notanautomaton
I've got 99 quests, I've finished one
But I didn't.I think calling your homebrew "Exalted: Fourth Edition" is probably the biggest issue here.
But I didn't.I think calling your homebrew "Exalted: Fourth Edition" is probably the biggest issue here.
They absolutely have rights to the rules text. They don't have rights to the rules.Right, which is why I said "game text." White Wolf doesn't have creative control over the words "Exalted" or "the Exalted" in the text properly, because in-context it is merely a word. What they have the rights to, is this:
Which is a separate entity from the rules-text.
I think @notanautomaton calling his homebrew "Exalted: Fourth Edition" is probably the biggest issue here.
I'm pretty sure that was what prompted the ban in part, actually - I imagine none of the rpg.net mods are well-versed in these legal matters...
Both would probably be uncountable damage regardless. It's easier to block a single, large-scale (including continuous) damage source, than it is to dodge repeated, smaller damage sources, but I'm pretty sure that was true back in 2e as well.
That's puts it in a really weird zone then. SSE will actually perfect it (since it's new "flaw" is having to charge it after each use), but it'll probably burn straight through HGD or AST if it's anywhere over 25-30 dice of damage. Unless it's perfectable as a hazard instead of an attackNo way. A gas station explosion is totally countable damage. If you can ignore a bonfire by being really good at Resistance, you don't no-save-just-die when a gas station blows up.
That's puts it in a really weird zone then. SSE will actually perfect it (since it's new "flaw" is having to charge it after each use), but it'll probably burn straight through HGD or AST if it's anywhere over 25-30 dice of damage. Unless it's perfectable as a hazard instead of an attack
The problem is that the example of an exploding gas station (or similar effect) might not happen during a combat scene, so you might not be rolled into Initiative and thus have problems using HGD. Similarly, you might not have Diamond Body Prana up to boost your soak, and so AST gets weaker. Generally, there's just a stupid non-explanation of where damage should become "uncountable". This creates the situations where you might have 50 dice of damage leveled at you by something that isn't an attack, but isn't "uncountable".25-30 dice is still well within the realm of 'defendable' in Ex3 honestly. Barring charms, you don't count 10's as two successes on decisive damage, and Heavenly Guardian Defense burns away damage at a rate of 1i per success. So, as long as you're at ~12 initiative (which is not guaranteed given that they got up to ~30 somehow) you're likely to not even take damage. A Resistance solar tanks it fairly easily too, since the Resistance tricks don't depend on your initiative, really. The tradeoff is that you really want more than just Adamant Skin Technique to do it. The fight recap thing I posted a few pages back showed pretty much this exact scenario. My boss tanked a ~28 dice decisive surprise attack and ended up taking a grand total of three damage, which didn't put her into wound penalties thanks to bonus health levels.
So, gas stations are fine so long as you either have a pile of motes or a pile of initiative to deal with it.
Initiative costs are explicitly waved outside of combat, so you won't have any problems using HGD if you have it. If you don't... well, I suppose that 25 damage dice isn't too bad. Even without charms there's only a 1/4 chance it'll kill you—if you are uninjured and take an extreme crippling injury. If you had the foresight to buy even a single Ox-Body Technique that is reduced to a mere 3% chance. You did buy an Ox-Body, right?The problem is that the example of an exploding gas station (or similar effect) might not happen during a combat scene, so you might not be rolled into Initiative and thus have problems using HGD.
I'm not seeing anything that says Init costs are waived outside of combat. Page number please?Initiative costs are explicitly waved outside of combat, so you won't have any problems using HGD if you have it. If you don't... well, I suppose that 25 damage dice isn't too bad. Even without charms there's only a 1/4 chance it'll kill you—if you are uninjured and take an extreme crippling injury. If you had the foresight to buy even a single Ox-Body Technique that is reduced to a mere 3% chance. You did buy an Ox-Body, right?
It gives you the capability to parry otherwise unparryable effects. It never says that you actually do, just that you can. It's actually just incredibly vague thanks to the goddamn "natural language" that can go burn in a fucking fire.Initiative costs are explicitly waved outside of combat, so you won't have any problems using HGD if you have it.
I'm not seeing anything that says Init costs are waived outside of combat. Page number please?
It gives you the capability to parry otherwise unparryable effects. It never says that you actually do, just that you can. It's actually just incredibly vague thanks to the goddamn "natural language" that can go burn in a fucking fire.
I'm not seeing anything that says Init costs are waived outside of combat. Page number please?
p. 351 said:SCENE OF DESTRUCTION
Sometimes it becomes dramatically appropriate to use a Charm with an Initiative cost outside of battle. When this happens, ignore the Initiative cost.
