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  • armyofwhispers
    replied to Autochthonians and Sorcery
    There's a massive number of assumptions built into this post....
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  • armyofwhispers
    replied to Autochthonians and Sorcery
    From what I understand necromancy is basically identical to sorcery but had no access to healing or nutrition stuff before presumably having access to something else that you can't do with sorcery.

    If weaving ends up being a separate system, this is what it would likely be....
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  • armyofwhispers
    replied to Naval combat system
    Much like how Ride replaces Athletics when you're mounted, I'd say that Athletics should replace sail when you're transformed into an aquatic monstrosity.

    Swimming through the water is normally Dex + Athletics (depending on what you're trying to do) but you've still got to out wit the naval opponent somewhat. So wits + Athletics would be my call...
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  • armyofwhispers
    replied to Autochthonians and Sorcery
    I would be very surprised if Pattern Weaving came back as a separate thing from sorcery in 3E.

    That might be what they call sorcery in Autochthonia. Similar to how the three circles are known as terrestrial, celestial, and solar or emerald, sapphire, and adamant depending on who you're talking to in creation. Maybe in Autochthonia the first two circles will be called man-machine weaving, and god-machine weaving. Perhaps titan-machine weaving for workings of the solar circle?...
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  • armyofwhispers
    replied to Naval combat system
    Sure on all points!

    It's all good. I get drawn into things the same way.

    As you say, the semantics aside, we all agree that sail is important in Naval Combat.

    Yeah one of the big issues I have with the sail rules in general is how vaguely they approach things. ALL artillery style, anti ship weaponry being equal unless it's from the first age is pretty weird. Not all artifact weaponry counts as first age tech. Does an artifact weapon do 1 Hull point or 2? (My opinion would be 2 but my point is that it's ambiguous on that point)

    As you say, the...
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  • armyofwhispers
    replied to Naval combat system
    Not really since that's not a thing in 3e

    You mean three charms in the core. One at essence 4 and two at essence 5.

    And I'd still say that a solar with those charms is a better swordsman than one without.

    None of which are solar charms so...?

    War ends at essence 3, it's true but thrown has at least one essence 4 charm, and stealth has 3 in the core.

    Considering how far off your counts are in some of these in not gonna go and refute reach one individually.

    I'll say this, there are some abilities that do end at essence...
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    Last edited by armyofwhispers; 05-24-2020, 12:36 AM.

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  • armyofwhispers
    replied to Naval combat system
    Cool! Glad he had fun!

    It's really... not... though.

    This statement completely ignores the dozens of different ways that a combat character can be built, relying on different strategies, different ways of approaching combat. Solars alone have Evasion focused builds, resistance builds, Melee builds, Archery builds, Survival-pokemon-builds, clinch builds, athletics builds, sorcery builds, and the hundreds of ways you can combine these various things.

    Sail has one: Roll more dice, get more successes.

    In regular combat you can try different strategies...
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  • armyofwhispers
    replied to Naval combat system
    You raise some good points.

    While I would agree that this type of action should be coordinated with the leadership of the ship, I think there's gotta be some room for independent action simply because this is Exalted. Dawns gotta Dawn, Nights gotta Night, etc.

    I wasn't initially going to go with a 'stations' approach but I'm strongly considering it. Might have to allow for some amount of lateral action for that though. Play gets pretty boring if you can only do one thing, and you just do that repeatedly....
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  • armyofwhispers
    replied to Naval combat system
    I also have plans for things like an archery supernal to be able to essentially make their own broadside if the ships get close enough, or other ridiculous Exalt-level tasks that could be carried out depending on the circumstances....
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  • armyofwhispers
    replied to Naval combat system
    Edit: Sorry, i misread your post initially.

    I'd agree that as a ST it would make sense to just end combat and whatever result the solar wants to happen, just happens. They're in complete control of the situation. If they want the enemy sunk, it sinks. I don't think there's actually much point in toying with a ship for mote regen anyway since in Naval time scales, you're likely to get back a good chunk of your mote pool before the next encounter, if not all of it. Most of the time it takes hours to get anywhere with a sail.

