It might be said that anything less than 5s in the two is a liability.What would you guys say is the minimum Attribute/Ability combination to not be a total liability in 3e?
It might be said that anything less than 5s in the two is a liability.What would you guys say is the minimum Attribute/Ability combination to not be a total liability in 3e?
... And a consequence of standing with people who fight with supernatural skill.Nonetheless, Dex 3, Ability 2 is pretty reasonable given the concept of Abilities - that's "Faster than the average person, and knows their way around a sword while not being professional-grade." Making this a totally irrelevant level of investment in practice is one of the unfortunate consequences of how Exalted's combat works.
If you didn't invest in combat, you should avoid combat. If this upsets you, invest in combat. If you didn't invest in combat but expect there to be combat, you should make sure you can escape. If you didn't make sure you can escape, expect to die.First off, take a step back and relax. Second, really? You're taking a game which purports to support very diverse play styles and means of problem solving and play and going "If you didn't invest in combat beyond what makes sense for your concept/choose a concept that is at the very least able to fight with the best of the best in the world you are a terrible person and should just walk away from the table if a fight starts"?
Well, yeah. How often do you hear about 1 guy winning against 5 guys? 10 guys?3-5 supernatural skill expressions to survive just a bog standard bandit gang? Wow.
Depends on the enemies you're dealing with. I'd shoot for a Defense of at least 4 without any boosts, and pick up charms to help. For example, Dodge lets you drain initiative by dodging attacks, and can even steal all of your attacker's initiative (and crash them), or build initiative by just standing near an enemy and not getting hit.What would you guys say is the minimum Attribute/Ability combination to not be a total liability in 3e?
Are you speaking from experience here? I had three players, all of them brand-new to any White Wolf game, with no optimization history, running Essence 1 Solars working primarily out of their personal mote pools. I've talked about the Dawn the most, but the other two were a pretty stereotypical Twilight and Zenith, with maybe 9 dice in their base pool and two combat Charms each. Two sessions before, all three of them were still learning lessons like, "You should spend a few motes on your attacks, or they have a good chance of missing." I considered it a very real risk that, in personal combat, the fae guy would either splat them or force them to go totemic.
So, this got me curious, and I whipped up a probability calculator. If my math there is good - and it seems to match a couple of verification points - 16 dice hit Defense 7 something like 70% of the time. (3e being roll-to-tie rather than roll-to-beat makes a big difference!)
You try simultaneously fighting off multiple opponents with combat experience and a willingness to kill, who, by the way, probably are going to ambush you or at least have the advantage of picking the terrain. Needing to have super-powers to pull that off is not unrealistic. At all.3-5 supernatural skill expressions to survive just a bog standard bandit gang? Wow.
Nonetheless, Dex 3, Ability 2 is pretty reasonable given the concept of Abilities - that's "Faster than the average person, and knows their way around a sword while not being professional-grade." Making this a totally irrelevant level of investment in practice is one of the unfortunate consequences of how Exalted's combat works.
Well, it depends on which charms you grab. If it's Excellent Strike and Dipping Swallow Defense (on top of 5/5 because BP), you're probably good. If you took Durability of Oak Meditation, Spirit Strengthens the Skin, and Ox-Body Technique... well, those are all nice, but you should really take a couple more. They probably highballed it on purpose.3-5 supernatural skill expressions to survive just a bog standard bandit gang? Wow.
For basic don't-get-killedness? Nah. 3/5 or 4/4 (plus a few charms) is plenty to deal with bandits solo or keep you alive while your circlemates do the heavy lifting. The problem with 3 dex on a secondary combatant is that it's so damn expensive to buy it up later if you decide you want to move up to directly contributing.It might be said that anything less than 5s in the two is a liability.
I would say that the answer for skill would be "enough to get 3-5 Charms into a tree" which usually comes to 4 or 5.Well that's embarrassing. I admit, I didn't pay much attention to that sidebar. Still, it could do with noting how much Attribute and Ability you really need. Because otherwise, people are going to go 3/2 or 3/3 and get smashed, despite the book saying "Hey that means you're pretty competent, on the scale of things."
Also, anyone got thoughts on this?Okay, now for a completely unrelated question.
How do people think Occult, Survival, Craft, and Medicine ratings should affect the fact introduction part of Lore? Should they count as part of your "knowledge background"?
Oh, yeah, I have total faith in an experienced player's ability to stat a chargen Dawn who could win the fight, maybe even one who could do it without flaring too badly. The Ahlat-Killer Brawl build would do it trivially; if there's one lesson to be learned in the combat observations in general so far, it seems to be that you really want an Onslaught-negator.Oh, okay smaller than normal group. I was thinking for the archetypal circle of 5. I think a properly played melee dawn can just straight up win that fight 1v1, but considering they're new, and not able to fully use their motes I can see where you're coming from.
Ah, okay. Sure, that changes the numbers.We'd been discussing it in the context of Fivefold Bulwark Stance and the 1m dipping swallow invocation so I had DV 8 in mind when I said that. Probably should have mentioned it though.
