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  • Does Hardness that applies when crashed (e.g. Twilight Anima) have any protective value against battle group attacks that deal decisive damage?
    Last edited by Anasurimbor; 09-15-2018, 03:26 PM.

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    • Originally posted by Robert Vance View Post
      It's more that Lunars have cool disguise Charms.
      I'm really glad to know that the whole "why do they need disguise charms when they can just shapeshift" argument has been taken out back and eaten.


      ....

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      • What survival charms are appicable to the twilight spirit familiars of spirits created with Ephemeral Induction Technique?

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        • Originally posted by Robert Vance View Post
          It's more that Lunars have cool disguise Charms.
          But how does one disguse youself as a ravane?

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          • Originally posted by ale137 View Post
            What survival charms are appicable to the twilight spirit familiars of spirits created with Ephemeral Induction Technique?
            The ones that don't specify your familiar's gotta be an animal.


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            • Originally posted by Epimetheus View Post

              But how does one disguse youself as a ravane?
              It takes a certain panache.


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              • Originally posted by Robert Vance View Post
                Initiative shifting gives you a free attack. If you'd normally get an attack in addition to that, you still get it.

                Not quite the answer I was asking thinking, so does this mean that any time someone's crashed by you in initiative shift and you effectively trade places in initiative you get two back-to-back rounds? Also in the case the character was crashed by a clash attack on their turn as the higher initiative rating, so does that mean that since they crashed the character, the crasher gets to attack immediately in that case, and then again when they get a higher initiative? The way it's worded is a little weird, does that mean in normal circumstances in a 1:1 fight that a character who crashes someone on their turn gets another turn immediately, and then another turn due to being higher in the initiative now (so effectively three turns in a row)?

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                • Got a question that I'm kinda surprised took so long to come up in my game. The Martial Arts tag for weapons states that it the weapon must be used by an applicable style. With the currently available styles that makes things really limiting. For example, a Fighting Chain currently, RAW, can only be used by an Ebon Shadow martial artist (Unless there's a new style in the DB book I missed.)

                  Does anything break if you were to permit such weapons to be used with Melee? If not, how would you handle things like a grapple? Would you allow Melee to be their opposed role, or would you still require Brawl/Martial Arts for the control roll?


                  Exalted Behind a Screen of Jade, Savant of the Immaculate Texts, No Moon Scholar, Seeking Awakened, Cloaked Changeling, Disciple of the Antler Crown, Wraith, Good Sitting Dog, Best Lurking Cat with Bones, Pioneer Pooch, Scion with Shield of Knowledge, Director

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                  • What about some sort of "Exotic Weapon Proficiency" merit that lets you pick an MA weapon and say you can use it with brawl or melee as appropriate?

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                    • Edit, sorry, thought this was the ask a question thread. My bad!
                      Last edited by armyofwhispers; 09-16-2018, 02:41 PM.


                      Check out my homebrew exalt: The Fabulists - Chosen of the Raksha here

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                      • What's your favourite Artefact name from Lunars: Fangs at the Gate?


                        My characters:
                        Dr Soma Vaidya, viper-totem Lunar and kung-fu doctor
                        Brother Alazar, Zenith occultist and last survivor of the Black Monastery of Leng
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                        • Originally posted by The Wizard of Oz View Post
                          What's your favourite Artefact name from Lunars: Fangs at the Gate?
                          It's hard to really pick a favorite. Right now, I'll say the Hundred Rings of Hadam-Ul.


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                          • Originally posted by Elfive View Post
                            What about some sort of "Exotic Weapon Proficiency" merit that lets you pick an MA weapon and say you can use it with brawl or melee as appropriate?
                            I think that'd be fine.


                            Developer for Exalted

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                            • Originally posted by SamuraiMujuru View Post
                              Got a question that I'm kinda surprised took so long to come up in my game. The Martial Arts tag for weapons states that it the weapon must be used by an applicable style. With the currently available styles that makes things really limiting. For example, a Fighting Chain currently, RAW, can only be used by an Ebon Shadow martial artist (Unless there's a new style in the DB book I missed.)

                              Does anything break if you were to permit such weapons to be used with Melee? If not, how would you handle things like a grapple? Would you allow Melee to be their opposed role, or would you still require Brawl/Martial Arts for the control roll?
                              It wouldn't be a big break, although some Martial Arts weapons have an awful lot of tags.


                              Developer for Exalted

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

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                              • Originally posted by ReshyShira View Post


                                Not quite the answer I was asking thinking, so does this mean that any time someone's crashed by you in initiative shift and you effectively trade places in initiative you get two back-to-back rounds? Also in the case the character was crashed by a clash attack on their turn as the higher initiative rating, so does that mean that since they crashed the character, the crasher gets to attack immediately in that case, and then again when they get a higher initiative? The way it's worded is a little weird, does that mean in normal circumstances in a 1:1 fight that a character who crashes someone on their turn gets another turn immediately, and then another turn due to being higher in the initiative now (so effectively three turns in a row)?
                                I'm having difficulty understanding the specifics of this question, which makes me suspect there's some fundamental understanding going on.

                                Here's how it generally works: you get one turn per round, no matter what happens with your Initiative—you'll never get a second turn just because your Initiative rose or fell. Initiative Shifting resets your attack, as described on page 255. Normally, this reset attack is going to be happening after your regular turn.

                                However, if you somehow manage to trigger an Initiative Shift by crashing someone who crashed you outside of your turn—maybe they disengage to run away from you, or you hit 'em with Flashing Edge of Dawn—that reset attack will happen at the same time as that.


                                Developer for Exalted

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

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