I think the idea is that if you have Players A, B, C and Enemies D, E, F, and all the of the players are wailing on Opponent E, then Opponents D and F are able to rack up an impressive amount of initiative, which also ends up draining initiative from the players that they target. Not sure how that works in practice.It's really not. Grand Goremauls are a standard artifact weapon - it's basically the Exalted equivalent of "somebody with a big hammer." Exalted are never mooks, but that doesn't mean they're always bosses either, and artifact weapons aren't even limited to just the Exalted.
I'm not really thinking of 'farming' initiative - anybody you can get initiative from practically for free probably should be a trivial opponent, yeah. But what about combatants who are just at a disadvantage compared to the others?
On the one hand I can kinda see this. If somebody is building up a bunch of initiative against weaker opponents, launching a withering attack against them to check their growth seems an elementary move. Beyond that though, I don't see how most of the rest of what you mention is relevant.
To be clear here, I'm not saying I disagree with you. As I said before, I ain't even finished the book yet, so my assumption here is that I'm missing something and can't put the pieces together just from your suggestions. I think an example or a case study would be useful here.
Hmmm. How could one organize such a case study? The problem with running test fights is that they're time-consuming, and depending on variance in tactics, builds on each side and rolled outcomes there can be a wide variety of results.On the one hand I can kinda see this. If somebody is building up a bunch of initiative against weaker opponents, launching a withering attack against them to check their growth seems an elementary move. Beyond that though, I don't see how most of the rest of what you mention is relevant.
To be clear here, I'm not saying I disagree with you. As I said before, I ain't even finished the book yet, so my assumption here is that I'm missing something and can't put the pieces together just from your suggestions. I think an example or a case study would be useful here.
Hmmm. Well, first thing: I don't think GMs give out Grand Goremauls to enemies accidentally. It actually sounds like something belonging to a boss-like character.
Note that the primary benefit of Earth Dragon Style in that example was making the damage Lethal instead of Bashing. Removing that just shifts it to 30B, which is still fucking terrifying.
It seem obvious, but people don't really do that. Also, it's expected damage; each die has a 40% chance of being a success, so multiplying the dice of post-soak damage by .4 gives you an idea of how much damage you should expect the hit to do. If you rely on this and roll high on the damage... splat.Second: I'm assuming that it's generally easy to figure that an expected raw damage of 30 turns into 20 post-soak if soak is 10, and then averages something like 6-7 health levels if not mitigated. That seems obvious to calculate, and not a pitfall. It also seems like a heavy-hitter that a GM would be wary of letting loose on the party unless the party has at least the motes-are-HP Resistance Charm (Spirit Strengthens the Skin?). Because it still can one-shot, and this is quite obvious.
When I said "will probably die in 4 ticks" I meant "is at a massive penalty and will probably die if attacked". Because there's a very good chance of that putting them on their -4 penalty, meaning their DVs are completely fucked. Also, anyone who pulls this tactic on someone to steal shit should expect them to use the same kind of tactics, in which case (sans any weird societal rules about honor or w/e) they will want to finish off the PC, because leaving the PC alive would put them at risk.But once a PC is reliably able to survive being one-shotted, lethality takes a dip. I see you say 'will probably die in 4 ticks', and this is where I see opportunities. Four ticks is a long time:
A third party may show up. A PC may surrender. A player may declare her PC fall unconscious from the first hit, and be captured instead of killed. A PC may retreat, with the healthier PCs interdicting the way for any pursuers. A different PC may seriously wound the threatening goremauler, forcing the goremauler to shift to defence. The goremauler may snatch the artifact for the weakened PC's hand and run off into the night. Most people just don't fight to the death with no regard for anything. Once a heavy strike is survived, a GM has many ways of preventing the further risk of PC death.
As mentioned, Wyld Hunt. Or just a good Immaculate taking the opportunity to kill Anathema. Or some dickbag DB who thinks splattering people across the road with his hammer is fun. Or "I want your stuff".Yes, this requires some thinking about coming up with interesting motivations for the opposition, as opposed to the boring old 'monster in a 9×9 room that kills all trespassers' or hateful hater of the hated who likewise kills all the hated. Even in war, people often don't have this all-encompassing goal of killing an enemy when merely defeating it is already an option.
Kinda the example of a hateful hater who hates the hated, isn't it?
I don't get it:It's really not. Grand Goremauls are a standard artifact weapon - it's basically the Exalted equivalent of "somebody with a big hammer." Exalted are never mooks, but that doesn't mean they're always bosses either, and artifact weapons aren't even limited to just the Exalted.
