Right, I know that.No, Howl of the Devil-Tiger does exclude you from learning (You) Cosmic Principle, but it doesn't exclude (for example) the next bearer of your Exaltation doing so.
Yozi and primordials are political differences.Right, I know that.
The contention was that the (Primordial) Cosmic Principle created through the Howl of the Devil Tiger pathway was different from (Yozi) Cosmic Principle, because the new charmset does not represent a Yozi. Thus, the Devil Tiger could pursue their own Cosmic Principle, but not those of the Yozis.
Heck, what happens if you perfectly dodge a mountain? Do you teleport clear?
Its been something of a thing up until now that if an attack would qualify as an area-of-effect (either due to size or range or what-have-you), you need to be able to move completely outside of its maximum distance with the use of that dodge, otherwise the defense attempt simply fails before it has the chance to check for things like Perfection.
Right, I know that.
The contention was that the (Primordial) Cosmic Principle created through the Howl of the Devil Tiger pathway was different from (Yozi) Cosmic Principle, because the new charmset does not represent a Yozi. Thus, the Devil Tiger could pursue their own Cosmic Principle, but not those of the Yozis.
It's a semantic quibble on the fact that it uses Yozi (On the ground that Yozi are Primordials stuck in hell) rather than just saying Primordial Cosmic Principle. It's stupid because as C.o.S.a.R says, The difference between a Yozi and Primordial is mostly political.I'm... pretty sure that's wrong is what I'm saying. I said, specifically, that if you create a You charm tree via Triumphant Howl, you can't then learn (You) Cosmic Principle.
Ah, I misread (You) as (Yozi). My bad.I'm... pretty sure that's wrong is what I'm saying. I said, specifically, that if you create a You charm tree via Triumphant Howl, you can't then learn (You) Cosmic Principle.
IIRC They specifically had an elder essence dodge charm for dodging aoe events you couldn't move away from (like a mountain falling on you) in DotFA, which, if I'm not misremembering, does suggest other charms don't do that.Its been something of a thing up until now that if an attack would qualify as an area-of-effect (either due to size or range or what-have-you), you need to be able to move completely outside of its maximum distance with the use of that dodge, otherwise the defense attempt simply fails before it has the chance to check for things like Perfection.
Inapplicability-trumping dodges still function as defenses in this case, but now you have to cope with the fact you are still within that area. But now its mere seconds after the attack has resolved, which in the case of the mountain example, likely means buried harmlessly under thousands of tons of rubble.
An oddity there would be that the dodge charm would assure that a space under the rubble large enough to hold you exists.Its been something of a thing up until now that if an attack would qualify as an area-of-effect (either due to size or range or what-have-you), you need to be able to move completely outside of its maximum distance with the use of that dodge, otherwise the defense attempt simply fails before it has the chance to check for things like Perfection.
Inapplicability-trumping dodges still function as defenses in this case, but now you have to cope with the fact you are still within that area. But now its mere seconds after the attack has resolved, which in the case of the mountain example, likely means buried harmlessly under thousands of tons of rubble.
It suggests that they don't move you. But if your Perfect Dodge trumps applicability, you can dodge it anyway. Because Exalted bullshit.IIRC They specifically had an elder essence dodge charm for dodging aoe events you couldn't move away from (like a mountain falling on you) in DotFA, which, if I'm not misremembering, does suggest other charms don't do that.
I found the Charm I was thinking of:
DIVINE WITNESS OF UTTER SAFETY
Cost: — (+4m); Mins: Dodge 5, Essence 5; Type: Permanent
Keywords: Mirror, Obvious
Duration: Permanent
Prerequisite Charms: Leaping Dodge Method, Seven Shadow Evasion
When the Primordials once uprooted mountains and cast them down against the armies of the gods. The Solar Exalted, embarrassed by such clumsy efforts, learned to absent themselves from the paths of these excessive demonstrations. A character who has learned this Charm may pay a four mote surcharge when invoking Seven Shadow Evasion to avoid an attack which inflicts damage on everything within an area (such as Lambent Bolt of Annihilation). The Solar's dodge deposits her at the nearest safe edge of the damage effect, if that location is within (Essence x 50) yards; walls and other obstacles are no impediment to this evasion. She may also carry out any consenting characters she is protecting with Defend Other actions at the time of activation. At Dodge 6+, Essence 6+ this restriction disappears, and the Solar's leaping dodges will carry her as far as necessary to remove her from the effect.