Ok, I knew the whole Build Points vs XP thing was broken, but I didn't realize how broken it was.
A Starting Solar will walk out of charactergen with between ~427 to 252 xp worth of dots, depending on how well they min-max.
That's 125 XP difference. That's cocking insane.
Probably 2.5e. Willpower cost difference is X-box Hueg.2.5 or 3e? Someone math'd it out earlier in the thread for 3e and the difference wasn't that big.
It's just when somebody assembles the mortal equivalent of the Avengers and their army of S.H.I.E.L.D agents that you gotta spend some serious motes to beat them. Not one at a time, one at a time is easy, all of them going after you at the same time.
What would you guys say is the minimum Attribute/Ability combination to not be a total liability in 3e?
Player 2: Have a friend who is willing to have his character defend-other yours.
Are we cool yet?
With the obvious yadda yadda about ST approval and whatnot, I think the rules actually encourage using your other skills to benefit introducing a fact. Specifically, they call out "a character with Lore 3+ and a relevant specialty or backstory...The Storyteller should increase the difficulty and levy penalties as she sees fit; conversely, if a character specializes in a certain subject, the Storyteller may declare success without a roll. " (emphasis added)Okay, now for a completely unrelated question.
How do people think Occult, Survival, Craft, and Medicine ratings should affect the fact introduction part of Lore? Should they count as part of your "knowledge background"?
I always read that as being a Lore specialty. You would rule it as any specialty?
I would, yes. Introducing a Fact is a lot less rigid than Craft, so I wouldn't necessarily require that you need to load up your sheet with Lore (whatever) just to have the chance to use the mechanic.I always read that as being a Lore specialty. You would rule it as any specialty?
There is a difference between "I didn't invest in combat" and "I did not build a Chungian Murderblender." People with a pool of fifteen before charms should not be useless in combat, but when their allies have even higher dice pools there can be issues.If you struggle against things that are non-entities to your allies, then when they have a serious fight you should not be there. People who haven't invested in combat being bad at combat is a reasonable aspect of the system.
There wouldn't be a Mortal version of the avengers, because Mortals wouldn't be able to handle the type of threats that exist in creation, let alone those that invade it. A creation version of the Avengers would be made up of various exalts/exigents, spirit blooded or high level automaton created by genius exalted crafters. Tony stark is practically an archtypical Twilight, the Hulk is a Lunar rage monster who likely knows Infernal Monster style, Black Widow/Hawkeye are spirit bloods with good martial arts or a useful progenitor, etc etc.
Mortals only really matter in combat if they have either: a substantial advantage in numbers (100x to x), using their specialty to attack the opponents weakness (swordsmaster beating on a non fighty zenith, or supernatural back of their own.
Right. But there's a difference between combat parity with a Supernal Brawl Dawn Caste and parity with a mortal soldier. I'm saying the latter isn't acceptable for a character participating in combat, unless they want to die. With 3e's combat system, it also endangers their allies, which makes it even less acceptable.There is a difference between "I didn't invest in combat" and "I did not build a Chungian Murderblender." People with a pool of fifteen before charms should not be useless in combat, but when their allies have even higher dice pools there can be issues.
Is it fair to ask all members of the circle to carry their weight in combat? Yes. Is it fair to say that they need to achieve combat parity with a supernal Melee or Brawl Dawn? Probably not.
Having one person be so bad (or so good) at combat that it makes it unfun for the other players is something that players and STs need to handle. And I think our group is handling it well since none of us are actually bad at combat.
You keep saying that it's a problem, but you haven't backed that claim up at all. I'm pretty sure that mortal combatants - even heroic mortal combatants who are all unique and important enough to attack individually - being largely irrelevant to Solar murderblenders is the game working as intended. Yes, they all have names and faces and important backstories and everything - but they're still mortal, and mortals, by design, can't really deal with high-level supernatural opposition. It's totally unfair, but Creation is supposed to be totally unfair.If a bunch of non-extra heroic mortals aren't supposed to be a decent challenge for a Solar, then there's another and far larger problem. Because without Bulkwark, or a lot of xp and a big investment in all things combat, that all star Game of Thrones lineup up there is definitely going to pose a threat to a Solar. Mostly because seven random mortals with identity concealing helmets get pushed together into a battlegroup and can all get killed with a single attack, but those guys are all unique and important enough to attack individually
You keep saying that it's a problem, but you haven't backed that claim up at all. I'm pretty sure that mortal combatants - even heroic mortal combatants who are all unique and important enough to attack individually - being largely irrelevant to Solar murderblenders is the game working as intended. Yes, they all have names and faces and important backstories and everything - but they're still mortal, and mortals, by design, can't really deal with high-level supernatural opposition. It's totally unfair, but Creation is supposed to be totally unfair.
... What.Onslaught penalties are stupid good and mortals shouldn't get to benefit from them.