    But to take that further, I don't think I'd...
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    Last edited by armyofwhispers; 05-21-2020, 11:24 AM.

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  • armyofwhispers
    replied to Naval combat system
    These pretty much sum it up for me, though I think you`re under playing 3 here. Sail has no Essence 4 or 5 charms. It maxes out at Essence 3, and it gets scary powerful with minimum investment.


    I`ve been working on an alternate sail system, and the ability for the non-sail champions on the crew to do something in a combat is high up on my priority list.

    Also should allow for things like trading broadsides (which is in like every naval movie ever), or for any ship outside the sail supernal to actually be able to have a turn at all. I`ll see about trying to post...
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  • armyofwhispers
    replied to Naval combat system
    So a fair dice pool on them, but no charms to provide dice tricks or excellency?

    Yes, "want" was a typo. I meant to ask if the Raksha had done any damage to the solars ships. The perils of posting from a phone with crappy autocorrect.

    To confirm, the Raksha did not damage to the Eclipse solar with the Sail specialty?

    So from the description of the fight, your Solar circle would have actually been invincible if the only one rolling dice was the Eclipse solar vs the other 4 ships. He'd have a -6 penalty, but obscene dice pools and dice tricks, and...
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  • armyofwhispers
    replied to Naval combat system
    Ok, him redoing the combat for the solar with two essence 1 charms and 8 dice vs the three mortals with 7 dice each. Let's do everyone in triremes +2 maneuverability, four levels of hull -1/-2/-4/incap. Solar always targeting A, all three other targeting solar

    Round 1:
    S: 12; A: 2, B: 6, C: 5
    Solar momentum 10

    Round 2
    Solar attempts a ram
    S:11; A: 3, B: 9, C: 4
    Solar deals 3 hull damage to A
    Solar momentum 3

    Round 3
    S: 9; A: 2,B: 4,C: 5
    Solar momentum 10

    Round 4:
    Solar attempts Broadside...
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  • armyofwhispers
    replied to Naval combat system
    So here's something else to consider re: dawn vs sail against three opponents- the dawn is going to be at -2 onslaught a good chunk of the time. The ship is at a -4 penalty.

    Both can spend Excellency to negate that penalty pretty easily.

    The fundamental difference between the systems is that if the dawn's opponents get good rolls, they can reduce the dawn's initiative even if the dawn consistently rolls better than them. The sailor's opponents must roll better than the solar on multiple different turns to be able to do anything to him. Plus every single one of the solar's...
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    Last edited by armyofwhispers; 05-18-2020, 12:09 PM.

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  • armyofwhispers
    replied to Naval combat system
    Sorcerous Overlord I appreciate the feedback here! I have a few questions about your combat with your circle vs the Imperial triremes.

    Was there any exalted on the opposing side?

    Did the opposing ships do want damage to your solars whatsoever?

    Did they ever win a roll-off?

    How did you deal with mote regeneration?

    You say your eclipse has a full sail tree. Have they ever used the charms preventing or repairing hull damage in your campaign to date?

    To address some of your other points: I haven't run a scenario myself,...
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    Last edited by armyofwhispers; 05-18-2020, 01:08 PM.

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  • armyofwhispers
    replied to Naval combat system
    100+ turns!? Holy crap I didn't expect it to be THAT bad....
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    Last edited by armyofwhispers; 05-09-2020, 09:09 PM.

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  • armyofwhispers
    replied to Naval combat system
    This was something that I was concerned about as well. Artifact ships can of course get evocations, but unless they're at the level of "this Evocation gives you Momentum" or "this Evocation defeats X maneuver" they aren't ever going to be available against a solar captain...
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  • armyofwhispers
    replied to Naval combat system
    Yeah my read of db charms seemed like they were much more reasonable than solar charms, with actual interesting effects outside of "insert motes, win battle"
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  • armyofwhispers
    started a topic Naval combat system

    Naval combat system

    Hey has anybody used the naval combat system? To me it looks like the person with the biggest dice pool basically emerges unscratched while everyone else is at the bottom of the ocean. The solar sail charms seem to make this vastly worse.

    Is this inaccurate? I'm interested in play experience.
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armyofwhispers
armyofwhispers
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