Jon Chung
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For fuck's sake Jon, no one wants or needs you to rant about this shit yet again.
no u
For fuck's sake Jon, no one wants or needs you to rant about this shit yet again.
I swear with the amount you love to grumble you should be a dawi.
I swear with the amount you love to grumble you should be a dawi.
He's completely accurate about the basic paranoia combo being the only defensive schema that actually reliably works, especially with all the 2e errata that makes offense cheaper and more practical.For fuck's sake Jon, no one wants or needs you to rant about this shit yet again.
A single Dragon-Blooded with a grand goremaul and a streak of lucky rolls could splat the overwhelming majority of new Solars in one round unless there's a paranoia combo or a lot of Ox-Bodies in play. This is not some rare, esoteric condition.If you have a pretty much average storyteller running your game, who is actually motivated to have a fun time playing games with friends, as opposed to trying to maximize player character carnage, most of those threats that could theoretically one-shot you if you don't have a paranoia combo running are going to remain theoretical.
The "lethal vulnerability" here is "being in a fight with a handful of peer opponents", which the fiction of the game actively encourages you to do.If your storyteller is setting up fights to intentionally exploit lethal vulnerabilities your starting characters have
If you have a pretty much average storyteller running your game, who is actually motivated to have a fun time playing games with friends, as opposed to trying to maximize player character carnage, most of those threats that could theoretically one-shot you if you don't have a paranoia combo running are going to remain theoretical.
A single Dragon-Blooded with a grand goremaul and a streak of lucky rolls could splat the overwhelming majority of new Solars in one round unless there's a paranoia combo or a lot of Ox-Bodies in play. This is not some rare, esoteric condition.
The "lethal vulnerability" here is "being in a fight with a handful of peer opponents", which the fiction of the game actively encourages you to do.
This is what I mean when I talk about the "if your GM will ensure that you don't encounter anything that requires the paranoia combo to stop you don't need the combo" case. Note that for this to work, the GM needs to know all the things that require the paranoia combo to stop, so they do not kill their players who do not have the paranoia combo by intentionally avoiding those options. Otherwise they are likely going to do it by accident given how easy it is to do, and then you have chunky player salsa to clean up.
Does this GM sound like they have this knowledge? I don't think they do if they're new. Thus the advice to get a perfect, a surprise negator and a flurry breaker, unless you have confirmation from your GM that they know what requires the p-combo to stop and they are actively going to go out of their way to remove those things from the game in real time, with retcons included if they make a mistake and you get gibbed anyway.
Yes, it sounds like the GM has the required knowledge. Because it's not a complicated and esoteric secret of Exalted; it's just how games work.
If a GM comes to me and says, "Gosh, I had a force with major numerical superiority and very deadly weapons attack my players from ambush, and to my surprise, a player character died", I will look at that GM in befuddlement. Because that is incredibly unsurprising. Player death is the expected result there; otherwise you would have sent fewer opponents, or given them shoddier weapons, or had one of them sneeze at the wrong moment, allowing your players a perception roll to avoid being surprised, or something.
If your GM is frequently killing off player characters, sure, then you need to start making play decisions on that basis. Or have a conversation with the GM about expectations. But that should be an informed decision, not a default assumption. Exalted 2e is not a game that works well when played in an adversarial manner, even more so that most RPGs. Immediately escalating the combat stakes as high as they can go is just an efficient way to skip past all the actually fun bits of the game and go right to the bit where the wheels fall off. It's a bad plan.
"A single lucky attack from a peer opponent can instantly kill a PC with no in-game or metagame recourse, unless that PC has taken specific defensive powers" is very much not how most RPGs work. Even for the ones that do work that way, the overwhelming majority of them very clearly warn GMs and players that even brief 'normal' encounters can kill PCs. Exalted doesn't bother to include that warning, because the authors literally didn't realize at the time that they were writing a very lethal combat system.One of the most potent warriors in the entire setting, armed with one of the most lethal artifact weapons in the entire setting, with a streak of lucky rolls, could splatter a new Solar?
Seems sort of like how things should work to me.
Nah, that's silly.
You don't need anything like "perfect system knowledge" to understand that fighting lots of people at once is dangerous, or sneak attacks are dangerous, or weapons with high damage numbers are dangerous.
The entire logic for using those things is that they increase the danger level.
You just need common sense as a GM to decide whether you want to go about making an encounter more dangerous or less dangerous, and then act accordingly.
Want an easy fight? Attack the players openly with an equal number of goons. Want to make it more dangerous? Increase the goon count. Make it a surprise attack. Give the goons better weapons or stats. This isn't a unique system challenge. The same logic applies to D&D, or Savage Worlds, or GURPS.
Exalted 2e has an unusually low power threshold where the game's combat engine starts sputtering and flailing about, but the paranoia combat paradigm aggravates that issue; it doesn't mitigate it.
There's a zone of fun in Exalted, which lasts right up until several people intentionally simplify it down to rocket launcher tag. Paranoia combat is about recognizing that fact and making sure you're well-prepared for rocket launcher tag, at the cost of sacrificing all the fun stages of the combat system, and also all the non-combat parts of the game.
