Sword of Spirit wrote:I'm not sure how I feel about Storm Knights being different in a way that makes them less effective than Ords when they are disconnected. That seems contrary to the whole point of being a Storm Knight.
Its part of the minor cost of being able to reconnect at all.
I much prefer the idea that stuff just stops working at the higher tech axiom in the simplest way possible. This means most weapons just become clubs (their edges are too sharp for LL laws), while things that don't make sense being there yet being ineffective (like armor) begin phasing--or even just stop providing protection, as in a spear goes right through that plate armor like a shirt of leaves.
But seriously, higher axiom clothes fading in and out is just not a good idea. Naked disconnection isn't just a simple little thing, this is going to be a running joke, or something players spend inordinate time trying to deal with or role-playing silliness etc. Disconnected clothes just shouldn't provide any special benefits, but they shouldn't disappear.
They don't. Just to be clear. If someone wants to argue that they still provide a 'benefit' then pull out a water pistol and shoot them a few times.
In fact, I can't think of a lot of situations where phasing is really necessary at all. It works best as just a fallback explanation for when nothing simpler occurs to the GM.
Here's the thing. The only thing we _really_ care about is "You don't get the benefit of items contradictory to the reality you're in if you're disconnected".
And just having the thing not work if it has some sort of machine-like ability is really simple.
But the problem always was, "How do we explain how armor 'stops' working. Or swords? Essentially anything that was essentially a static object? We pretty much realized that NO explaination was going to be good...certainly not for everyone. Because it's nonsensical.
We had lengthy discussions on this. It wasn't a spur-of the moment idea. We did seriously think about having simple things just break, but that was a bit too permanent for what really was intended to be temporary. We thought about just having them 'not work' but then there would inevitably be those people who said, "But that doesn't make any sense? Why do they 'not work'? Why do some objects just work less well, and others stop working at all?
I know, because I was that person.
Ultimately we decided on the phasing _because_ it was the fallback position when nothing simpler occurred to the designers. There just is a disagreement between us and you about which is simpler.
It really was, in our opinion (and this was unanimous) the best of a bunch of poor options.
But (I haven't said this in awhile) your game has much different requirements than our product. We have to figure out a way to have this best presented to the masses...you just have to worry about yourself and your players.
But it's all just flavor text anyways. If you and your players prefer the "it just doesn't work" then go for it. We won't care. The only thing we really 'care' about (and even then...if you want to ignore this rule, go ahead!) is that people don't get benefits for contradictory stuff. How that happens is completely up to you.
We just provided an explanation that we thought most people would accept easiest.