*snip*

Side note, with Final Sunset Stance, Candles has truly earned her title of Murderblender. I dropped into the middle of a squad of 9 mortals, blocked all but one attack (arrogance and luck make a bad combo - but it bounced off, anyway), and then dropped them all in a single tick.
With a heavy stick.
They also didn't believe she could walk off a lasgun shot to the knee. Silly mortals. They don't even break my natural soak!

Speaking of Final Sunset Stance, I was never 100% sure how just the regular stocked attacks work. The charms that consume them for various effects are fairly straightforward, but what can you do with just plain old stocked attacks? Make flurries at full dice pool? Do they even count as flurries?
 
Speaking of Final Sunset Stance, I was never 100% sure how just the regular stocked attacks work. The charms that consume them for various effects are fairly straightforward, but what can you do with just plain old stocked attacks? Make flurries at full dice pool? Do they even count as flurries?
Uh, they definitely don't inflict multi-action penalties (after all, reflexive), but I ran them as causing onslaught penalties when someone unloaded a bunch of reflexive attacks on one target. The penalty would reset once all the reflexive attacks were made, so there weren't flurries of ~12 attacks, only ~8*.
I used them to hit 9 people in one tick with my full dice pool and no charms, so the question of onslaught penalties was irrelevant.

* @Chloe Sullivan never built up 8 stocked attacks that I can recall, so a single flurry of 8 attacks was the theoretical maximum, not something that actually happened. They also pinged 83% of the time, and that was basically the entirety of Blossom's offensive repetoire: ping ping ping ping ping ping ping ping.
 
Uh, they definitely don't inflict multi-action penalties (after all, reflexive), but I ran them as causing onslaught penalties when someone unloaded a bunch of reflexive attacks on one target. The penalty would reset once all the reflexive attacks were made, so there weren't flurries of ~12 attacks, only ~8*.
I used them to hit 9 people in one tick with my full dice pool and no charms, so the question of onslaught penalties was irrelevant.

* @Chloe Sullivan never built up 8 stocked attacks that I can recall, so a single flurry of 8 attacks was the theoretical maximum, not something that actually happened. They also pinged 83% of the time, and that was basically the entirety of Blossom's offensive repetoire: ping ping ping ping ping ping ping ping.
Do stocked reflexive attacks ignore a weapon's Rate?
 
So, it occurs to me that one of the bigger complaints out of Exalted 3rd Edition was 'I have no idea what these modifiers do to dice pools'. So lets go over that.
It really does amuse me that the labyrinthine probability interactions that were explicitly intended to make it impossible to judge exact chances and to make things more a case of "more dice is better"... didn't work, and people are analysing the probabilities anyway.
 
It really does amuse me that the labyrinthine probability interactions that were explicitly intended to make it impossible to judge exact chances and to make things more a case of "more dice is better"... didn't work, and people are analysing the probabilities anyway.

No problem created by human minds can not be unraveled by human minds.
 
It really does amuse me that the labyrinthine probability interactions that were explicitly intended to make it impossible to judge exact chances and to make things more a case of "more dice is better"... didn't work, and people are analysing the probabilities anyway.
Advanced math HOH!
 
Why do it quietly? While I'd argue it is far from perfect, it is one of the most coherant portrayls of the Lunar Exalted that I've actually seen. It gives them unique and intresting powers, it has them doing something other than sitting on the edge of Creation with their thumbs up their collective arses. The last of which I will agree that 3E has been striving to correct, if their contension of Caul are anything to go by.
Plus they're still being worked on.

Actually, with my exams over, I can get back to doing that...
 
It really does amuse me that the labyrinthine probability interactions that were explicitly intended to make it impossible to judge exact chances and to make things more a case of "more dice is better"... didn't work, and people are analysing the probabilities anyway.

They're really not even all that labyrinthine to be honest.

Edit:
P=NP, true or false?

Wasn't created by human minds.
 
It really does amuse me that the labyrinthine probability interactions that were explicitly intended to make it impossible to judge exact chances and to make things more a case of "more dice is better"... didn't work, and people are analysing the probabilities anyway.

