notthepenguins
Neither Spherical Nor Frictionless
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They do. In 2E terms, you get a free First and Second Excellency for each Caste and Favored Ability you have a dot in, and each other Ability you have at least one Charm in.
They do. In 2E terms, you get a free First and Second Excellency for each Caste and Favored Ability you have a dot in, and each other Ability you have at least one Charm in.
Is there a meaningful difference?That's nice, but are they actual charms or are they innate abilities or something?
I'm certain there will be places where a charm text or ability description keys off of "Charms" and this will come up.It was for combo rules in 2E though I'm not sure how relevant they are in 3E.
They have a single example, Excellent Solar Larceny, written up as a charm, so excellencies are clearly charms, just special ones that you can get for free.I'm certain there will be places where a charm text or ability description keys off of "Charms" and this will come up.
Excellencies count against charm dice caps, are specifically called out as not counting for "Any X Charms" prereqs, but are never referred to explicitly as Charms that I noticed. So the answer is a big ???
a more accurate name is "those times when your bias turn out to be correct"Common sense is not common. It's rather badly misnamed like that.
are specifically called out as not counting for "Any X Charms" prereqs
Actually, they only are sometimes.
Some things have "X Charms" as a prereq, some things have "X non-Excellency Charms" as prereq.
Prerequisite Charms explanation said:If a Charm lists another Charm (or Charms) as its prerequisite, the character must already know all of those Charms before they are able to learn the Charm claiming them as prerequisites. If a Charm designates a number of non-specific prerequisite Charms, Excellencies never count toward this total.
Chloe, I'm sorry if I came off like that, but the impression I was always getting from people when arguing over this charm was less 'this charm is badly worded and should be modified to prevent a reading the Devs weren't going for' and more 'you have no valid basis to make this reading, whatsoever'.
Followed by me trying to explain why I felt like my reading had sufficient justification, even if it wasn't the only possible reading a person could make.
Actually, they only are sometimes.
Some things have "X Charms" as a prereq, some things have "X non-Excellency Charms" as prereq.
Your argument is as completely unrelated to the problem as "I can fix it!" is to "It's broken!" in the classic rule zero fallacy argument. You're attacking windmills, dude.
I agree they should change the text, then, if only to avoid long arguments like this one. I thought Oberoni Fallacy was 'it's not broken because you could fix it/ignore it.' Not so much 'different people can read the same charm differently' which is an issue in terms of vagueness more than anything else.
...
The Rule Zero fallacy is a fallacy because "I can fix it" has absolutely nothing whatsoever to do with "it is broken", so the argument "I can fix it, therefore it is not broken" is nonsense.
I agree they should change the text, then, if only to avoid long arguments like this one.
I just wanted to ask for some clarification about Rule Zero Fallacy, because the last time it was 'hey this is very much LIKE Rule 0 Fallacy.'
Who gives a shit? I don't disagree the text should be changed. Chill.
Yes. It is. Because whether or not we can possibly find a non-broken reading of a Charm has nothing whatsoever to do with whether the Charm is broken (ie, has obvious readings that are broken). The logic is equally fallacious.
/facepalm
Wait, is TINW Martial? Cuz that could be pretty useful.So, I just realized something.
There Is No Wind nullifies all penalties to an Archery attack but wound and multiple action penalties.
Called Shots, as written on page 158, just cause an external penalty.
Who needs Accuracy Without Distance, you can pull any trick shot with just 3m. Also, ranged disarms. No -4 external penalty, just a regular attack roll.
(Now if only there were more examples of called shots to use...)
Noticed this because I want to write some Solar Melee charms for my character, and figured a disarming charm could be a good start. I'm also considering a Heaven Thunder Hammer-esque effect (though without the follow-up effects), a charm that lets you make a mundane weapon act like orichalcum (I'm thinking 1-2m committed for the scene), and a Defend Other-based Overdrive.
Only Martial: Thrown, so it's not compatible with Melee.Wait, is TINW Martial? Cuz that could be pretty useful.
There are already ways to make Defend Other fill your overdrive as a solar. Finals Sunset Stance + Shrike to mote charm (forget the name), for example.
Meditation on War is awesome, but it's a siddie charm and it's probably best to let them have that bit of awesome to themselves. They have so little as is.
Only Martial: Thrown, so it's not compatible with Melee.
The charm I'm working does hit the Defend Other action, but the return for standard attacks is worse.
As of right now, you can get a lot of motes from a flurry (you get 1m + onslaught penalty), though. Like, a flurry of 3 attacks that are all blocked gives you 1+(1+1)+(1+2)=6 motes, which means it takes a 3 attack flurry to reach parity in mote gain with Meditation on War. I might switch that bit to only work when defending characters you have a positive intimacy toward, though. I specifically want the charm to encourage protecting the subjects of positive intimacies.
I considered having it allow offensive motes be used to enhance Defend Other actions when defending the subject of a positive intimacy, but figured that might be a bit too far, since it already makes Defend Other a DV -0 action. Maybe an Essence 4 or 5 upgrade to its effects?Ah, so long as you're using a different mechanic, i have no objections. The part of MOW that was the most kicking was the ability to donate OD motes to students, anyway. Synchs so very nicely with Throne Shadow and Crane styles, as well as Training Mandate.
Eh, I can fix that by just making the distance non-essence users' weapons are thrown to (Melee + Successes) yards and just have it prevent the roll to hang on to the weapon (but still require a hit; just realized it auto-hits, which was unintentional). Keep in mind that essence users generally have better DVs and get to subtract a (Wits + wielding ability) roll from the attack. So if I have an Essence 4 character that rolls 9 successes (+4 makes that 13) against a DV of 7 supplemented by a (Wits + Melee) roll with 8 dice (so ~4 successes), I'm going to throw their weapon 6 yards.Just from a quick glance, it seems odd that the charm is vastly better vs essence users as opposed to non-essence users.
Also, the extra successes seems like a tad much, especially once you factor in how dangerous getting disarmed is.
One thing I kind of dislike about this edition is how there are caste based rewards for Solar xp. I feel like it forces people to act like their caste, even when their character would act differently. For instance, a Solar general should hand off all inspirational duties to the Zenith, even though his Social stats may be better, because otherwise they both get less Solar Experience. Or a Night that's honorable and doesn't do the things that would get him Solar xp because he's playing his charcter as a warrior who strikes from the shadows rather than a thief or criminal.