So I've been running an Ex3 game for a good long while now, starting with three entirely new players who are now about halfway through Essence 3. It's not a combat-central game, but we do see a decent number of fights; in a recent session, the players clobbered a scaled-back version of Octavian, so they're progressing nicely in that regard. The characters have widely different combat skill levels, as we have:
Do these map to your experiences? What's worked well, or hasn't, in the games that you've run? What's done better than you expected? What's been an unanticipated problem? The only thing I'd ask is that this be primarily a thread for actual play, with a minimum of theorycrafted "I don't think that should be an issue" - pointing out overlooked rules is one thing, but I'd like to focus on how things have gone at your actual table.
- Sil Raveneye, Twlight, focused in Craft and Lore. I think Sil recently purchased a couple of Archery Charms, but he hasn't pulled them out for active combat yet. Most of his fighting is done remotely via his automaton familiar (which has, broadly, the stats of an eagle carrying an Artifact weapon). Sil has the ability to drop a meteor on a small country, which might technically make him the most dangerous party member, but that doesn't see a lot of direct combat application.
- Grayson, Twilight, focused in Craft and Occult. Grayson is a very Night-ish Twilight; he has chunks of the sneakymurder suite, including several Thrown Charms, Dodge up through SSE, and a couple of Stealth enhancers. He's also decided to branch into direct Melee combat via Spring Razor - so he's pretty nasty at Close or Short range, but doesn't have the sheer oomph that monofocus on one combat style would bring. He's still pretty nasty, and probably the most conservative fighter of the group; he hoards his motes for when he needs them, except for a tendency to go big on his opening JB rolls.
- The Caretaker, Dawn, focused in Melee and Medicine. The Caretaker is the big gun of the party; he could probably murder the other two together without too much trouble. He carries a big artifact shield as his primary weapon. The vast majority of his combat focus goes into Melee; he can effectively pull the "I make a Withering attack, follow up via OWTB, and then close with PBT," though he doesn't have the Iron Whirlwind finisher yet. Defensively, he's definitely the strongest; thanks to 5BS, he sits at a passive Parry 7, backstopped by HGD.
- Combat is, overall, a lot more fun than 2e. Fewer stalemates, more chance for swingy things to happen (taking damage, getting poisoned, etc.), more state changes as the game goes on, more interesting decisions to make (even if they're as simple as "Withering or Decisive?"), less of a race to mote-tapping. A lot more fun.
- Going without armor - and probably the heaviest armor you can get, at that - is pretty darn close to suicidal. You will get tagged with a Withering attack in fairly short order, and when you do you're going to eat 10+ dice of Initiative damage. Now maybe you're crashed, the attacker is sitting at 10+ new Init with the Crash bonus, and the entire party (including the guys in full plate) are risking a pretty lethal follow-up strike.
- By that same token, armor tends to make Withering damage pretty triival - especially from mundane weapons. My players have about abandoned non-artifact weapons, because they regularly get soaked down to ping damage of a single die. That's a pretty harsh limitation! I'm not sure how I feel on this one; on the one hand, I like that armor is effective, but on the other, we do an awful lot of calculating "raw damage plus extra successes minus their soak" that pretty often seems to end up with "roll your ping."
- Most of a fight's outcome can be predicted by answering the questions "Does the enemy have an Excellency?" and "Does he have penalty negation?" If the answer to both of those is no, then opponents had better hope they have a major numerical advantage, or this is going to be a real short contest. Unfortunately, this makes a lot of the opposition described in the book relatively toothless - tyrant lizards are scary if they hit you, but that matters a lot less when they can't realistically hit you. The Excellency Line - that point around Essence 4 where non-Exalt enemies start to have dice adders of their own - is a huge change in the balance point. Even then, the lack of penalty negation tends to see big things beaten to death - that was the single biggest weakness of my scaled-back Octavian. Three players plus a bird can stack a -7 Defense penalty, if the Initiative breaks correctly; that's a pretty nasty thing to deal with.
- Mega-flurries are still pretty common, especially on the player side of the table. Opening attack + OWTB + PBT + IWA + maybe cycling back to PBT is a standard Melee trick, and it makes for a lot of rolling. This is a little bit disappointing, since it's one of the things 3e was aiming to cut back on.
- Fivefold Bulwark Stance is just a boring Charm. Like... there are no decisions to make with this Charm. If you are fighting at-all serious opposition, you want to take a turn to put it up, and after that, it just happens. You are stuck at a minimum of Defense 7, or whatever your base is, and there are no clever tactics on the enemy's part that will change this fact. It's dull, and it tends to mean (in my game) that people stop swinging at the Dawn, because there's just no point in doing so. That seems not-ideal.
- One of the biggest problems 3e combat does still have - my periodic harping on its rather poorly constructed rules explanations aside - is that it's frontloaded. It is not hard for everyone involved to start a fight with 10i or more - and if you're sitting on that kind of Initiative, you probably want to unload it into your opponent's face in the opening round. Which makes the opening round of combat really dramatic - somebody's going to die! The fight's going to shift in a big way! - aaaaand then no one has any Initiative to spend. It is far too easy to, relatively cheaply, start with a pretty decent alpha strike, only to realize that building back up to that level is going to be a slow, expensive proposition.
This is the thing that makes Ahlat such a terrifying opponent: he can realistically start the fight with 20+ Initiative and murder someone with his opening swing. After that point, I suspect a party like mine might be able to pick him apart by degrees... but do I really want a fight that's going to lead with a member of the party dying? This isn't an NPC-only proposition, either; after the errata in Miracles, a Solar Stealth build can start with 30+ Init without trying hard, as long as they have some warning that a fight is coming up in the next day.
Initiative isn't the only contributor to this problem, either. The system as a whole seems designed to create breakdown fights, that start out large and impressive and then progressively get... less so, maybe with intermittent spikes back up. Initiative, the declining mote pool balance, stunt exhaustion, and the existence of wound penalties all contribute to characters rolling fewer dice, with fewer flashy displays, and fewer big hits, as the battle goes on. Several recent fights have had a tendency to devolve into boring five-motes-a-round slugfests where the characters gradually grind each other down, once those dramatic opening exchanges are done. - The preceding point is much, much worse with battle groups in play, because a battle group can slurp Initiative out of the entire opposing side at once and gives almost nothing back in return.
Do these map to your experiences? What's worked well, or hasn't, in the games that you've run? What's done better than you expected? What's been an unanticipated problem? The only thing I'd ask is that this be primarily a thread for actual play, with a minimum of theorycrafted "I don't think that should be an issue" - pointing out overlooked rules is one thing, but I'd like to focus on how things have gone at your actual table.
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