Aaron Peori
Rest in Peace
No more than how Rain of Doom or Total Annihilation also lets you wipe out entire cities at Essence 5.
What are the range limits on Rain of Doom and Total Annihilation?
No more than how Rain of Doom or Total Annihilation also lets you wipe out entire cities at Essence 5.
Rain of Doom also requires you to walk around the target area in a complex, obvious ritual.
What are the range limits on Rain of Doom and Total Annihilation?
Thing is, it's not even hard to really make it balanced.
"You Declare in advance that your creation is actually a doombot, and are capped at using (X) number of Charms for it".
There, it becomes a meaningful decision now. You can use your Doombot to adventure without putting yourself at personal risk, but you have to make a commitment ahead of time--and in the event of an NPC doing it, they're distinctly weaker and less flexible then they otherwise would be, which can tip you off that you're not dealing with the real mccoy.
I like the core system of third edition, but there's a couple really really stupidly done ideas, like how they turned Dual-Magnus Prana from something cool (DOOMBOT), into a perfect defense against consequences.
oh come on
No more than how Rain of Doom or Total Annihilation also lets you wipe out entire cities at Essence 5.
oh come on
Iunno, maybe we're just reading this differently? I'm just seeing it as a way for a Solar to invoke the Ten Plagues of Egypt on someone who pissed them off, you're seeing it exclusively as Black Materia Prana.
And also made things like Solar Circle Sorcery even easier to wreck cities with, apparently.It seems really weird to me that the devs said that they've been trying to dial things back from 2e and keep the Solars in a theme of human excellence, but then they go and make stuff like Glorious Solar Doombot, and send the 10 plagues against your enemies, neither of which are in the Solar themes.
Roll ten successes and drop a falling star on an entire region (multiple cities and all their surrounding infrastructure!), annihilating it. Charm's instant. Requires a week of windup to fire off, targeting must be done at the start of the process. Can be done from anywhere, at any time, with no ability to trace it back to the caster because it just happens. Once a season cooldown, lulz. Negligible costs relative to the effect. What an utterly convenient military tool, this. I couldn't ask for a stealthier and more effective personal WMD.
Yeah, uh, your thesis doesn't hold up, dude. Hell, Aquillon undersold this thing, it doesn't one-shot a single city, you get the entire region. Do you really think "I can drop falling stars that annihilate entire regions in perfect stealth anywhere in Creation (once a season kekeke)" is "a thing talented Solars should be able to do"? Because if you do, I have a copy of Scroll of the Monk to offload.
It seems really weird to me that the devs said that they've been trying to dial things back from 2e and keep the Solars in a theme of human excellence, but then they go and make stuff like Glorious Solar Doombot, and send the 10 plagues against your enemies, neither of which are in the Solar themes.
This has no impact on either of the points you quoted, you know.It's not a military tool. Not ever E5, Lore5 Solar can do this. It's not a simulationist power that just anyone can get. It's something that is technically possible for Solars to achieve. It is entirely possible that no one has ever actually done so. This is not a simulationist game, Charms are not a grab bag of superpowers available to every single Exalt who meets the prereqs, and thinking of them in those terms is a bad way to get an idea of what 3E is like.
The same goes for this. Glorious Solar Doombot is a terrible fucking way to think of it. Not everyone who meets the prereqs will have the Charm. And the book even mentions that even in the First Age, Essence 5, one of the prereqs for Dual-Magnus Prana and God-King's Shrike, was very uncommon. These are not powers just anyone can access. These are not things even everyone who technically fulfills the criteria will be capable of.
Supernal Occult/Craft ignores that, doesn't it?And the book even mentions that even in the First Age, Essence 5, one of the prereqs for Dual-Magnus Prana and God-King's Shrike, was very uncommon.
The reason Rain of Doom/Total Annihilation work better in a design and gameplay sense is manyfold:
- The Sorcerer remains a huge target as they spend a not insignificant amount of time preparing the spell, at which point they are largely defenseless.
- For players, defending against this is fun because you can get around the arranged defenses, or cast Adamant Countermagic if you have it. There is a time for the players to INTERACT.
- Attacking, the players are encouraged to cover the bases and protect their vital sorcery strategic assets from people who are trying to kill them, because yes,you're calling down the 10 plauges of egypt. But you're doing it in a way that is engaging to play.
