Carrnage
Human
- Location
- New Zealand
Err if someone's asking they probably want an answer instead of a pithy response.
Err if someone's asking they probably want an answer instead of a pithy response.
Thank you. Now what does that mean?
242 yards/second Move.
I didn't write anything up, but I can say that it works pretty well in practice.So anyone have write ups of test runs with the 3e initiative combat system?
In 3e, you could probably slot guns as Archery weapons with few problems. Your going to get Hollywood guns mind, with lots of shots fired and not a lot of hits, but that's more a function of how 3e's combat runs.That said, a lot of Archery charms simply apply to ranged attacks, and those work fine with guns. I'd also stick the Martial-ready keyword on those charms, linking them to firearms.
Note those lack the incredible cheese that is WotLA artifacts. Overall, Solars are surprisingly slow, due to lacking speed multipliers (which is where the loltastic Infernal numbers come from).
Just a side note as someone who plays via chat, but we usually use a open edit Google Doc to track Init for online games. Works pretty well, though I recently switched over to Google's spreadsheets: automatic sorting when clicked on is a godsend for larger combats, and it makes it a bit easier if you want to dump misc information in there (Soak and Defense so your not constantly asking everyone what those are).I'm occasionally GMing an Exalted 3E game with my love mate and their boyfriend. The system was pretty easy to explain - attack, gain initiative, hit hard when you have more of it. They had more trouble keeping all their charm-based options straight. We just used some simple black and white tokens to track it, and exchanged them when somebody got hit.
Note those lack the incredible cheese that is WotLA artifacts. Overall, Solars are surprisingly slow, due to lacking speed multipliers (which is where the loltastic Infernal numbers come from).
Actually, Solars have no speed multiplying charms. It surprised me when I was putting those calcs together. Unless they're in DotFA, as I ignored that one for everyone as DotFA is terribly balanced.They have them, just not in the corebook. The fastest Solar speed is 3 miles/sec barring Sorcery and Artifacts. With Sorcery and Artifacts you can multiply that by up to 20 or 30. You won't keep it up for long.
Actually, Solars have no speed multiplying charms. It surprised me when I was putting those calcs together. Unless they're in DotFA, as I ignored that one for everyone as DotFA is terribly balanced.
Lunars is an objectively terrible book, mechanically. I mean, its fun to cheese, but otherwise holy shit, why.They're in the errata for DotFA, yes.Honestly, I just would have given the Solars an effect similar to the Lunars, who are the real speed masters of the setting. Why? Because a Lunar's max speed is yours + 1 yards/tick.
• Count the Solar's dots in Integrity or Presence, Bureaucracy or Linguistics, Ride or Sail,
Socialize, and one Dawn Caste Ability. This is the number of Ability dots the player may assign
to the persona's character sheet. The persona cannot have a Craft, Lore, Occult or a Dawn Caste
Ability rated higher than the Solar's own, and may not have a higher number of total dots spread
across Dawn Abilities than the Solar has. At least half the dots (rounded up) must go into
Eclipse or Zenith Abilities.
• Halve the Solar's total experience (round down) and grant this as bonus experience to the
persona. This experience cannot be used to change the persona's Attributes, increase her
Willpower or purchase Charms or Merits, but can be used to upgrade Abilities using favored and
non-favored prices. Where the persona shares Abilities with the Solar, it automatically knows
Charms the Solar already knows. With the exception of Craft, Lore, and Occult it may also learn
Abilities the Exalt does not herself know.
Looks to be. Mind, given the time to switch between personas (5 hours) its not going to always be as an effective a solution as learning to fight yourself, especially given the beginning caps.AFAICT, this means that your can't have any Dawn abilities better than you initially, but with XP, it can eventually train up for more fightiness than you. Is this right?
(A) seems to be the correct reading. Its probably there to stop people from abusing Supreme Celestial Focus and like charms to learn more then (Essence) extra crafts with gxp. Well, that and going 'I will learn ALL THE CRAFTS via personas' and then having five variants of crafting personas solely to optimize the number of crafts you have. Not so cool.Also, regarding the "cannot learn [Craft] the exalt does not know," does this just mean
A) it's craft has to be the exact same or less as you 'real' craft: eg, if you have Craft (Metalworking) 5 and Craft (Artifacts) 4, it can have Craft (Metalworking) 3, but not Craft (Cooking) 1
or
B) that you simply can't have a craft higher than your main personality has a craft. So as long as you have a craft at 5, you can have a persona with Craft (something else) 3.
Now (A) is probably the more sensible reading, but it seems dumb that my persona can't be good at flower arranging unless I am. As long as my persona doesn't have any of the magical crafts (unless my main has it too), I think it should be fine.
With Fugue-Empowered Other, this could be quite nasty. Hope you like Limit though.I wonder if having multiple personas which each learn a different martial art could be viable. It's probably not the most *effective* idea, but I like it for some reason.
Looks to be. Mind, given the time to switch between personas (5 hours) its not going to always be as an effective a solution as learning to fight yourself, especially given the beginning caps.
(A) seems to be the correct reading. Its probably there to stop people from abusing Supreme Celestial Focus and like charms to learn more then (Essence) extra crafts with gxp. Well, that and going 'I will learn ALL THE CRAFTS via personas' and then having five variants of crafting personas solely to optimize the number of crafts you have. Not so cool.
Mind, between Supreme Celestial Focus and Arete-Shifting Prana, you'll probably be able to fake just about any Craft you need to with a few careful choices.
Riding the limit train sounds like a terrible idea.With Fugue-Empowered Other, this could be quite nasty. Hope you like Limit though.
But no, not the most effective of ideas. On the other hand, you are your own school of Martial Arts Masters, which is pretty fun, so who cares about effectiveness.
Not beyond allowing you to craft more things with your Artifacts skill. Its just some people really want to be omni-dispinlary crafters (despite most likely only ever using 3 or so majorly), and might see Persona's as an XP expedient route to that. I'm a fairly big believer in 'if you want to be good at something, invest in that ability' so nipping that potential avenue of ST headaches in the bud is a good thing in my book.I probably need to go actually read all the craft charms, because I'm not sure why that's so bad. Does having a lot of different crafts offer any big advantages over having a few key ones and (Artifacts)?
Heh. That's one way to bypass that trick . Though it probably only works when you don't know Black Claw, as learning even one charm would restore it.It just occurred to me: what if your persona learns Black Claw? Technically it's the persona with the tie of love, but I suspect the GM will find a way to force it to your main soon enough.
Why wouldn't disguise charms be that good?Does 3e have magic for changing sex? Secret Identity of the other gender is harder to track back to you. (and no, disguise charms aren't good enough when the persona is at least partly based in Inara Serra.)
Is there something/someone in Creation that can break perfect defenses or can even the lowliest Exalted defend against LITERALLY any attack?
Is there something in Creation that can break perfect defenses or can even the lowliest Exalted defend against LITERALLY any attack?