I stand by my original advice. The paranoia combat junk is not false. It's not a math error. It's just a completely unhelpful starting point for actually playing a fun game. If you take the standard starting resources of a by-the-book Solar and use them to build a paranoia-combat-compatible character, you will end up with a character that is only good at not dying, and nothing else. Meanwhile, your other players will be solving mysteries and fomenting rebellions and sneaking into forgotten tombs and hanging around with their talking bear sidekicks. You could be doing those things, too, but you spent all your background points on dodging the slightest possibility of a fight scene being entertaining.
It lasts right until something innocuous splatters a PC, which I have literally seen happen in fight 1, session 1.
Uh, it takes four dodge charms and an artifact weapon to be paranoia-OK on defense and capable of forcing other entities into "be paranoia-OK or die horrible deaths" status. Sure, actually playing out fights will be horrifically boring, but that can't be helped unless you have a group that satisfies conditions B or C. The ideal case is still "don't play Exalted 2 lol".
Yes, and I've had a D&D character get killed in round 1 of the first fight of a campaign, after failing a reflex save for a dragon turtle's breath weapon.
Things happen. Games are like that.
So, someone came to this thread asking for advice, and you gave them advice which will make playing out fights "horrifically boring".
I advise that person to ignore your advice, because if they take it, playing out fights will be horrifically boring.
I don't think we disagree about the value of paranoia combat here, we just disagree about the utility of being horrifically bored. I think people should generally avoid horrifically boring leisure activities, while you think they should intentionally pursue the state of horrific boredom.
Want an easy fight? Attack the players openly with an equal number of goons. Want to make it more dangerous? Increase the goon count. Make it a surprise attack. Give the goons better weapons or stats. This isn't a unique system challenge. The same logic applies to D&D, or Savage Worlds, or GURPS.
Well any advice for a complete newbie making his first character? Chargen tips, essential Charms/Abilities, common pitfalls? Not too sure what I'm gonna go with so far besides maybe a basic Dawn Melee build or maybe a Night/Twilight Archer...
Edit: Typed the wrong Caste for the Archer idea. Starting at Essence 2, 15 Bonus Points, the whole shebang.
Does anyone have any tips for optimising a Dawn caste for combat? I really want to play as the archetypical lawnmower of people but my combat monkey friends are playing as Night and Twilight and I don't want to seem like a muppet next to them.
From my (very limited) understanding, the favoured ability spead of Night and the Anima power of Twilight tend to be much better for combat than Dawns. Any advice SV, whether it be good houserules and homebrews to buff Dawns or just good combat builds? I'm currently at chargen.
My character's a complete blank slate so go nuts with whatever abilities you'd like.
I'd like to be able to work in as many combat abilities as possible, but I've been told that this isn't very effective.
All right, time to use my powers for evil I guess.
Melee, Melee Melee Melee Melee. That's what you want.
Solar Melee is pure, unadultered bullshit. It starts off by delivering most of the functionality you want in combat as a whole, both offense and defense, and it eventually gets into more unique, OP stuff.
On the offensive side, you want Hungry Tiger Technique and Fire and Stones Strike because they are the most basic "fuck everybody who gets on the wrong side of my blade" effects. You will later want to get into Peony Blossom Attack ("fuck everybody who thinks numbers matter against me"), then Iron Whirlwind Attack - it's a magical flurry, and magical flurries kill people.
On the defensive side, you want to go straight for Protection of Celestial Bliss: it's a DV-keeper that also grants you cap-breaking DV, and its prerequisites are another DV-keeper and a perfect defense, which you want anyway. Later, you will want Solar counterattack, because fuck everybody who even thinks about attacking you.
Now, as I stated before, magical flurries kill people. You don't want that to happen to you, so you're going to invest in Dodge, grab Leaping Dodge Method, and Reflex Sidestep Technique while you're at it: flurry-breaking and surprise-negation, awesome!
While "moar dice" is a primary deciding factor of combat, "moar motes" is just as important. You want War 5, and as soon as you can take a break from buying Charms with actual functionalities, you grab Immanent Solar Glories. Yes, plural. Of course, your passive mote pool isn't enough; you need to boost your mote regen as well. For this reason, you want Overdrive; and for this reason, you want Resistance (though it wouldn't hurt to get Glorious Solar Saber as well).
Here's a trick: you should convince your ST to grant players free purchases of Ox-Body technique (traditionally, a number equal to (Essence) or (Stamina). Emphasize that this is a common houserule. There is a legitimate reason for this: Ox-Body Technique is not worth a Charm purchase on its own, and even if it were it is incredibly boring to buy. There is a secret reason for this: you gain much more benefit from it than anybody else.