- There exist implicit and explicit counter actions you can take against a sorcerer, as mentioned above. No spell is uncounterable at the tactical, strategic or mechanical level., and very few spells of the scale of Rain of Doom or Total Annihilation can be cast from complete safety with absolute impunity.
- The Most Important Thing here, is that trying to cast the spell is an action that can be interacted with BEFORE CASTING, DURING CASTING, and AFTER CASTING.
And also apparently made things like Solar Circle Sorcery even easier to wreck cities with, apparently.
Generally speaking, I think if a game mechanic incentivises a player to either sit in or end up in an armoured bunker half a continent away from the action, it is a bad mechanic.
The 3e Solar Prophecy Charm, meanwhile, fails parts one and two. You have a week to execute it, anywhere in the world you want. It's entirely possible to be so secure from your target that there is no reason or time to arrange a response to the act of the prophecy being laid down.
Secondly, even if you DO know it's being laid down, you can't actually interact with it to stop it, because there is no Adamant Countermagic for Solar Charms.
Thirdly, the only way an opposing force, PCs especially, can interact with the use of this charm, is AFTER it has been used, creating the aftermath you described. Now I want to stress that is actually not a bad thing to remember for purposes of writing stories.
The issue is, that playing a game and writing a story are two different things, and 'It Happens, React' is a very frustrating way to play the game.
Note that I am not assuming the scope of any disaster invoked by the 3e charm. That's irrelevant. What's relevant is that NPCs or PCs can only react to the aftermath of the disaster, not the planning or 'casting' of it.
By React I mean "Can prevent it in some way." For the record. Doing damage control during a flood is totally viable, but that's the ONLY reaction you can take, Damage control. That's poor design.
A better design would be: "Can I interact with it Before Casting, During Casting, and After Casting?" Can I prevent the thing from going off without assuming "I have to kill the Solar because they will inevitably have this charm?*"
(I don't assume this personally, but it is the kind of logic that informs player decisions and all kinds of other wiggly wobbly things.)
Inevitably is a bit of a strong word, yanno? But at the very least, you should be able to track down the person who used the charm on you after the fact. The Ess 5 Investigation capstone, for example, helps you get on track to finding the person who used that Charm no matter how much actual evidence there actually exists in the world!
That's nice dear. Now why did you quote me for this, because I'm not seeing any connection between my post and your response? My point was that these things are only tangentally connected to Solar themes of human excellence. Your rebuttal was that these are powers that not everyone can access. Also, it's essence 6 that's reffered to as being rare even in the first age, essence 5 is noted to be "a mark of extreme prowess, vanishingly rare among the ranks of the comparatively short-lived DragonBlooded and noteworthy even among centuries-old elder Celestial Exalted." Also, can I get a source on not every essence 5 lore 5 being able to do it, because it doesn't say anything about that in the charm.The same goes for this. Glorious Solar Doombot is a terrible fucking way to think of it. Not everyone who meets the prereqs will have the Charm. And the book even mentions that even in the First Age, Essence 5, one of the prereqs for Dual-Magnus Prana and God-King's Shrike, was very uncommon. These are not powers just anyone can access. These are not things even everyone who technically fulfills the criteria will be capable of.
And you can bypass essence requirements if it's a Supernal attribute. The God King's Shike can be attained with only 6 lore charms, out of the 15 that players get. You can do it at chargen if you are so inclined. It is a mighty power that has never been seen before in creation that you can get at chargen. Do I need to go on?It's not a military tool. Not ever E5, Lore5 Solar can do this. It's not a simulationist power that just anyone can get. It's something that is technically possible for Solars to achieve. It is entirely possible that no one has ever actually done so. This is not a simulationist game, Charms are not a grab bag of superpowers available to every single Exalt who meets the prereqs, and thinking of them in those terms is a bad way to get an idea of what 3E is like.
Here's the problem, a well designed charm would not require us to use weak or strong words to describe it's effects and usage in play.
As I described, there are three steps that MUST exist for a well designed charm to exist in Exalted. Interact before it is used, during use,and after use. Several 3e charms only allow you to act after use without implicit or explicit effort taken on the part of the PCs or Storyteller to Make Opportunities.