True about chance being a factor (this is where Walkaways are of use, BTW, but so far I couldn't afford one).It seem obvious, but people don't really do that. Also, it's expected damage; each die has a 40% chance of being a success, so multiplying the dice of post-soak damage by .4 gives you an idea of how much damage you should expect the hit to do. If you rely on this and roll high on the damage... splat.
When I said "will probably die in 4 ticks" I meant "is at a massive penalty and will probably die if attacked". Because there's a very good chance of that putting them on their -4 penalty, meaning their DVs are completely fucked. Also, anyone who pulls this tactic on someone to steal shit should expect them to use the same kind of tactics, in which case (sans any weird societal rules about honor or w/e) they will want to finish off the PC, because leaving the PC alive would put them at risk.
Relying on the other PCs to injure them is terrible planning, because it relies on chance (and them not having prepared so that doesn't happen).
Finally, no, the heavily injured PC escaping is almost guaranteed not to happen. Without movement-boosting charms, someone with a -4 wound penalty can move 1 yard/tick. It's incredibly crippling for many things.
Also, note that the generic motivation for an Earth Dragon stylist will be "I'm part of a Wyld Hunt here to murder your face", in which case either an Air or Wood Dragon Stylist (or a pretty lucky mortal, because there will be mortals) can pick off the heavily injured PC.
As mentioned, Wyld Hunt. Or just a good Immaculate taking the opportunity to kill Anathema. Or some dickbag DB who thinks splattering people across the road with his hammer is fun. Or "I want your stuff".
And, just to remind you, this is not me optimizing this character for ALL THE DAMAGE. This is me using less than half a dozen charms - including prereqs - to demonstrate how lethal the system actually is when you use basic tactics.
... you know, with that in mind, Wind-Born Stride is incredible and basically a no-brainer pick for any Infernal even if they don't invest in Adorjan. Not for the the negation of DV penalties from Dashing, or the automatic success at crossing treacherous terrain, or even the increase to your Dash speed. But because it means holy shit you don't subtract wound penalties from Dash; you can run away at full speed even when at -4 wound penalty. That alone is worth a Charm purchase if you're at all worried about combat.Finally, no, the heavily injured PC escaping is almost guaranteed not to happen. Without movement-boosting charms, someone with a -4 wound penalty can move 1 yard/tick. It's incredibly crippling for many things.
I don't get it:
One day people rant that players treat artifacts too frivolously, just like extra plusses on the weapon stats, and that players forget that each artifact has a unique legend attached, and that Evocations seem like a half-decent way of reminding people to treat Greater Wonders as Wondrous . . . and the other day people tell me that one of the most damaging artifacts is nothing special, just a big hämmer. So which one is it?
Kinda the example of a hateful hater who hates the hated, isn't it?
More seriously, a Wyld Hunt actually sounds like something the party should normally encounter once the party is not straight out of chargen, but rather spent some time adventuring and getting into trouble. There are exceptions, of course. But even if capture-alive is not an option, there are still other reasons and ways of toning down the lethality in case of a major solid hit, some of which have been mentioned.
A "tolerable" soak of 10-20 still leaves you at risk to a chargen Dragon-blooded with a tetsubo. Not even a well-made tetsubo, just one they pick up from wherever because it's cheap.Assuming tolerable soaks (in the 10-20 range), it seems rather hard to accidentally do something irreversible that will guarantee a death.
I took the most generic version, gave it to an Earth Dragon Stylist (who will be expected to have one), and explained what it does with minimal effort. Using a mundane, completely generic version of the non-artifact equivalent (sledge/tetsubo) retains the same problem, but to a slightly lesser degree.I don't get it:
One day people rant that players treat artifacts too frivolously, just like extra plusses on the weapon stats, and that players forget that each artifact has a unique legend attached, and that Evocations seem like a half-decent way of reminding people to treat Greater Wonders as Wondrous . . . and the other day people tell me that one of the most damaging artifacts is nothing special, just a big hämmer. So which one is it?
There's a reason Wind-Born Stride is one of the charms I basically always take for Infernals.... you know, with that in mind, Wind-Born Stride is incredible and basically a no-brainer pick for any Infernal even if they don't invest in Adorjan. Not for the the negation of DV penalties from Dashing, or the automatic success at crossing treacherous terrain, or even the increase to your Dash speed. But because it means holy shit you don't subtract wound penalties from Dash; you can run away at full speed even when at -4 wound penalty. That alone is worth a Charm purchase if you're at all worried about combat.
