*snuggles up to Third Edition's movement rules*
I'm actually trying those out, but haven't had much combat since I put together a (very basic) adaptation for them, so I don't know how well they work for my game yet.
Shit, now you've made me want to watch The Host again, thanks Aleph!Keris isn't interesting because of what her top speed could be if she focused her entire build on it. She's interesting because of her mobility, and what she does with it - like how she loves dragging fights into the water, where penalties to her opponents are bonuses to her, so she's got a four-fold advantage over them, and how that shapes her behaviour into an amphibious water-demon who lurks in the watering hole waiting for you like a crocodile, and who makes entire communities afraid to set foot on the beach.
Saber and Cloud use their zweihanders exclusively, without punching or kicking."Hell Fang Style"
This martial art is a unique style developed for the use of extremely heavy blades such as great swords and grand daiklaves. The user carries their blade in a reverse grip at their hip, holding it back and away from the body. The style compensates for the weakness of the weapon while emphasizing its strengths, focusing on beginning combats with unarmed punches and kicks meant to probe and provoke and opponent into giving an opening. Once the opening is attained the user unleashes the full fury of the style, dragging their massive weapon into combat to smash the opponents broken defenses with a series of devastating attacks that leave their enemies broken and shattered.
When used with Exalted proficiency the user begins to develop a powerful aura that alternates between deep crimsons and purples all the way to radiant blacks. With each strike he unleashes a wave of energy that batters the opponent, staggering and driving them back and into a corner until they can bring their heavy weapon to bear. Further, they can use this concussive force to propel themselves across the battlefield, performing dashing charges and amazing upward leaps that close on unsuspecting opponents and deliver bone shattering force.
Saber and Cloud use their zweihanders exclusively, without punching or kicking.
*Nods*At the end of the day, I'm not trying to make anyone like 2e or it's systems more or less than they currently do. I hope to however give people enough information to appreciate things.
Anyway, I'm still gathering data and trying to parse more examples into a coherent 2e movement system reference, in addition to elaborating on it in my greater Essay, which deals with Solar Athletics.
*Nods*
Yeah, don't get me wrong, its really really interesting seeing what the system was meant to do before it got... distorted. The movement system is just probably the section of 2e I hate the most, since its hard to have fun with, beyond 'perfectly reasonable' doom speed calcs. Which get really weird cross splat, I'll see if I can dig my max speed calcs out from where I left them.
Anyways, I can't recall if you've talked about it already, but this is probably where you need to talk about cover, since movement is critical to get into and maintaining it. It also ties into flurry breaking, since to the best of my knowledge the only way in the core to break a ranged flurry is to get to 100% hard cover, making the attack inapplicable.
(As a side note, did you know extras with an attack dice pool less then/equal to the DV of the target they are attacking automatically miss? Because that is apparently a rule, not just a rule of thumb. Exalted 2e: an endless scavenger hunt for rules!)
So those 450 yard powerbows actually can fire around 1300 yards at like, -3 external penalty.
Or, to put it another way, "we gave our bows stats more comparable to sniper rifles and wondered why there was a problem".
(There Is No Wind says "hi", and laughs at the -3 penalty)
Or, to put it another way, "we gave our bows stats more comparable to sniper rifles and wondered why there was a problem".
That's not quite right. You get a reflexive move on your action every turn, which takes you one range band. You can do anything with it except disengage from melee combat, and you never have to roll for it. Then, you can use your combat action (which you would usually use to attack) to rush or disengage. To disengage, you roll dex+dodge against your opponent(s)'s dex+athletics, and if you win you not only move one range band away, but if they chase after you before your next turn you automatically move another range band to keep your distance. Rushing is similar, but, counterintuitively, doesn't move you immediately. You roll dex+athletics against the target's dex+athletics, and if you win, then if they move away from you you automatically chase after them.Then you just handle movement easily. It's reflexive and if you try to get into melee or out of it it's an opposed roll - (Dexterity + Athletics) for everything but trying to Disengage which is (Dexterity + Dodge). And its a single range band per turn.
"may be left bleached of faded".and anything that comes in direct contact with this corona is bleached as if it had spent hundreds of years in the sun.
"may be left bleached of faded".
May.
It's not an automatic thing.
Keris isn't interesting because of what her top speed could be if she focused her entire build on it. She's interesting because of her mobility, and what she does with it - like how she loves dragging fights into the water, where penalties to her opponents are bonuses to her, so she's got a four-fold advantage over them, and how that shapes her behaviour into an amphibious water-demon who lurks in the watering hole waiting for you like a crocodile, and who makes entire communities afraid to set foot on the beach.
Actually she also has Sprawling Marsh Indulgence and will get Hidden Predator Camouflage next session, both of which are Metagaos Charms that boost her stealth when using vegetation for cover. So, uh. She can literally do the Predator thing. Exactly as shown in the movie.You could say that Keris is some sort of... ambush predator.
It's using the seas