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  • Originally posted by Sunder the Gold View Post

    But could this movement take you one range band closer to another combatant or a tactically important feature of the environment?

    That is, does being Embattled mean that your opponents can always reflexively Move with you outside of their turn to keep you in close range, such that you can tactically reposition yourself across the battlefield, close ranks with an ally, or pursue an in-Embattled opponent?

    Because that is very different from the interpretation where Embattled characters cannot move around *at all* in a mechanically or tactically significant sense.
    Embattled characters can still take reflexive move actions, just as long as they're staying in close range to everyone they're already at close range with.

    In a cinematic "running fight" where all parties involved are just assumed to be moving through the marketplace/town/rooftops/whatever, you aren't having the characters take movement actions to do the running, just to maneuver in relation to each other. You could think of it as the terrain being the one that's moving underneath them, for stylistic effect.


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    • Originally posted by Robert Vance View Post
      Step 1: Yell, at the top of your lungs, BURNING SKY APOCALYPSE STRIKE

      Step 2: Make a single decisive attack roll against everyone within short range of you, but don't roll damage normally.

      Step 3: Everyone hit by the attack rises up one range band for every 10 Initiative you have, and takes three dice of bashing damage for each range band of ascent. You also rise, but don't take damage.

      Step 4: Everyone hit by the attack falls back to earth and suffers falling damage normally.

      Step 5: You descend back to the ground, without taking falling damage. Unlike your victims, you don't have to go straight down - you can choose to move at an angle, ending your fall at a point that's up to (half the range bands you rose up) away from where you were when you started the attack.

      Step 6: Roll another decisive attack against everyone in close range of where you land.

      Step 7: Each enemy hit by the second attack takes damage equal to half your Initiative.

      Step 8: Reset to base Initiative if you hit at least one enemy, or lose Initiative if you whiffed, as usual.

      Step 9: Your turn is over.


      I don't see that really making as much sense conceptually as an extension of Brawl, but I don't think anything will break if you do it, as long as it's limited to Brawl attacks only, and not Martial Arts.

      Thanks for your answers Vance. We were thinking maybe a repurchase of OFoB would give you the stats of a Light Artifact Weapon for Brawl attacks only of course, so you get a slight upgrade on you Withering Damage.

      One more question can the decisive attacks of BSAS be enhanced normally through other brawl charms(for example if you have Adamantine Fists of Battle active)?
      Last edited by blackheartz; 08-11-2017, 10:52 AM.

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      • Originally posted by Robert Vance View Post
        Embattled characters can still take reflexive move actions, just as long as they're staying in close range to everyone they're already at close range with.

        In a cinematic "running fight" where all parties involved are just assumed to be moving through the marketplace/town/rooftops/whatever, you aren't having the characters take movement actions to do the running, just to maneuver in relation to each other. You could think of it as the terrain being the one that's moving underneath them, for stylistic effect.
        If I may rephrase the question, as it's one I've also been pondering and I think it's in line with Sunder's intent:

        if three people in the running fight are running towards one far-away combatant that is standing still, which of these is correct?
        1) the person that's standing still just happen to be one range band closer every turn (even if still at extreme range), without movement occuring
        2) someone needs to take movement actions
        3) the movement structure of the fight changes at some ST-decided point (once the other person is close enough, they roll join battle and the fight shifts)
        4) other

        e.g.: the Dawn player is on horseback, herding enemies into an ambush set by the Night waiting in the trees.


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        • Originally posted by blackheartz View Post
          One more question can the decisive attacks of BSAS be enhanced normally through other brawl charms(for example if you have Adamantine Fists of Battle active)?
          Yes, subject to common sense limitations - e.g., you can't use damage-enhancing effects on the first attack, because it doesn't have a damage roll.


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          • Originally posted by Fata-Ku View Post
            If I may rephrase the question, as it's one I've also been pondering and I think it's in line with Sunder's intent:

            if three people in the running fight are running towards one far-away combatant that is standing still, which of these is correct?
            1) the person that's standing still just happen to be one range band closer every turn (even if still at extreme range), without movement occuring
            2) someone needs to take movement actions
            3) the movement structure of the fight changes at some ST-decided point (once the other person is close enough, they roll join battle and the fight shifts)
            4) other

            e.g.: the Dawn player is on horseback, herding enemies into an ambush set by the Night waiting in the trees.
            If you're advancing towards a distant enemy, then just use the combat movement system normally. The "running fight" scenario I describe is only appropriate for when everyone involved is just dashing through the scenery as they fight because it looks cool, rather than for tactical purposes.


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            • Originally posted by Robert Vance View Post
              If you're advancing towards a distant enemy, then just use the combat movement system normally. The "running fight" scenario I describe is only appropriate for when everyone involved is just dashing through the scenery as they fight because it looks cool, rather than for tactical purposes.
              So one character can embattle a second character to prevent the second character from moving towards a third character or a tactically advantageous feature, like a ship sailing out of the harbor upon which they wish to escape. So embattling prevents movement out of the range band.

