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  • I tried that. I have tried that for literal years. The only thing that happens is that post soak/overwhelming builds becoming OTB options. If my overwhelming damage is so high enough to the point to where a character with high soak is on the same footing as the person with low soak, then it feels like my build has just been invalidated. This is going to be especially true if nearly every enemy comes with some way around that. I don’t even blame the storyteller for doing this, as making characters that are challenging, balanced, and don’t immediately invalidate character’s hard earned XP...
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  • Overwhelming isn’t completely useless. Against those things that can still explictedly raise their soak it is going to still have a use. I want to avoid One True Builds where post soak and Overwhelming stackers are the be-all end-all of combat.

    Also the point here isn’t just armour. It’s far easier in comparison to stack soak boosters along with the massive bonus armour gives to give high soaks. Damage usually has in invest in far more.


    I’m not sure what point you’re trying to make here. Of course more damage will get you more initiative, but the issue...
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    Last edited by Sandact6; Yesterday, 03:44 PM.

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  • 15 soak is just shy the maximum a person with artifact heavy armour and Stamina 5 can achieve. Heavy weapons with Strength 5 will have a damage of 19 before charms, so even 1 threshold success will end up with 5 damage. If you want a more fair comparison for mortals look at mundane heavy armour and stamina 5, which is a soak of 12 and compare this to a heavy weapon which will have a damage of 16 when used with Strength 5. Artifact weapons and armour are nearly a different tier, and often much more effective to those things below it by virtue of math alone before adding in other bonuses.
    ...
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  • Sandact6
    started a topic Ex3 Soak Overhaul and Solar Resistance rework

    Ex3 Soak Overhaul and Solar Resistance rework

    How soak works in Ex3 has bothered me so I decided to give it an overhaul. Soak now allows people to have a significant amount of damage reduction that is geared towards conserving your resources but does so in a way that no longer bogs down the game into 20 turn crawls through the mud where tears of joy are wept if you gain more than 2 initiative on a single attack. Likewise, the rules should be simple enough that you won’t need to rewrite 95% of currently written material (So soak charms from NPCs, other exalts, Martial Arts, sorcery, and all that other jazz should neatly co-exist with this...
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    Last edited by Sandact6; 09-18-2020, 12:27 PM.

  • Sandact6
    replied to Martial Arts Merit Cost
    Thing is an artifact is going to be fundamentally different first of all. Almost all artifacts are written with the assumption that you'll have your native charms to bolster them. I'm not saying that an artifact cannot have offensive or defense stuff, but they're made with the assumption of "Oh yea, the dude taking this will have an offense/defense suite that will allow them to expand past any holes the evocation suite has."

    MA's cannot assume this. MA's assume you're either taking dodge or using their native parry charms (which then need to be made into the MA). MA's contain...
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  • Sandact6
    replied to Martial Arts Merit Cost
    You can hardly compare an artifact to an MA style.

    It's true that they're usually the same power as an artifact 4, but the issue is that when I get an artifact I usually have a suite of base competency charms in my natural charmset. Anything the artifact doesn't cover will be covered by my native charms.

    MA forces you to either live with the (sometimes fairly huge) gaps in your charmset or forces you to buy up an entirely new combat ability. This is often rare for native sets, which give your character the ability to do almost anything and typically I don't need to repurchase...
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  • Torrential Lead Downpour (Artifact 3 Black Jade Grand Reaping Shellcaster)

    haha rain and gun go burr

    So apparently I thought I posted this here, but I didn't. At least not according to Google.



    Torrential Lead Downpour (Artifact 3 Black Jade Grand Reaper Shellcaster)

    Border skirmishes along the the Linowan and Haltan territories were nothing new, but the vicious and coordinated attacks brought on by the Haltan people were something on a level that the Linowan were not used to. A massive war effort coming from the Haltan jungles had them supported by soldiers equipped with modern day assault rifles, terrifying guerilla...
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  • Sandact6
    replied to Modern artifacts
    Take a look in my signature.

    I got about 20+ more ideas and outlines, but my factory in Factorio doesn't make itself (yet).
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  • Sandact6
    replied to Adding choices to Sail
    Here in Chapter 6 for the ship combat homebrew, and here for some artifact ship samples.

    Note it's very tailored for spaceship combat. Some things could be ported over without difficulty I'd imagine tho.
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  • Sandact6
    replied to Adding choices to Sail
    This.

    But to avoid just echoing others, I did try to expand navel combat. The space combat rules I made for my Heaven's Reach came provided plenty of other things for other PC's to do on a vessel. When testing it myself it was a bit complex, but it worked pretty well. For as well as Sail possibly allows it to work.

    One day I'll finish that ship homebrew.

    Also, with the ship we got in Arms, I do not recommend swapping Speed for manueverability in tests ever. The rest of them? Sail is so broken that making material for it is akin to making the foundation of...
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    Last edited by Sandact6; 08-25-2020, 03:58 PM.

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  • In terms of setting I think Dreams of the First Age is like reading a book on Quantum Physics. It's really pretty to cool at and mine for some ideas, but ultimately unusable for the vast majority of games. Putting aside the Magitech, what do you even do? Vanilla Exalted starts you off with a certain amount of power which then lets you earn the rest, but having First Age backgrounds makes that almost obsolete. It makes the First Age more interesting as a case study.

    The charm power (The errata'd one) are logical progressions and are mostly fine. Strange that the first release of DotFA...
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  • Sandact6
    replied to Making 3e Easier to Run
    For weaker spirits (Blood apes, really anything on part with a 1CD) I never track their motes. Most combats end long before they tap out.

    I just let them spam stuff for 5 turns and call it a day. 2 if they started dematerialized. In my experiences tracking motes, they last roughly this long.

    For ST's that are overwhelmed/lazy, this is definitely a thing to keep in mind.
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Sandact6
Sandact6
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