Like, the prophecy charm- the ST could say some traitor in the solar's court brings word to the PCs that the ritual is being undertaken and you have a week to stop it. But that is implicit in the description of the charm and not something that gets enough attention to serve as a balance point.
You can make the charm work with extra effort, but there's already too much effort required to not make it a terrible asspull in most plots.
Short version: Finding someone after the fact of having done anything can be an enjoyable play experience. That being the only possible experience is terrible and should be eradicated with good design.
And that's, what, your only option? "Countermagic or GTFO"? Because I think it worked better, both in the sense of game balance and as a tool to tell a story with, when it was a day-long ritual that gave room for the players to interact with from either side.Rain of Doom takes about an hour the storm clouds to gather. Anyone in the area who recognizes it for what it is can use countermagic on it.
And that's, what, your only option? "Countermagic or GTFO"? Because I think it worked better, both in the sense of game balance and as a tool to tell a story with, when it was a day-long ritual that gave room for the players to interact with from either side.
When it's an hours work you can start in a secluded area that nobody has a chance of reaching in time, "Countermagic or GTFO" is both dull, and tends to mean "you're boned," because there really aren't that many folks who can counter Solar Sorcery. When it's a day-long ritual that requires you to travel the borders of a hostile power, then people can try to stop you in various ways. This means interesting encounters, and also that Solar Circle Sorcerers can't wipe all but a handful of cities in the world off the map with comparatively little effort.
It's unclear who can countermagic the spell. Normally you need to be within Short range of the caster and be initiated into the appropriate circle, but the text of the spell says "The spell can be countered by any opposing sorcerer within the affected area during the one hour period in which it takes form, assuming a sorcerer can recognize the signs of an oncoming Rain of Doom." So... maybe anyone can do it? Maybe just SCS people?And that's, what, your only option? "Countermagic or GTFO"? Because I think it worked better, both in the sense of game balance and as a tool to tell a story with, when it was a day-long ritual that gave room for the players to interact with from either side.
When it's an hours work you can start in a secluded area that nobody has a chance of reaching in time, "Countermagic or GTFO" is both dull, and tends to mean "you're boned," because there really aren't that many folks who can counter Solar Sorcery. When it's a day-long ritual that requires you to travel the borders of a hostile power, then people can try to stop you in various ways. This means interesting encounters, and also that Solar Circle Sorcerers can't wipe all but a handful of cities in the world off the map with comparatively little effort.
Nnnope.No, literally any sorcerer can counter it because Countermagic is just a thing Sorcerers can do with any spell without having it divided into Emerald -> Sapphire -> Adamant. Mortal Sorcerers can counter Solar Circle Spells, it's just that the Solar is more likely to brush it aside than if it were another Exalt. You also get a small bonus if you actually know the spell you're countering, but it's still doable.
Countermagic said:She must be within short range of the sorcerer whose spell she wishes to counter, and she must be initiated into that spell's circle.
So what charms should they take out? I know people here hate god-king and doombot, but what else? I think they should take out Tome-Rearing Gesture, as it's only function is to turn books that you've written in your mind into physical books, and it only works in the Wyld. Since there are other charms that let you write books quickly, and it only works in the Wyld, it is highly situational at best and useless at worst.
Personally, that's the view I'm taking of God King's Shrike- you're predicting a disaster you can then take advantage of.
...yes, I would houserule it so that's the effect as well.
That's nice dear. Also, can I get a source on not every essence 5 lore 5 being able to do it, because it doesn't say anything about that in the charm.
And you can bypass essence requirements if it's a Supernal attribute. The God King's Shike can be attained with only 6 lore charms, out of the 15 that players get. You can do it at chargen if you are so inclined. It is a mighty power that has never been seen before in creation that you can get at chargen. Do I need to go on? But I digress. This still has nothing to do with whether or not it's in theme for Solars, which it is not, and you have not addressed my point at all.
This is called Rule 0 and is not an actual defense of... basically any part of any game.Page 213 of the PDF. If it doesn't make sense, change it, add more prereqs, whatever! This is one of the most important parts of the book, right here. As for the in-theme thing, I concede it's a valid concern. I don't necessarily agree, but I can't really argue it beyond "I don't agree." Different Strokes and all that. If you really dislike it, though?