An oddity there would be that the dodge charm would assure that a space under the rubble large enough to hold you exists.
This sounds about right.Inapplicability-trumping dodges still function as defenses in this case, but now you have to cope with the fact you are still within that area. But now its mere seconds after the attack has resolved, which in the case of the mountain example, likely means buried harmlessly under thousands of tons of rubble.
No: if you kill something with a spirit killer(and that is a meaningful charm vs them) then they're dead. That's the whole point of those, and if they didn't have any effect or such a minor effect then the war would never have been won because then the Exalted couldn't fight the Primordials.
Personally? That demon is dead, instantly. How that manifests depends on how you interpret the 5 day thing, but it happened and now a Yozi will change as one of it's defining souls is cut down.
That would be interesting. I could see it going both ways, depending on how the story was structured. If this was the culmination of a story I might just have them drop dead there. If it was something more accidental or less purposeful, then having the post-mortem revenge could be much more interesting.I personally kind of like the "he drops dead five days later" interpretation if the Third Circle knows about it instantly-it leads to more plot hooks as you have given a Third Circle 5 days to try to take post-mortem revenge on you.
Probably not the most canon answer but it feels the coolest.
Doubtful. One group is attacking Ligier, a dude with a sword, while the other group is trying to loose arrows at a giant flaming ball of essence way up in the sky.What would happen if you attacked a 3CD in multiple places? E.g. find Ligier in Creation while your buddies find him in Malfeas and (through unspecified means) attack simultaneously.
Is there an advantage to doing this?
Splitting his mote pool, however, might be.Doubtful. One group is attacking Ligier, a dude with a sword, while the other group is trying to loose arrows at a giant flaming ball of essence way up in the sky.
Each body present radically different challenges. And since the demon can co-locate and operate without difficulty, splitting his attention is probably not something that occurs.
You're focusing too much on the example, rather than the general idea.Doubtful. One group is attacking Ligier, a dude with a sword, while the other group is trying to loose arrows at a giant flaming ball of essence way up in the sky.
Ligier's sole mode of interaction in Malfeas is not 'the sun.'Doubtful. One group is attacking Ligier, a dude with a sword, while the other group is trying to loose arrows at a giant flaming ball of essence way up in the sky.
Each body present radically different challenges. And since the demon can co-locate and operate without difficulty, splitting his attention is probably not something that occurs.
Holden said:Man, bonus points are really not calibrated to work well for advancement.
Tell you what, since I was terse with everyone earlier, I will do something nice to compensate. Here you go, a wholly unofficial advancement system for veteran players who despise flat/rated advancement splits:
Every 2 sessions you get a new caste/favored Charm or spell, of whatever sort you like.
Every 3 sessions you get your choice of: a new un-favored Solar Charm; a Martial Arts Charm whether it's favored or not; a spell whether it's favored or not; an Evocation; a new Attribute dot; or a dot of Willpower.
At the end of the first session and then every 2 sessions after that, you get an Ability dot; a merit dot; a specialty; or you can waive this gain twice in a row, and get one of whatever you want anywhere on the sheet instead, or to pay for any game-element that demands XP (like a sorcerous project).
Essence goes up automatically as metered in the core at an assumption of 5 XP per session.
That should very roughly line up with intended advancement rates. I suggest using it with the training times.
Actually acting like a developer for once, rather then being bratty about people disliking his 'masterpiece'.