QUOTE (Critias @ May 24 2011, 09:24 PM)

I'm not out to get all nit-picky and quibble over every line of text that's being written, Hermit, but in the very quote you posted this in reply to, I did say:
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So in addition to focusing on these legends and giving more detail about who they are and what they do, in addition to attaching some plot hooks and metaplot elements to keep them useful to many a campaign, in addition to having some sweet artwork lined up in what's going to be a gorgeous book...
So, yes. We're well aware that epic, legendary, high-power characters like this may not be immediately useful to every single GM in every single game out there, and we're doing what we can to help folks integrate them into their own campaigns.
Well, I was more thinking about how to scale their power in relation to the PCs than in plot points, but it's good that this is apparently done. Because that's something that Prime Runners pretty much failed in.
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I cannot think of a way that humanity has changed very little in 5000 years.
That's a mere 250 generations. Not a whole lot of time in evolutionary terms, especially considering there never was any seriously dire evolutionary pressure on our species. Besides, homo sapiens and homo neanderthalensis were, probably, genetically compatible beyond the production of mules, so the genetical differences between the two hominid species are pretty thin to begin with.
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It also makes it really, really difficult to get drunk. Which, when you consider some of the days, weeks, months, years, decades, centuries some of these folks have had...
. They just can't die from an overdose. Apparently. Of course, this is one of the places where fluff and crunch collide, head-on, each moving at 150 mph.
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So what has he been doing for the past 20 years? All of them? Is he keeping up with all of the magic, all of the technology, all of everything that's changing every single day, from nanites to technomancers to bug spirits?
The technology, obviously, because he already knows everything that's 'changing' about magic (and a hell of a lot more). And it changes monthly, not daily.
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As far as killing Dunkelzahn, it appears someone beat your runners to it. All that took was an explosion. And all his years of experience taught him one lesson you're not getting. Dragons need to have a will for when they die.
Seems you are not aware that Dunkelzahn killed himself to become a superspirit and basically save the world, right? He wrote the will and built a couple artifacts because he knew where he was heading. It's not like some mortal had a lucky hit on him or anything.