              So it isn't that the embattling character merely keeps up with the second character, but rather the first charcter actively prevents the second character from escaping their mutual range band. The second character may move, but the first cuts them off.

              But presumably, the first character could simply not oppose a movement or disengage action, letting the second character go. Or perhaps the first character could - MECHANICALLY - have the option to allow the second character to escape the range band, in return for the ability to follow them into the next range band, which enables the running battle that allows for a change in environmental advantages and/or enables a change in relative distance to other characters one wishes to rescue or kill.
              Last edited by Sunder the Gold; 08-11-2017, 11:54 AM.


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              • Originally posted by Robert Vance View Post
                If you're advancing towards a distant enemy, then just use the combat movement system normally. The "running fight" scenario I describe is only appropriate for when everyone involved is just dashing through the scenery as they fight because it looks cool, rather than for tactical purposes.

                This mostly makes sense to me, although I'm curious about scenarios that are a little less cooperative.

                For example, In the One Shot Podcast when they had a go at Ex3, when confronting an unruly god, the swordsman of the group lunges into the god with his sword drawn, barreling through the wall behind them out into the street. The attacker moved with the target, so they weren't pushed a rangeband back, nor was the target knocked prone, so Smashing wasn't involved.

                Basically Dead or Alive/Latter Mortal Kombat style scenery change. Knock an opponent and follow without gaining a direct mechanical advantage.


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                • Originally posted by MoroseMorgan View Post


                  This mostly makes sense to me, although I'm curious about scenarios that are a little less cooperative.

                  For example, In the One Shot Podcast when they had a go at Ex3, when confronting an unruly god, the swordsman of the group lunges into the god with his sword drawn, barreling through the wall behind them out into the street. The attacker moved with the target, so they weren't pushed a rangeband back, nor was the target knocked prone, so Smashing wasn't involved.

                  Basically Dead or Alive/Latter Mortal Kombat style scenery change. Knock an opponent and follow without gaining a direct mechanical advantage.
                  That strikes me as being best handled by stunts, although I think it's rare that forcing an enemy into different terrain isn't going to confer some kind of tactical advantage.


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                  • Originally posted by Robert Vance View Post
                    That strikes me as being best handled by stunts, although I think it's rare that forcing an enemy into different terrain isn't going to confer some kind of tactical advantage.

                    I don't disagree, especially that the advantage would be tactical, rather than directly mechanical.

                    So outside of stunt, would you have a better way to handle this? It feels universal enough that it shouldn't be relegated to Smashing Attacks or Charms, and Grapple gambit and drag or throw seems a little overwrought (and similarly limiting as the Smashing Attack).

                    edit for example to explain my intended difference between Tactical V Mechanical: The Solar Swordsman knocking the wayward god through the wall didn't give him any additional dice, or cause any damage, or levy an additional penalty on the god's pools, but now they were out in the open where all the people of Great Forks could see what they were doing.
                    Last edited by MoroseMorgan; 08-11-2017, 02:36 PM.


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                    • Originally posted by MoroseMorgan View Post


                      I don't disagree, especially that the advantage would be tactical, rather than directly mechanical.

                      So outside of stunt, would you have a better way to handle this? It feels universal enough that it shouldn't be relegated to Smashing Attacks or Charms, and Grapple gambit and drag or throw seems a little overwrought (and similarly limiting as the Smashing Attack).

                      edit for example to explain my intended difference between Tactical V Mechanical: The Solar Swordsman knocking the wayward god through the wall didn't give him any additional dice, or cause any damage, or levy an additional penalty on the god's pools, but now they were out in the open where all the people of Great Forks could see what they were doing.
                      Custom gambits.


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                      • How would Stealth work in a modern shard? Should you be able to be invisible from cameras and other types of detection systems? If you use that charm where people forget about you, would you also be erased from databases?

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                        • Originally posted by Sakii View Post
                          How would Stealth work in a modern shard? Should you be able to be invisible from cameras and other types of detection systems? If you use that charm where people forget about you, would you also be erased from databases?
                          Varies from Charm to Charm. A camera won't be able to catch someone using Invisible Statue Spirit, but things like Mental Invisibility Technique won't work on mindless technology without some kind of upgrade.


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                          • Is the plan for playable Raksha to get a hardback ala the previous editions, or are they getting folded in somewhere else?


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                            • Originally posted by glamourweaver View Post
                              Is the plan for playable Raksha to get a hardback ala the previous editions, or are they getting folded in somewhere else?
                              Playable raksha are the plan, but I don't know what that book will look like. It might be a softback, or it might be included in a larger book on the Wyld or similar topics.


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                              • For Cunning Insight Technique and the Motive-Discerning Technique repurchase, how specific do I have to be about the intimacy I'm guessing about and its context?

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