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  • Yeah that should be okay. Also how would onslaught penalties work? Just subtract successes?
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  • The soak part kind of makes my head spin, but everything else seems straightforward. The dice tricks can apply to the parry roll, but they'll also have their math off a bit. Like for example a monster may have double 9s on its attack roll, and that won't translate to the parry roll exactly, although getting rid of the double 10s would be almost the same.

    You'll have to figure out how to deal with clashes though.
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  • DrLoveMonkey
    replied to Exalted: Arena
    You can smack once for your attack, trigger 1W2B, then use Peony Blossom, then IFoF, and for 4m that turn DES got you got 32 dice of accuracy and 32 bonus damage. Four motes for 64 bonus dice.

    I’d say it’s solidly better than TAP and TAP is already near the limits of what I think is acceptable....
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  • DrLoveMonkey
    replied to Exalted: Arena
    Yeah, if it’s a claustrophobic space with no room to get away that’s a pretty big problem, but with Leaping Dodge Method starting in close is much less of an issue, you can just hammer your Evasion against the first attack you receive and you’re away.
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  • DrLoveMonkey
    replied to Exalted: Arena
    It’s pretty hard to pin down a second best tree, since a lot of them are so different, and also just because they might lose out to melee doesn’t actually mean that they’re bad, just that they’re not better than melee at dueling.

    Also when you’re talking about things like Thrown or especially Archery a major factor for them is they can sit a range band back from the action and pelt away with attacks without even having to worry about defending themselves. That means no motes spent on dodging, no risk of getting a lucky hit and losing health levels, 100% aggro damage....
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  • DrLoveMonkey
    replied to Exalted: Arena
    I somewhat doubt it. Brawl definitely gets better with more Essence, but there’s a lot in Melee that gets crazy with it too. Like Rising Sun Slash or Hail Shattering, where effectively all your opponents 1s and 2s on an attack roll subtract from their successes. There’s also some pretty crazy defence in Heavenly Guardian Defence, especially with Celestial Bliss. Melee has the advantage of being both one of the best offensive AND defensive abilities for Solars. Brawl need to try and use Dodge to close that gap, but then you’re sacrificing heavy armor to do so.

    Also Solar melee...
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  • DrLoveMonkey
    replied to Exalted: Arena
    It also doesn’t hurt that Divine Executioner stance is kind of broken if you make even a small effort to make it so. I’m probably just not going to use it from now on. Certainly in my games the intimacy tied to it is going to be heavily policed.
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  • DrLoveMonkey
    replied to Question about 3 edition combat system.
    The melee one uses your movement action, and must target an enemy at Short range, no closer or further. Needing to succeed at an ambush is just the restrictions put on the thrown one. You can get an ambush mid-combat with Crimson Razor Wind, but that also costs 14m 1wp, before considering any excellencies, so probably closer to 34m 1wp or something since it's two attacks. It's extremely powerful, but you only get to do it once in a combat.

    Which, again, is why you need more than one scene. A player with ten thrown charms can just spend 34m 1wp and end pretty much end anything. If...
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  • DrLoveMonkey
    replied to Exalted: Arena
    From my experience JohnDoe has it about right. Especially where you need to ask do you build a brawl character to specifically kill a melee one, or one who's just good all around and might have several charms be nearly useless against the melee fighter?

    Also making these chargen characters and not 5s in everything every single charm characters changes things a whoooole lot. When you can easily take five ox bodies and Iron Skin Concentration and stuff it changes the calculus of the combat completely. It's why epic BS Solar can win against 5 DBs built normally, but then loses against...
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  • DrLoveMonkey
    replied to Question about 3 edition combat system.
    "If successful, the attack is joined by dozens or hundreds of copied weapons, striking points all around the target, doing twice the damage successes to all significant objects and insignificant opponents within short range of the initial strike."

