Post by Magic Rob on Jul 25, 2015 12:56:56 GMT -8
I've written several different posts about this topic (here, here, and here), but I guess I wasn't super clear on how one calculates their concept rarity.
So, when calculating your concept rarity, it's important to know how the order of operations works. First, you count for your Clan/Bloodline. Second, you account for your Merits. Third, you account for any other sheet items (rare Lores, magic, clan specific powers, etc). And finally you account for any background items that Staff might have determined are in some way Uncommon/Rare (being former sabbat, but TOTALLY FINE NOW; having a major NPC as your sire, direct canon things in your history, etc). All rarity adds on itself by just increasing by degrees. Here are a few examples:
Let's say you want to play a Gangrel (common), but want them to be an Anarch (increases rarity a step). Now lets say that you want access to Anarch Magic, cus Gangrel's with Magic are awesome! That makes this concept a Rare, without further wiggle room for things like rare Lores or odd story items.
Another example:
Let's say that you want to play an Assamite (currently Uncommon), but want to play one of the divergent blood lines (Vizier or Sorcerer), that's now a Rare concept. And you don't have further juice to buy non-sheet type items.
Another example:
Brujah (common) with Iron Will (currently Uncommon) Anarch (increases rarity a degree). You're now looking at a rare.
Another example:
Ventrue (common) with Demon Lore (a Rare Lore) and former Sabbat. This is a little trickier... See, a single rare Lore isn't necessarily worth a whole step in rarity. It certainly should cause one, however. So, this is an Uncommon concept minimum. I would likely address the player and say 'You have a Lore that isn't common, that's not a common concept'. We would either grant them the ability to buy another Rare lore or two and bump the concept to Rare, or nix that lore and call it Uncommon.
Any questions? Post em. I'll give you my Rob-logic math.
So, when calculating your concept rarity, it's important to know how the order of operations works. First, you count for your Clan/Bloodline. Second, you account for your Merits. Third, you account for any other sheet items (rare Lores, magic, clan specific powers, etc). And finally you account for any background items that Staff might have determined are in some way Uncommon/Rare (being former sabbat, but TOTALLY FINE NOW; having a major NPC as your sire, direct canon things in your history, etc). All rarity adds on itself by just increasing by degrees. Here are a few examples:
Let's say you want to play a Gangrel (common), but want them to be an Anarch (increases rarity a step). Now lets say that you want access to Anarch Magic, cus Gangrel's with Magic are awesome! That makes this concept a Rare, without further wiggle room for things like rare Lores or odd story items.
Another example:
Let's say that you want to play an Assamite (currently Uncommon), but want to play one of the divergent blood lines (Vizier or Sorcerer), that's now a Rare concept. And you don't have further juice to buy non-sheet type items.
Another example:
Brujah (common) with Iron Will (currently Uncommon) Anarch (increases rarity a degree). You're now looking at a rare.
Another example:
Ventrue (common) with Demon Lore (a Rare Lore) and former Sabbat. This is a little trickier... See, a single rare Lore isn't necessarily worth a whole step in rarity. It certainly should cause one, however. So, this is an Uncommon concept minimum. I would likely address the player and say 'You have a Lore that isn't common, that's not a common concept'. We would either grant them the ability to buy another Rare lore or two and bump the concept to Rare, or nix that lore and call it Uncommon.
Any questions? Post em. I'll give you my Rob-logic math.