that they'll have to be revised a lot more, but to refresh my brain I decided to start thinking about some Feruchemical powers, specifically Feruchemical Gold, and I've run into a bit of a problem. In typical D&D play, as players advance from level 1 to level 20 they gain HP, and quite a lot of it. Generally at level 20 a character will have well over 15 times their level 1 HP. In typical MAG play, health doesn't change that much, with someone maybe doubling their health over the course of a long campaign. This is causing a bit of a problem with figuring out rules for Feruchemical Gold healing, especially Compounding. In MAG, restoring 6 HP via Compounding is always going to be a massive chunk of HP no matter what, because HP stays fairly consistent in MAG. I've already lined up some equivalents for damage in D&D versus MAG by comparing the weapon damages of items like daggers, clubs, and swords. +1 damage in MAG seems to be about 1d4 in terms of D&D. The easy solution, therefore, is to make the 6 HP restore of Feruchemical Gold equal to 6d4, which averages to around 15 HP restored. For a lower level character, up to level 5 or 6 (depending on class and physical scores), that's a comparable chunk of HP regeneration to how it's intended to be in MAG. As levels progress, however, it rapidly becomes a smaller and more negligible amount. Any ideas, folks? I have a couple, but since I'm diving more into homebrew and winging it here, rather than just converting distances and action economy to 5e terms, I'd like some external input. Also, I'm assuming posting my conversions here would be frowned upon because in this early rough draft stage a lot of text is directly copied from the MAG rulebooks rather than reworded or abridged. If I am mistaken, please let me know, and I'd be willing to PM users my conversions if that's allowed.
  23. Necro'ing an old thread, but I had a brief idea while reading Oathbringer, no spoilers for that book specifically here, though. In short, I think that this is an instance where Sanderson is working with wordplay and the idea of an unreliable narrator. I think that when big T's scribes wrote down this particular Death Rattle, they made a mistake. I suggest that instead of "the Broken One reigns," the original Death Rattle could be interpreted as "the Broken One rains." The Stormfather, following Honor's Splintering, essentially took up or was forced to take the largest Splinters of Honor and had its nature changed to become more like the ghost/cognitive shadow/spiritual afterimage/whatever-the-hell-it-is we see on Roshar today in the events of the books. The Stormfather, being the largest conscious Splinter of Honor left, could be very easily considered to be "the Broken One." As for the second part, I trust it is exceedingly obvious how the Stormfather, or the Broken One, would be "rain"ing rather than "reign"ing. Apologies if there's a more recent thread about this somewhere, I did a quick search and this is what came up with regards to the quote.
  24. If I recall right, Harmony is a deep intermingling of Ruin and Preservation, but there's still a distinction between the Investiture. I've been away from the 17th Shard for a while though, so I don't know of any new developments. Do the intermingled Investiture, in my mind, would create the fused God-Metal, but the two distinct Investitures at the "edges" of Sazed would bleed through and create Atium and Lerasium. Can Shards willfully stop the bleed of power into the three forms, gas, metal, liquid? /
  25. Gold/Gold or Steel/Steel, to be honest. With Gold/Gold, I can't get sick, can hold my breath as long as I have Gold-charge, and I can do stupid things without getting seriously hurt. Steel/Steel lets you pseudo fly with hops and Steelpushes AND you're also the Flash.
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