The concept differs depending on the Exalt, though.Because it says so.
That's it, when it really comes down to it. Because it says so.
It's not a cause-and-effect with a scientific basis, it's a conceptual effect that flatly overrides the normal nature of reality.
Does this fit?The concept differs depending on the Exalt, though.
The Solar is Just That Good. "How'd I do that? I'm just that wise/skilled/fast/strong/tough/awesome."
The Sidereal is Just That Wise. "How I'd do that? I combined my mastery of swordsmanship/dodging/rolling-with-the-punches with my mastery of the secrets of Fate, and used them together to change the Destiny of the attack, as well as my own Destiny."
We'll have to get back with you on Lunars, who are currently a mystery.
This. A general purpose RPG rules system with a strong narrative focus.
I always thought All-Encompassing Earth Sense as "I touch the ground, you touch the ground, you can't surprise me!", but turn out the charm only require the user to touch the ground and he will be immune to all surprise attack, even when the attacker is not on the ground!
It's kinda make the whole "can't use the charm on a higher floor " look pretty......silly.
Howdy, everyone! I was snooping around for Exalted revisions and rewrites and stumbled across this thread. I am quite satisfied that I did so, and made this account in order to join in the fun. I'm probably in the minority for feeling this way, but I think Exalted 2.5 is still fun to play, even if both the players and the Storytellers have to digest a lot of errata and wave their hands a lot. I've a couple games on the horizon for players that have largely never played any tabletop games before, and I was hoping to get some constructive advice for how to help make the game easier and more enjoyable.
One of the main issues that I've seen come up time and again is the sheer lethality of the combat system. Throwing oceans of dice and destroying foes with a single attack is aesthetically pleasing, but not very fun for player characters on the receiving end. One fix that I want to implement also helps displace some of the emphasis on Dexterity as a god-stat. I'm going to put it under a spoiler tag for brevity.
An attack may gain no more extra successes than the lower of the attacker's Strength or the appropriate Ability for the weapon used. Thus, a swordsman with Strength 3 and Melee 5 could add at most three dice to the raw damage to his attack, even if he rolled more than three extra successes against his opponent's DV. The cap for extra successes is equal to the rating of the relevant Ability for fixed-damage weapons that do not add the wielder's Strength. Crossbow and firewand wielders, for instance, could benefit from no more than (Archery) successes.
Certain effects, such as Solar Hero Form and Hungry Tiger Technique, multiply extra successes' contribution to the raw damage pool. When such effects come into play, the total number of extra successes before the multiplication effect must follow the cap described above. Consider again a swordsman with Strength 3 and Melee 5. If he activates Hungry Tiger Technique to double his extra successes for the purpose of calculating raw damage, he may add two dice to his raw damage with one extra attack success, four dice on two extra successes, or six dice with three or more extra successes.
Along with this, I plan to buff Ox-Body Technique a little bit (the new version is slightly weaker than all three previous options of the old Charm put together), and a few other things here and there. I'll get to those with subsequent posts, so as to keep the focus on the main question. Now, after much banter, I'm eager to hear your feedback.
Yes, it does infinite damage.Another question: does the Godspear actually perform infinite damage? Because if so, why's there a pile of ash left behind after it's used against a target (see: Prince Laashe and Glories of the Most High)?
Because infinite damage would utterly destroy the target, leaving a pile of nothing behind.Yes, it does infinite damage.
Why wouldn't it leave ash behind?
Dramatic License. 'Rule of Cool' is not precisely a law of physics in Creation/Exalted, but well...Because infinite damage would utterly destroy the target, leaving a pile of nothing behind.
So because of the Pattern Spiders?Dramatic License. 'Rule of Cool' is not precisely a law of physics in Creation/Exalted, but well...
If Joe Exalt is fighting a top a spinning water wheel, dueling Dragon-Blooded while holding the high-ground, that is inherently, metaphysically more awesome than the same fight happening on flat empty ground.
It is inherently more awesome to use Graceful Crane Stance to run on grass stalks and the tips of spears than not.
That's one way to look at it. It pays not to over-emphasize stunts-as-physics, it does unhealthy things to the perception of the game.
This is wrong.Such as the infamous "PCDM only perfectly defends against what you don't need for perfectly defend against anyway" thing.
Dude, that's not how Hungry Tiger Technique works. HTT doubles your attack successes if your attack would hit without the doubling.
so if you rolled 26 dice against a DV of 15, and you got 17 successes because the dice liked you today... HTT makes it so you roll damage as though you had rolled twice that many, that is, 34, successes. So you add 34-15=19 to your base damage.
In your example the number of extra successes is 17-15 = 2, so you add 2*2 = 4 to your base damage.Hungry Tiger Technique said:This Charm allows the Solar's player to count extra successes on the attack roll twice for the purposes of determining raw damage.
This is wrong.
In your example the number of extra successes is 17-15 = 2, so you add 2*2 = 4 to your base damage.
Anyway, I don't think he was looking for ways to make Exalted even more hilariously lethal, like having a single mote charm add so much damage dice (and catastrophically more with its upgrades...)
Not really, Step 5 is subtracting DVs and other penalties, so the only successes that are left in Step 7 are the extra ones. The difference between the two charms is that you can save motes by only activating Solar Hero Form when you hit, but Hungry Tiger Technique must be activated before you roll.Irony? Solar Hero Form works the way he thought it did: Pay 1 mote in step 7 to take what you rolled, double that, and replace your extra successes past DV when calculating raw damage. This exists purely to facilitate Ox Stunning Blow, Heaven Thunder Hammer and Improvised Weapon use.
Huh, how is it that the thrice elegant Sakuya tutorial he been wrong about this all this time and no once has commented on this? That thing gets brought up every time someone says they are new to exalted and wants to learn the system, and has been used by like just about everyone;l, as far as I can tell.
it models HTT exactly the way Shyft describes solar hero form as working. So does my ST
Is this a theory, or a fact? How do we know this is the UCS's intention?Your thinking too physically. You may as well ask why infinite damage doesn't destroy all of existence. It does precisely as intended, no more and no less.
It reduces the target to ash so that all may see that no one escapes the wrath of the Unconquered Sun.
Well, you can use a PD to block an attack by the sentient black hole that is Isidoros' Jouten, and I'm pretty sure there are examples of PD's being able to dodge lightspeed attacks, though I can't confirm that as I'm at school, and my books are at home.Two more questions (yay!):
1. How do we know concepts blatantly overrides physics? How do we know of perfect defenses conceptual nature that allows them to stick up the middle finger at normal reality and logic? Where does it 'say so'?
Two more questions (yay!):
1. How do we know concepts blatantly overrides physics? How do we know of perfect defenses conceptual nature that allows them to stick up the middle finger at normal reality and logic? Where does it 'say so'?