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  • There's still a lot of Charms we haven't seen yet, but looking at Brawl and Dodge... Is it intended design that it's somewhat harder for Air and Wood Aspects to maintain Aura in battle than it is for other Aspects? They don't have any defensive Abilities (anything that boosts Parry, Resistance, or Dodge) in-Aspect, and while the Excellencies are all Balanced, non-Excellency defensive Charms for their elements seem sparse, especially at character creation.

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    • Originally posted by Ascension View Post
      There's still a lot of Charms we haven't seen yet, but looking at Brawl and Dodge... Is it intended design that it's somewhat harder for Air and Wood Aspects to maintain Aura in battle than it is for other Aspects? They don't have any defensive Abilities (anything that boosts Parry, Resistance, or Dodge) in-Aspect, and while the Excellencies are all Balanced, non-Excellency defensive Charms for their elements seem sparse, especially at character creation.

      ... yeah... you'd think an Air Aspect dodge-monkey would be more playable given... you know... Aang. On the other hand, that may be covered by Air Dragon Style.


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      • Looking for a bit of clarification on Cloud-Piercing Focus. So it has three elements in it and lets you see through whatever its activated as. Is the element what you declare it as when you activate it, does it tie into the aura your DB is presently using, or god forbid do you have to actually buy the different activation forms?

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        • Originally posted by nalak42 View Post
          Looking for a bit of clarification on Cloud-Piercing Focus. So it has three elements in it and lets you see through whatever its activated as. Is the element what you declare it as when you activate it, does it tie into the aura your DB is presently using, or god forbid do you have to actually buy the different activation forms?
          You declare what elemental mode you're using when you activate it. You only have to buy it once.


          Developer for Exalted

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          • Dragon's Flaring Nostrils increases the range of your sense of smell to (essence) range bands, what exactly does that entail given that smelling ranges are normally very dependent on what you're sniffing? Normal humans can already smell things from several range bands away if they're big and/or pungent enough, so in a way our sense of smell already extends that far. Presumably the charm is meant to let you smell things within that distance that you usually wouldn't be able to, would it also extend the range from which you can smell something like a forest fire? Also, does it have any secondary perks like selectively choosing what to sniff for or giving you an enhanced ability to pinpoint the things you're smelling, or does it just expand your nose's range to smell everything within 3-5 range bands all at once?


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            • Originally posted by Eric Minton View Post
              There isn't any active effort by Sidereals to share their identities with Heptagram students, so such precautions aren't necessary. And there isn't a significant long-term Sidereal presence there in any event; they're sufficiently few in number that they can't afford to dedicate several operatives to training Realm students in sorcery.
              The backer text has the following:
              No more than a few dozen students are accepted at a time at the Heptagram, while more than half as many sorcerers and savants make up the faculty — among them a few Sidereal Exalted, their identities concealed from all but a handful of other residents.
              which suggests there are some Sids there as permanent faculty - maybe this should be clarified in layout?

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              • Originally posted by Catastronaut View Post
                If you use a Simple Charm that expends Aura and no other charms during your turn, would you simply re-enter Aura at the end of your turn?
                Originally posted by Robert Vance View Post
                Correct.
                Does that mean the only real consequence of Charms that spend Aura is canceling the effects of other Charms which have "Duration: Aura"?

                Because it doesn't seem that you can spend an Aura except on a Charm of the same element.

                Neither does it seem like you can keep the Aura long enough to spend it on such a Charm if you combine it with an unbalanced Charm of a different element. CAN you spend an Aura in a multi-elemental combo, or DOES the Aura end before the action is resolved?


                Originally posted by demonchilde View Post
                The Dodge Charm, Elusive Dragon-God Dispersion, upgrades Unassailable Body of Fire to work with any Aura. But Unassailable Body of Fire only triggers when Hopping Firecracker Evasion is used which is a Fire Charm without the Balanced Keyword. And the Elemental Aura rules say a Charm with the aspect other than the Aura ends it instantly. So wouldn't Hopping Firecracker Evasion end a non-Fire Aura before triggering the counterattack?
                There's one narrow case where this wouldn't be true.

