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What combat builds have you found the most fun?

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  • JohnDoe244
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    Whilst I haven't played it yet, I have an Earth Aspect Immaculate with Fist of Titans I'm looking forward to playing.

    It's pretty combat optimized (I'd give it 8/10), but plays straightforwardly: it's the same charms/tags enhancing every Withering attack so there's not a library of effects to memorize. And the Smashing tag keeps things interesting round-on-round as you knock foes Prone or into scenery etc.

    Originally posted by Chausse View Post
    I like Athletics Supernal on my Night. I can basically teleport all around the battlefield instantly and smash sorcerers or people in the backline, while not resorting to Stealth. (What kind of Night needs Stealth anyway ?).
    I like the idea of Supernal Athletics with Ebon Shadow and a side of Tiger.
    Last edited by JohnDoe244; 09-01-2019, 02:39 PM.

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  • Chausse
    replied
    Originally posted by JohnDoe244 View Post
    I believe it's a penalty not a cost (page 194 calls it a cost, but page 198 states otherwise).

    Withdraw uses similiar langage and can explicitly be done whilst Crashed.

    So yes, you can still Disengage whilst Crashed.
    Oh good to know thanks. This one bothered me for a bit.

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  • JohnDoe244
    replied
    Originally posted by Chausse View Post
    Oh btw sorry for the double post, but can you disengage while in Crash ? Or is it impossible because it costs initiative ?
    I believe it's a penalty not a cost (page 194 calls it a cost, but page 198 states otherwise).

    Withdraw uses similiar langage and can explicitly be done whilst Crashed.

    So yes, you can still Disengage whilst Crashed.

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  • Chausse
    replied
    Oh btw sorry for the double post, but can you disengage while in Crash ? Or is it impossible because it costs initiative ?

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  • Chausse
    replied
    Originally posted by The Wizard of Oz View Post
    I don't think Rush is supposed to be against Disengage (actually, I remember when I first read the rules finding Rush vs Disengage quite odd), it's just against people kiting. Ie it's to stop people running away from you with their normal movement. The way to stop Disengage is with higher dice rolls.
    I agree and not agree at the same time. My point is if someone succesfully disengages you you can count on your rush to catch him afterwards. If he does not disengage, after the first rush/engage, there will be no rush, thus people not disengaging make rush useless.

    I agree with you, it's mostly through stunts that I see people move. I really wonder how I could give more opportunities for my players and NPCs to disengage and make it cool and dynamic. Maybe lower the cost of disengage or something.

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  • The Wizard of Oz
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    Originally posted by Chausse View Post
    I think rushes and disengages are a really good idea but something feels poorly executed somewhere. I rarely see someone even attempting to disengage, thus most of the time making rush useless.
    I don't think Rush is supposed to be against Disengage (actually, I remember when I first read the rules finding Rush vs Disengage quite odd), it's just against people kiting. Ie it's to stop people running away from you with their normal movement. The way to stop Disengage is with higher dice rolls.

    I sense there should be something extremely dynamical in fights in Exalted, with the 3 warriors starting their fights in the middle of the street, then jumping on the rooftops nearby and then ending on top of tower at the center of the town, but it doesn't happen because I think combat movement prove too tedious and disadvantageous for the one who initiate it, so in the end it's much more like "I got you we don't move". My game of Dragon blooded had a bit more than this because people where a little more bit prone to flee or try to use the space differently, but from what I recall it usually proved a disaster for the one who tried to initiate the movement, thus confirming me in my thoughts it's usually a bad choice to resort to the mechanic.
    Generally I also find that to be the case, though possibly if you've built for it with Dodge charms it's good. I think it's just the fact that it's an action (so has to be flurried if you also want to attack) and costs 2i, and may not even work. But I've never played a character who was that good at Dodging anyway, in 3rd ed.

    In terms of dynamic cool movement... I find it mostly just has to be done with stunts. Because you're right, when people are in close combat they tend to stick there until one realises he or she is screwed and tries to flee. Which is arguably realistic, it's just not very in-genre.

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  • Chausse
    replied
    I like Athletics Supernal on my Night. I can basically teleport all around the battlefield instantly and smash sorcerers or people in the backline, while not resorting to Stealth. (What kind of Night needs Stealth anyway ?).

    I think rushes and disengages are a really good idea but something feels poorly executed somewhere. I rarely see someone even attempting to disengage, thus most of the time making rush useless. I sense there should be something extremely dynamical in fights in Exalted, with the 3 warriors starting their fights in the middle of the street, then jumping on the rooftops nearby and then ending on top of tower at the center of the town, but it doesn't happen because I think combat movement prove too tedious and disadvantageous for the one who initiate it, so in the end it's much more like "I got you we don't move". My game of Dragon blooded had a bit more than this because people where a little more bit prone to flee or try to use the space differently, but from what I recall it usually proved a disaster for the one who tried to initiate the movement, thus confirming me in my thoughts it's usually a bad choice to resort to the mechanic.

    Leave a comment:

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