Well, you know, it does make it impossible for normal people playing. It doesn't stop optimisers and the like, but it makes everything so much harder for normal GMs and players.

That's entirely in line with their apparently design intent to make things harder for casual players, just like how they kept non-XP chargen.
 
Do stocked reflexive attacks ignore a weapon's Rate?
-shrug-
Are reflexive actions part of a flurry? AFAIK, they aren't, so Rate doesn't apply to reflexive attacks (because Rate limits your attacks with a weapon in a flurry). If you apply the benefits of a flurry, I'd consider limiting it, but in situations where the character has enough of an advantage that combat is basically RPed as "how do you win", I'd ignore it.

Really? Shit, I better let everyone know that cryptography doesn't work.
... -cough cough-
(Also, cryptography is both the creation and cracking of information security methods.)
(Also also, social engineering. Biggest security flaw in any system.)
 
I don't know about craft, but I disagree that FSSA breaks the sorcerous working system. Not for Solars, anyway, who can already reliably complete Finesse 5 Ambition 3 Solar Workings with very little chance of failure or need for extreme measures. It doesn't allow them to do anything they couldn't already. It just saves a few weeks of time, cutting the number of intervals required roughly in half.
Cutting the number of required intervals in half is huge. That's the difference between no support at all (5 rolls) and having complementary Abilities, a complementary spell, a relevant god's backing, taking a month per roll, and having exotic components (10 rolls).
 
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Welcome to the principle question about the entire Lunar Charm set.

Well if we look at what Werewolves can do in oWoD, we can figure out that the unique tricks of Lunars should be:

1. Stripping everyone else of their special powers, like magic, disciplines, and technology
2. Stealing those special powers and using them
3. Making people mad
4. Hulking out and throwing cars
5. Being so mad you can take multiple actions, and getting more multiple actions by being mad
6. Regenerating from everything in less than a minute

Yeah I can see why the Lunar charmset has had... issues translating their blatant oWolfness into an actual coherent charmset.
 
Kerisgame, wheee. In which ES is terrible and awful and should be swatted with a rolled-up newspaper, Keris makes a First Circle that hassled parents everywhere will love her for if she ever lets them summon it [1], and then she plants a tree with her head and gets lost again.

[1] And also independently invents love-bombing from first principles by accident without noticing.
 
snip
Yeah I can see why the Lunar charmset has had... issues translating their blatant oWolfness into an actual coherent charmset.
Agreed, imo Lunars are further hurt, by their lack of spirit related stuff, which is not their unique theme and is not really even their core and shapehifter itself is not really enough to carry whole splat by itself, especially, if more transhuman choices are Infernal schtick.
 
Uh, they definitely don't inflict multi-action penalties (after all, reflexive), but I ran them as causing onslaught penalties when someone unloaded a bunch of reflexive attacks on one target. The penalty would reset once all the reflexive attacks were made, so there weren't flurries of ~12 attacks, only ~8*.
I used them to hit 9 people in one tick with my full dice pool and no charms, so the question of onslaught penalties was irrelevant.

* @Chloe Sullivan never built up 8 stocked attacks that I can recall, so a single flurry of 8 attacks was the theoretical maximum, not something that actually happened. They also pinged 83% of the time, and that was basically the entirety of Blossom's offensive repetoire: ping ping ping ping ping ping ping ping.
Look, if you want to actually kill things, that's the job of the people actually spec'ed for *combat* not the one spec'ed for *healing*

(my melee charmset was primarily defensive at start - I probably enjoy spamming Defend Other too much.)

Also, thanks to having to buy SCA, the ping problem mostly did go away at the end. :p
 
Look, if you want to actually kill things, that's the job of the people actually spec'ed for *combat* not the one spec'ed for *healing*
Hey, that wasn't a criticism! That was just me using my primary experience with the charm in actual play to explain how I ran it.
Side note, it's pretty frustrating that how reflexive attacks interact with the normal mechanics of combat isn't explained anywhere that I know of.

(my melee charmset was primarily defensive at start - I probably enjoy spamming Defend Other too much.)
You really, really do.

Also, thanks to having to buy SCA, the ping problem mostly did go away at the end. :p
It helped that most of the enemies were also vulnerable to SCA.
 