You're probably already tied up by all the basic functionality stuff mentioned above, but when you got time, you want Essence-Gathering Temper, which will grant you motes when you or your allies are wounded, Red Dawn Ascending, which grants you motes as your wound penalty increases and, even more important, mote-discounts based on your wound penalties, and Soulfire Resurgence, which offers you combat-time healing. With this, and with supplies of health levels, you will be as close to a mote reactor as it gets in 2.5 this side of a Sidereal Crane Stylist.
Now, the trick is that for the above to work, you need to get hurt, but never too much. And since this is 2.5 and perfects are more expensive, you are probably going to get hurt anyway. So you want soak. Luckily, you are already in Resistance. How about Durability of Oak Meditation + Iron Kettle Body? Your goal is to get to Armored in Righteousness Stance so you can combine them with armor. One purchase of Invincible Essence Reinforcement won't hurt either - it's good (natural) soak, and the one point of Hardness upon reaching a certain level will thwart anima flux.
You need Keyword defenses, of course. Fortunately Resistance also has you covered: Immunity to Everything Technique for Poison and Sickness, Unbreakable Warrior's Mastery for Crippling. You want one point in Integrity at least to get Integrity-Protecting Prana.
Those are some solid basics, I think. Eventually, you want to grab Ink Monkeys and take everything that has "Melee" in it, with a particular attention for stocked reflexives and anything that even distantly smells of cap-breaking dice. Remember: moar dice and more motes are the key to victory!
2e plus the Scroll of Errata IS "2.5e." The ink monkeys created a lot of new content (not all of which I agree with) but they never changed core rules.So one of my friends is just getting me into Exalted. We're running 2e with the Scroll of Errata, but when I'm googling around for advice and tips I see that 2.5e is sometimes thrown around. This seems to be 2e with the Scroll of Errata and sometimes something called Ink Monkey? What is this, and do we need it for our game to be considered 2.5e? Just want to know if any of the advice I saw for 2.5e would still work with our campaign as is.
Exalts are humans except as specifically noted. The automatic benefits of exaltation are actually fairly minimal; it would absolutely be possible to build a starting exalt with Stamina 1, Resistance 0, then have them drink a large bottle of hard liquor and die later that same night of alcohol poisoning. Every exalt has the potential for world-shaking greatness, but not all achieve it. If you want to avoid dying like a chump, you need to avoid behaving like a chump. Know your limits, use appropriate tactics, plan and prepare and train instead of just reacting when some problem is already on top of you.I am completely and utterly baffled by the assertion that two dozen random assholes with pitchforks should be a legitimate threat to an Exalt. I play this game to be the almighty force of nature that scatters armies before her, not the mudstained dumbass who dies in a ditch after a sweaty bandit knifes them.
I am completely and utterly baffled by the assertion that two dozen random assholes with pitchforks should be a legitimate threat to an Exalt. I play this game to be the almighty force of nature that scatters armies before her, not the mudstained dumbass who dies in a ditch after a sweaty bandit knifes them.
Oh I know, I'm not arguing against Chung, I'm expressing disbelief at the people suggesting that the mechanics producing these results is okay.I don't think anyone's asserting that they ought to be threats, they're saying that the mechanics of the system guarantee that they are threats.
Ahh, gotcha, my bad.Oh I know, I'm not arguing against Chung, I'm expressing disbelief at the people suggesting that the mechanics producing these results is okay.
Because fuck me, the five guys with hammers thing is the stupidest fucking mechanical outcome in this whole damn game.
This is not Nobilis or Mythender. In Exalted, mortals are more than scenery, "wind and grass," they're allies, enemies, spiritual revenue-generating assets for gods and demons to fight over, and potential peers (in disguise, or yet to be Chosen). Sure, Dex 5, MA 5, and an excellency would let you beat Bruce Lee in any remotely fair contest of unarmed combat, but could Bruce Lee with just his bare hands really take on five or ten ordinary soldiers, with knives, all at once on open ground? It takes a certain amount of specialized magic to bring that sort of matchup back to the level of "remotely fair," then it's another little step past that to "reliably winnable."This isn't d&d, you don't start a chump and get badass later on. You start a badass and become a worldshaker. Exalts are human, sure, but even a chargen combat Dragonblood is worlds beyond a mob of angry peasants. Because fucking obviously I'm talking about combat specced characters when I discuss standing against armies and so on, come the hell on.
The point is that a defining aspect of Exalted is that PCs are Important. Whatever their thing is, they do it on a scale no mortal can come close to matching. No combat Exalt is going to be outmatched by a flash mob of idiots with pitchforks. No Social exalt is going to be outmaneouvered by random merchant dude #46. Sure, it takes investment to scale up, but when you take that investment? You get fucking results.
This is a game, as said, about world shaking demigods. You start nigh untouchable to normal humans in your field of focus, and then keep scaling up. If it took "every charm and skill in the game" to be able to fight fifty shovel-wielding idiots and handily win, this would be a deeply shit execution on the core fantasy.
Oh I know, I'm not arguing against Chung, I'm expressing disbelief at the people suggesting that the mechanics producing these results is okay.
Because fuck me, the five guys with hammers thing is the stupidest fucking mechanical outcome in this whole damn game.