- Location
- Many Places
[X] Plan: Duty and Learning
-[X] Equip Yourself
-[X] Drill the Guard
-[X] Meditate
-[X] Equip Yourself
-[X] Drill the Guard
-[X] Meditate
1: Pretty Badly…
A part of me is grimly wondering…
Just how badly is this kingdom going to be savaged when all is done?
And how much Yozi magic will we need to rebuild in the aftermath?
It depends. If we manage to gank the Solar here and now before whatever plans he has comes to fruition?…
A part of me is grimly wondering…
Just how badly is this kingdom going to be savaged when all is done?
And how much Yozi magic will we need to rebuild in the aftermath?
That assumes the Headmistress is going to be in the duel with us to cast it, and also willing to drop it at our command. Neither of which is a guarantee. I would be completely unsurprised if the Headmistress is better at alchemy than whatever we can brew up with our starting skill from our boon. Still doesn't mean I don't think Witches Brew is a useful option, since she isn't likely to be cooking up some concoctions for us if we don't choose to. The Headmistress has other things to do beyond just sticking by our side to cast Sorcery whenever we require it.I'd like to point out that as a 300 year old Sorcerer I would be shocked if The Headmistress did not have access to Doom Of Obsidian Butterflies or an equivalent, which is basically on the same level as Artillery, although it is a bit shorter ranged.
That will prove much more effective than whatever explosives we can make in a few hours, simply due to the fact that it is full on Sorcery.
What is she going to be doing in this battle if not throwing battle magic at our mutual enemies?That assumes the Headmistress is going to be in the duel with us to cast it, and also willing to drop it at our command. Neither of which is a guarantee. I would be completely unsurprised if the Headmistress is better at alchemy than whatever we can brew up with our starting skill from our boon. Still doesn't mean I don't think Witches Brew is a useful option, since she isn't likely to be cooking up some concoctions for us if we don't choose to. The Headmistress has other things to do beyond just sticking by our side to cast Sorcery whenever we require it.
If I'm remembering 3E correctly you have 15 charms because you're already been running around doing stuff for a while.I do have a question for any Exalted Players here. How many Charms is a Fresh Exalt expected to have? Googling seems to point towards 15 Charms, in which case, Meditation seems like a absolutely Mandatory option, but is that actually the expectation for a Fresh Exalt, or one who's been around for a couple of Months before the start of the campaign?
I don't know, dropping big aoe spells in the mob to help her Spire Guard? Maybe holding off reinforcements from any other "persuaded" parties to let the guard handle the mob and us the Golden Man? There's plenty of possible targets to cast spells at that aren't the big guy we're going to end up fighting personally.What is she going to be doing in this battle if not throwing battle magic at our mutual enemies?
Ok, I'm kinda confused here, if we can get a duel with the Solar we're almost certainly going to win if we're smart about it, we are almost entirely focused on combat whereas he's primarily a social character.I don't know, dropping big aoe spells in the mob to help her Spire Guard? Maybe holding off reinforcements from any other "persuaded" parties to let the guard handle the mob and us the Golden Man? There's plenty of possible targets to cast spells at that aren't the big guy we're going to end up fighting personally.
As the explosive is something to be used in a combat encounter to make things easier, and as an Exalt the only combat encounter we will likely need to be made easier is the fight against the Golden Man, I think it's rather clear that the way the explosive will be used is during the fight with the Golden Man.Ok, I'm kinda confused here, if we can get a duel with the Solar we're almost certainly going to win if we're smart about it, we are almost entirely focused on combat whereas he's primarily a social character.
The most dangerous thing about him are his supporters, who might be able to tilt a fight in his favor.
I don't want The Headmaster fighting the Solar, I want her dealing with his rabid mob of cultists.
I do have a question for any Exalted Players here. How many Charms is a Fresh Exalt expected to have? Googling seems to point towards 15 Charms, in which case, Meditation seems like a absolutely Mandatory option, but is that actually the expectation for a Fresh Exalt, or one who's been around for a couple of Months before the start of the campaign?
Edit: I know Infernals can be weird because they can get stuff from their Coadjutor, but they're also expected to go the City for training at some point to?
I would like to point out that we shouldn't put too much trust in things being mechanically the same to the base game.If I'm remembering 3E correctly you have 15 charms because you're already been running around doing stuff for a while.
A truly fresh Exalt starts with 10 charms.
Charms are kind of the same way, I've condensed dozens of things into a set of ten per Yozi and arranged them in a tree, with you getting access to higher levels as your Enlightenment increases. Then you delve deeper into a given Charm and you get some of the repurchases or upgrades or related stuff out of it which makes it more potent or more reliable or expands what it can do, with the Shintai at the very tip-top of the tree in the Fifth Realm (Corresponding to Essence 5).
Anyway, the point of my own plan is that instead of inspecting what kind of options we have in exchange of time, it instead focuses on getting us more resources using prep-time. We have a limited amount of metaphysical stamina for combat (and other stuff) before we need to rest, so using our time instead crafting one "use explosion here" -card beforehand.I don't do Charm Progression the same way the base setting does it, you'll see when you have time to sit down and actually do some soul-searching, but I've streamlined it while making it more esoteric in the process.
As such, for the Headmistress to be a superior replacement for the explosive with her Sorcery like you said would would require her to be fighting the Solar with us to cast it on them, since otherwise she would not actually be replacing the use case of the explosive.
And how much metaphysical stamina and manpower will we expend on things we could bypass with a charm if only we knew we had it? Are you confident that the single problem we can solve with explosives will outweigh those costs?I would like to point out that we shouldn't put too much trust in things being mechanically the same to the base game.
Anyway, the point of my own plan is that instead of inspecting what kind of options we have in exchange of time, it instead focuses on getting us more resources using prep-time. We have a limited amount of metaphysical stamina for combat (and other stuff) before we need to rest, so using our time instead crafting one "use explosion here" -card beforehand.
Just because we potentially have other options to get similar effects to making a bomb it doesn't mean those are free or even as efficient.
I assume keeping a lowish profile until we can force the Solar to pay attention to us.What is she going to be doing in this battle if not throwing battle magic at our mutual enemies?
Depends on how big the boom is. But I'm assuming it will be a pretty big one, considering that is an option at all. However, we can always ask. Hey @Alectai, how much destructive power and shock are we talking when it comes to the bomb option? And what are its benefits to meditating and figuring out her powers, as far as Ciara suspects?And how much metaphysical stamina and manpower will we expend on things we could bypass with a charm if only we knew we had it? Are you confident that the single problem we can solve with explosives will outweigh those costs?
Depends on how big the boom is. But I'm assuming it will be a pretty big one, considering that is an option at all. However, we can always ask. Hey @Alectai, how much destructive power and shock are we talking when it comes to the bomb option? And what are its benefits to meditating and figuring out her powers, as far as Ciara suspects?
Thanks, that clarifies things quite a bit. So meditating is opening the mystery box when it comes to benefits here and now, while the explosives are a substantial and guaranteed increase in firepower that we can use once when we really need. With the added benefit of this not exhausting Ciara further when used in combat."Either a couple small booms, or one really big one"
Practically, for all intents and purposes, it'll be a set of frag grenades. Won't work exactly like that, but the effect will be broadly similar.
At least in regards to using bom
You don't know what meditating and figuring out your powers will do in the short term. Could be lots, could be nothing at all that you can benefit from.