No offense @Aleph, but Keris is not the brightest Anima banner in the host, is she?
If you mean her habit of getting lost, that's... honestly less of a reflection of her intelligence, and more a reflection of the fact that she can keep up a steady pace of 78mph in the water, keep going indefinitely, and survive in relative comfort wherever she can submerge herself. She doesn't really need civilisation - she likes it, and she's still a city girl at heart, but she doesn't need it. And so she's a lot less afraid of getting lost and dying of exposure or something, which is one of the factors that keeps people sticking to known paths and near settlements, and a lot more prone to exploring things that look vaguely interesting in the knowledge that... hey, with the sheer amount of ground she can cover and the fact that she can sustain herself comfortably anywhere near water, she can always find her way back eventually, it might just take a while.
 
I don't know about craft, but I disagree that FSSA breaks the sorcerous working system. Not for Solars, anyway, who can already reliably complete Finesse 5 Ambition 3 Solar Workings with very little chance of failure or need for extreme measures. It doesn't allow them to do anything they couldn't already. It just saves a few weeks of time, cutting the number of intervals required roughly in half.
Just going to stop you right there, because I think you missed something rather critical: you only get 5 rolls by default. You don't have the total by then, you fail. You increase that by increasing Means. So given your later math of 10~ successes per roll? You don't finish by about 25 successes.

Given your supposed to get around that by acquiring Means, and not buying Larceny Charms (which have no link Sorcery in the slightest, why are you being incentivized heavily to buy this) I fully stand by my statement it breaks that system. Actually, given the whole 90% of your roll thing, a Supernal Larceny character can get ~21 sux per roll, which easily lets them push for Solar Ambition Workings at E1. The time scale is obscene (one year per interval), and its a +4 to difficulty on top of the usual Fineness difficulties, but it shifts it from 'haha no' to possible, which is so very much not the intent of the system, especially with fucking Larcerny.

So yeah, it breaks the system, in that the system no longer functions as intended, and in that it makes the optimal path to invest in Larceny. Which, for an Occult based system, counts as not functioning as intended.
It really does amuse me that the labyrinthine probability interactions that were explicitly intended to make it impossible to judge exact chances and to make things more a case of "more dice is better"... didn't work, and people are analysing the probabilities anyway.
*Shrugs.* I strongly suspect we are going to see the sort of analysis's I've been doing on and off published into the game line when the Exigents comes out. If nothing else, even the preliminary work I've done for an Alchemicals conversion shows you really do need this stuff when homebrewing a full up splat. If you don't know what you need to succeed for a given level of Artiface Crafting, how can you design charms for Crafting?

It doesn't really surprise me this isn't in the Core either: there's a lot of it, and they're already having size issues for the Core. Exigents is the logical place to put it, really.
They're really not even all that labyrinthine to be honest.
It really wasn't. I mean, I had to check with some of my more math inclined friends to make sure I understood things properly, but once I got that it was mostly 'adjust formula, run through calculator and check anydice to make sure everything checks out'. Most of it was just finding the time to sit down and run the numbers.

Course, the 'understand things properly' was a not insignificant step. Thank god for the internet and math inclined friends!
 
If you mean her habit of getting lost, that's... honestly less of a reflection of her intelligence, and more a reflection of the fact that she can keep up a steady pace of 78mph in the water, keep going indefinitely, and survive in relative comfort wherever she can submerge herself. She doesn't really need civilisation - she likes it, and she's still a city girl at heart, but she doesn't need it.
For some reason I have the mental image of her going for the best of both worlds and making an underwater city...
 
If you mean her habit of getting lost, that's... honestly less of a reflection of her intelligence, and more a reflection of the fact that she can keep up a steady pace of 78mph in the water, keep going indefinitely, and survive in relative comfort wherever she can submerge herself.

And here I was thinking that her habit of getting lost is more to the fact that she's a Nexan-Malfean, and thus considers countryside to be dangerous and uncanny, vegetation to be untrustworthy unless someone's trying to sell it to you, and places without paved roads to be tantamount to the Wyld itself.
 
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