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  • satoshi
    replied to Solar feats still needing Charm support
    Very few of the Thrown charms are actually any use for making an attack using thrown do more damage against a target. They have an alpha strike move and a bunch of "This person can't make sound" or "People think the attack came from over there" sort of effects, and while I have no problem with such at one point I tried to play a character that was thrown primary, but not particularly into hiding or misdirection and found there wasn't much that was at all useful....
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  • satoshi
    replied to Solar feats still needing Charm support
    Non-Ninja Thrown charms are my biggest grip when it comes to holes in charm-sets.
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  • Evocations can definitely be your primary combat investment. I ran one character that used thrown, but was not particularly interested in the ninjaing that the core thrown tree provides, so an evocation tree gave me 4-5 combat charms that was enough to be credible in combat, not equivalent to a full MA style, but enough to get by on if your character isn't primarily a combat character.
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  • satoshi
    replied to Raksi Art?
    Similar one on page 109 of 2e's Compass: East, well similar in that the same sentence could describe it, even if all the particulars look very different.
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  • satoshi
    replied to [Ex3] Increasing Strength Excercise
    While I don't think there are official rules for this 9I could be wrong here) If I were running it I'd probably treat it as falling damage (In Exalted the ground falls on you!) as those rules are actually pretty brutal.
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  • satoshi
    replied to Actually playing. Need advice
    You are correct insomuch as there are multiple ways around every problem, however when someone asks for advice on the mechanics of a combat build, I don't think giving them advice on the combat mechanics is at all unreasonable. You seem to disagree, I'm not really sure why.

    Minor rules quibble: Heaven thunder hammer was not mentioned by name so I didn't initially address it, but it requires 4+ successes on the decisive attack initiative roll to throw them farther than 1 range band (and 3 to get even that), so my point about needing initiative still stands.
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    Last edited by satoshi; 04-07-2017, 11:32 AM.

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  • satoshi
    replied to [Ex3] Increasing Strength Excercise
    To the the OP: are you looking for the Feat of strength use or the combat use? Having the combat effects without requiring an action to activate sounds a little too good to me, and the Feats of strength effects are done (admittedly badly) by other charms in the athletics tree.
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  • satoshi
    replied to Actually playing. Need advice
    First off, your suggestions for 1 or 2 sound like they would be modeled on Gambits and those require initiative to pull off, so still doesn't solve the problem. Second off all, that's a pretty pedantic response. I was attempting to relay knowledge of a thing that was frustrating for my gaming group to someone asking for advice hoping to spare them some frustration....
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  • satoshi
    replied to Actually playing. Need advice
    Mortal weapons have a pretty big downside when faced with high soak builds, having played in a party that didn't really have access to any artifact weapons it can be a big deal when nobody has an answer for someone with 24 soak.
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  • satoshi
    replied to Mimicing the Gods - Sorcery style
    That's semantically fair, so let me restate: This is a mechanically fair way to play a former mortal who has transcended their limitations.

    I wouldn't ever recomend it be common, but if someone is looking for a way to play a non-exalt in a party of exalted this is a decent way to do it. If however, one were playing in a mortals game this would obviously be overpowered, so context is key....
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  • satoshi
    replied to Mimicing the Gods - Sorcery style
    Arteliex's sugestion of a 4 dot merit that granted you the xp progression to essence is a wonderful one that solves the balance issues while allowing a mortal to perform miracles.
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  • satoshi
    replied to Decisive Strikes and Hardness
    I think Hardness is working exactly as intended, it prevents you from spamming small decisive attacks against powerful magical foes, making them that much harder. I think any attempt to "fix" it will be more likely to end up breaking it. If you feel that high soak is enough protection then feel free to eliminate it from your games, but that will provide a slight disincentive to make withering attacks, I've seen a few builds that can throw repeated decisive attacks due to various damage boosters, and it is these builds that hardness slows down. They may be edge cases, but Hardness...
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  • satoshi
    replied to Decisive Strikes and Hardness
    As someone playing a Ebon Shadow stylist with increasing strength exercise I can attest that hardness does matter, as I reset to 6 init and add 4 to decisive damage. If they have hardness 11 that is a very different fight from hardness 10. And while I admit this case may very well be an outlier, it still makes sense that magical armor could protect you from many weak blows.
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  • satoshi
    replied to Mimicing the Gods - Sorcery style
    This strikes me as a decent way of stating up an NPC sorcerer who has used a working to enhance themselves to the power level of a second circle demon (something a mortal can theoretically do). But not really working for a player character. Way too much of these merits could be hella abused. Not to mention the raising essence breaking all molds on raising essence in this edition.
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satoshi
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