    That charm does double damage to like, the table, and the weaponless bartender who didn't actually roll join battle, it does no extra damage to either your primary target or anyone surrounding them who's actually rolled into the initiative. It's a once per fight full excellency that costs 5m 1wp instead of 10m, and is undodgable....
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  • DrLoveMonkey
    replied to Where are Fatigue Penalties Described?
    Right, duh, I see a quote at the top of somebody's post and assume they're just quoting the person they're responding to...so..yeah.....
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  • DrLoveMonkey
    replied to Question about 3 edition combat system.
    What 3 thrown charms let you double damage?...
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  • DrLoveMonkey
    replied to Where are Fatigue Penalties Described?
    Page 232 for deprivation. Stamina minutes without air, Stamina days without water, Stamina weeks without food. Air gets shortened to 2xStamina rounds if your overly exerting yourself such as in combat. You suffer a -3 penalty to all actions after Stamina days without food, as well as the final hours without water. I would also modify the water and food stuff contextually too. You can't survive that long while marching in full armor through a dune sea in summer....
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  • DrLoveMonkey
    replied to Where are Fatigue Penalties Described?
    I believe right now "fatigue" penalties are mostly just like "environmental" penalties, or "visual" penalties. Apart from a scant few spells like Travel Without Distance nothing specifically calls it out, but Storytellers should start applying fatigue penalties to rolls if the characters have been running exhaustively or staying awake for long periods of time, just like they should introduce visual penalties to bow shots through fog and environmental penalties to evasion on slick rock.
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  • DrLoveMonkey
    replied to Question about 3 edition combat system.
    That's more than just an issue in combat as well. If a super powerful social enemy makes a big speech, the Zenith Integrity supernal is going to roll their eyes, and then look over to the Integrity 0, Socialize 0 Dawn who's eating the whole thing up. Or the falling rock pillars are going to get deftly dodged by the no-armor night caste thief, while everyone with zero dodge and heavy armor is going to eat those to the face every time.

    Things like War Lion Stance or even just Defend Other in general help a bit in combat at least. It's kind of the Dawn's responsibility to keep the rest...
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  • DrLoveMonkey
    replied to Question about 3 edition combat system.
    That's kind of where I'm coming from here. It's hard to put into a single picture, but something like this, or like this, maybe this. I really want to give the sense that the enemy they just defeated was large and powerful enough to legitimately wipe out an empire, and at the same time is diverse and multi-facited.

    It also feels a bit anticlimactic for it to be over in one scene, but maybe that's because my group gets through scenes a lot quicker. Like if we went to fight the Mask of Winters and we just get to his throne room uncontested and fight him and then we win and it's all...
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  • DrLoveMonkey
    replied to Question about 3 edition combat system.
    I've found the best way is to impose a rule by asking my players for help. Rather than say "no retainers" or whatever, say "Look guys, when three of you all bring in 1-2 more guys to join every combat, it bogs everything down hard and I simply can't run it. I promise you that you're not wasting points buying them, but unless they're effectively replacing you in the combat, they can't join in every fight."

    They're usually pretty understanding about it....
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  • DrLoveMonkey
    replied to Question about 3 edition combat system.
    Ah okay, my group doesn’t tend to use battle maps for exalted, or if we do it’s something drawn in ten to fifteen seconds to show there’s a gate, a drawbridge and a crumbling tower. I also have an agreement with my players that they won’t bog down the game with followers. Followers and retainers and stuff you can have Pretty much one of them roll into combat with you If you are not super combat savvy yourself, but otherwise their use is for being places you can’t, guarding you while you sleep, etc.

    We also roll up pretty fast, we’ve got a number line kind of grid with...
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  • DrLoveMonkey
    replied to Question about 3 edition combat system.
    Out of curiosity, how much actual time and how many rounds would you expect a fight against two Cataphracts and a battlegroup to go? With some groups I’ve run it would take two rounds and maybe a half hour out of a 3-5 hour session....
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  • DrLoveMonkey
    replied to Question about 3 edition combat system.
    Not only is that a good strategy, but in 90% of combats it probably makes a ton of sense. If a Dawn just flashed gold and killed 10 of the best soldiers I’ve ever seen, and then levels their blade on me, I’m running, or surrendering. You need to be extremely brave combined with a great reason to fight to the end not to do that. Also in-combat note regen is supposed to come from the adrenaline overdrive of deadly combat, which I have to assume goes away once you’ve basically won the fight against a wounded single opponent....
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DrLoveMonkey
DrLoveMonkey
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