                The Dragon-Blood must be any other Aspect than Fire, and must not use any unbalanced, non-Fire Charms. Using Hopping Firecracker Evasion and Unassailable Body of Fire together is 10 motes, which is two levels of anima flare. If a non-Fire Aspect achieves bonfire levels of anima flare while in the Fire Aura state, her Aura will change to match her Aspect.

                That is the only thing which would allow her to use her Aspect's version of Elusive Dragon-God Dispersion.


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                • Originally posted by Lanaya View Post
                  Dragon's Flaring Nostrils increases the range of your sense of smell to (essence) range bands, what exactly does that entail given that smelling ranges are normally very dependent on what you're sniffing? Normal humans can already smell things from several range bands away if they're big and/or pungent enough, so in a way our sense of smell already extends that far. Presumably the charm is meant to let you smell things within that distance that you usually wouldn't be able to, would it also extend the range from which you can smell something like a forest fire?
                  I'd portray it as "you can smell everything in range as though you were standing right next to it."

                  Also, does it have any secondary perks like selectively choosing what to sniff for or giving you an enhanced ability to pinpoint the things you're smelling, or does it just expand your nose's range to smell everything within 3-5 range bands all at once?
                  The default use of it isn't meant to completely overload your sense of smell with irrelevant input. In some circumstances, a (Perception + Awareness) roll to pinpoint one out of many equally strong scents might be appropriate.


                  Developer for Exalted

                  Want to write for Exalted? Look at the freelancer submission guidelines.

                  Robert Vance's Patreon

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                  • Originally posted by Sunder the Gold View Post
                    Neither does it seem like you can keep the Aura long enough to spend it on such a Charm if you combine it with an unbalanced Charm of a different element. CAN you spend an Aura in a multi-elemental combo, or DOES the Aura end before the action is resolved?
                    Can't use Aura Charms together with Charms of other elements (unless they're Balanced).


                    Developer for Exalted

                    Want to write for Exalted? Look at the freelancer submission guidelines.

                    Robert Vance's Patreon

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                    • Originally posted by dwho View Post

                      The backer text has the following:

                      which suggests there are some Sids there as permanent faculty - maybe this should be clarified in layout?
                      Good point. Thanks for catching it!

                      Fun fact: The first appearance of Sidereal faculty at the Heptagram, in Exalted: the Dragon-Blooded, was in the same book that presented the entire Bronze Faction as living and working in secret on the Blessed Isle. Sidereals as agents of Heaven, who live in Yu-Shan and work on missions scattered across Creation, don't appear until Exalted: the Sidereals. In that context, a crowd of permanent Sidereal faculty at the Heptagram makes considerably less sense.


                      Developer for Exalted.

                      Want to write for Exalted? Look at the freelancer submission guidelines.

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                      • Originally posted by Eric Minton View Post
                        That would be me. Glad to hear it's been serving you well!
                        Maybe too well. Thanks again!

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                        • It's a little unclear so I wanted to check here, is Arbor Sentinel Technique restricted to just bows, or can I use it with Crossbows and Firewands as well?

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                          • When Neomah shapechange into attractive people via Seductive Shapechange, the book says that "Its demonic nature remains recognizable". Given that they are supposed to function as courtesans, spies, geisha, etc. to what extent are they "passable" as people, and what kind of roll would it be to discern their demonic nature?


                            ..."But I've bought a big bat, I'm all ready you see. Now my troubles are going to have troubles with me"

                            Message me for Japanese translations.

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                            • So are we not going to have Defense-From-Anathema Method in Dragon-Blooded Integrity?

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                              • When redirecting an attack towards an enemy with less than zero initiative using Safety Among Enemies, does his initiative subtract from the attacker's to determine how much I would need to have to activate the charm?

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