It gives you the capability to parry otherwise unparryable effects. It never says that you actually do, just that you can. It's actually just incredibly vague thanks to the goddamn "natural language" that can go burn in a fucking fire.
Every single example of an environmental hazard is something that does continuous damage, rather than one-tick-smash damage. If your GM goes, "because it's just a bunch of firedust exploding, it deals 30HL of damage rather than uncountable damage, so you die," he's being a dick. He could just say the Sun falling on your head is 80HLs, and that's obviously not at all the intent either.No way. A gas station explosion is totally countable damage. If you can ignore a bonfire by being really good at Resistance, you don't no-save-just-die when a gas station blows up.
That actually is in theme. The best way to kill an exalt is to do so through proxies so you don't come down with a case of death, but if you need to fight them, then you want to do it when they're injured with low resources. Starting off with a bunch of traps can accomplish both of these. Hell, even if you don't get involved personally, traps can be useful. Maybe they kill them, and if they don't there might be little to point directly at you.Unless an enemy inmediately attacks you afterwards.
Clearly claymore mines are the best way to kill an Exalt now.
Every single example of an environmental hazard is something that does continuous damage, rather than one-tick-smash damage. If your GM goes, "because it's just a bunch of firedust exploding, it deals 30HL of damage rather than uncountable damage, so you die," he's being a dick. He could just say the Sun falling on your head is 80HLs, and that's obviously not at all the intent either.
Huh. I must have missed that. Thanks.
See, this is the kind of shit which gets my back up about Ex3, the insufferable degree of inconsistent design presented as features rather than bugs, slinging around high-concept terminology which makes it sound as though someone is either completely unfamiliar with what it actually means, or is just talking out of their ass. If Initiative is waived outside of combat, why are we still counting MOTES and Willpower for the purpose of restricting Perfects too? Is one spendable resource so much more cinematic than the others it exists solely to make combat further detached from the primary system?Instead, the (in-universe-ish) reason it stops working in combat once you run out of initiative is because that represents cinematic vulnerability.
Imitative represents the amount of control the character has over the fight not mystical energy gained from hitting opponents if they aren't currently in a fight the entire concept is inapplicable and it makes sense to assume that the lack of an opponent is the same as having as much initiative as they need as there is nothing to contest their control.See, this is the kind of shit which gets my back up about Ex3, the insufferable degree of inconsistent design presented as features rather than bugs, slinging around high-concept terminology which makes it sound as though someone is either completely unfamiliar with what it actually means, or is just talking out of their ass. If Initiative is waived outside of combat, why are we still counting MOTES and Willpower for the purpose of restricting Perfects too? Is one spendable resource so much more cinematic than the others it exists solely to make combat further detached from the primary system?
Umm, in some ways you're spot-on. It seems very analogous to the way Stress and Fate Points work in FATE Core: physical stress is mostly just relevant in combats, while FP costs are more long-term as a consequence.See, this is the kind of shit which gets my back up about Ex3, the insufferable degree of inconsistent design presented as features rather than bugs, slinging around high-concept terminology which makes it sound as though someone is either completely unfamiliar with what it actually means, or is just talking out of their ass. If Initiative is waived outside of combat, why are we still counting MOTES and Willpower for the purpose of restricting Perfects too? Is one spendable resource so much more cinematic than the others it exists solely to make combat further detached from the primary system?
If hard-locking the amount of times someone could non-cinematicly block an ultra-kill-you attack was so vital to noncombat gameplay, rather than being a throwback to 1e treating invulnerability as the ultimate winning strategy, why don't they just use that single encounter-use limit they brought in to hamstring Seven Shadow Evasion instead, but without the stupid turn-counting condition? For that matter why does every single Perfect need to resolve itself in an unnecessarily awkward and fiddly way that does not actually Change the character gameplay being presented through its use?
But then again, this is the same game that has made Initiative both the most powerful trait possible, disconnected from character abilities directly, and totally forgettable the rest of the time. So maybe I am just spending my time complaining about the Emperor's shitty haircut while his junk is hanging out.
Except Exalted healing.No, the expected consequence would be either a sprained leg (one or two healthboxes), or some Motes spent to up the soak against falling damage (I'm not sure how it works in 3e and what fine nuances I might be missing; I'm talking in general terms here). In the meantime, while a sprained leg should disadvantage someone in combat, it shouldn't make them turn into pink mist easier, so it's not Initiative.
A hitbox or two took some number of hours in 2e. That seems to be about right to make a difference on, say, Conan and the Tower of the Elephant. Did regeneration become faster in 3e?Except Exalted healing.
Sprained Ankles rarely bother them for any real length of time, they simply aren't 'serious' enough to matter unless they happen in combat time (in which case the initiative loss and similar replicates that).