I don't get it:
One day people rant that players treat artifacts too frivolously, just like extra plusses on the weapon stats, and that players forget that each artifact has a unique legend attached, and that Evocations seem like a half-decent way of reminding people to treat Greater Wonders as Wondrous . . . and the other day people tell me that one of the most damaging artifacts is nothing special, just a big hämmer. So which one is it?
This fits my experience.I think there is a huge misconception on the Ex3 combat system that is kind of snowballing. This isn't the only place where I've seen the notion that Ex3 combat is good for 1v1 but breaks down once you have several people, and that's... baffling to me.
The thing is, the Ex3 combat system was designed for combat beteen groups. Sure, it works fine in 1v1, and it's decently fun; but about half the tactical options of the system are disabled or useless, and it takes some creative thinking to step out of "I hit the other guy with witherings until I have a lot of Initiative and then I hit with a decisive." It's tense, sure, and it has room for meaningful choices, but it's limited.
Group fighting is when you get into all the tactical options you can leverage. Defend other, full defense, ranged fighting, grappling, gambits take a much more important place when several people are together. "Use the weaker enemy as an Initiative pinata" is (often) a terrible tactical choice because in many ways it amounts to funnelling Initiative to your stronger opponent. Onslaught penalties are a plague on everyone except Melee or Dodge Solars. Battle groups get tremendously more effective once you realize that the Command action is basically an Excellency and you give them a commander NPC. Ranged fighters can be shielded by melee fighters to avoid the enemy closing in.
Once you bring in multiple characters, the tactical depth of the game unfolds to its true extent. It's, fundamentally, a system designed as a group experience - it's written knowing that groups of players will all fight together as part of a circle, and its main focus is on that kind of combat, rather than duels.
I think either my use of the term is not as widespread, or we have a different sort of misunderstanding. I'm referring to RuleOfCool as specifically the sort of situation where an in-setting phenomenon very clearly shouldn't 'work' in reality, and this is actually known to the authors and the audience, but this gets okayed nonetheless, because they're dramatic, flashy, visually evocative and/or the like. In the context of RuleOfCool, 'cool' does not mean 'some of the above traits, plus plausibility'; it means one of the above traits and implies that one already has to squint and practice willing suspension of disbelief, as a contrast to things that are more easily plausible but are not as filled with those listed traits.
For example, doing a handstand kick on an uneven floor surely or running across enemy speartips wouldn't work too well in real life, and yet this is a +1 or +2 Stunt that gets a pass, both enabling a bit of the impossible and providing a small mechanical bonus.
I must admit I had to strive to rework my PoV on gaming in order to accomodate the concept of in-campaign action Stunts. The idea of both enabling the impossible and making it more likely to succeed than the routinely-possible was very alien to me. But once I let it into my mind, I see how it can be applied to setting-building instead of character-action-declaring.
As a GM, I don't see much problem doing it on the fly either. However, when making a character, I'd rather know all these details in advance, because I need to make a character who lived, and I need to know what sort of setting phenomena I can hook up my character with, and I'd rather know that another player of another character can extrapolate stuff about my character by reading the same details, without me needing to explicitly tell all those made-up details.
For an example of a small detail influencing a plot: in Transuman Space, Ghosts and Fragments need to sleep while Shadows don't (because they're based around AI cores); in one investigation, I figured that a character was a Fragment and not a Shadow based on this fact, without the GM needing to give me a hint. I also spotted an allegedly Japanese character who was spelling words with a -y where a Japanese one would use an -i.
Likewise, I'd rather be able to some important points about a character by using such details known about a setting's region.
Without such ability to solve situations, I feel like I'm getting trapped by the GM's rails (the Railroading Problem, because I feel that my character's traits and action's don't matter as much), or lost in the GM's sandbox of genericness (the Morrowind Problem, because I have difficulty connecting/relating to the setting).
Assuming tolerable soaks (in the 10-20 range), it seems rather hard to accidentally do something irreversible that will guarantee a death. Maybe an overdose of high-Toxicity poison. Otherwise it seems like anything can be mitigated or toned down by the GM on the fly.
I'm really only looking for something on the order of what Serafina posted above, which is enough to spell out the implications of how this works in a simple face-off.Hmmm. How could one organize such a case study? The problem with running test fights is that they're time-consuming, and depending on variance in tactics, builds on each side and rolled outcomes there can be a wide variety of results.
What would be an example case of where you expect the system to break down from multiple opponents?
There was a similar case earlier in the thread, with a group of Solars steamrolling a Fae Lord cause of the Initiative they got from his Buck Ogre Miniboss. The general consensus is that the Boss Fight should be a separate battle from the previous fight, starting everyone at JB initiative.Or, without the flavour text; the Circle fights a miniboss squad, then the stakes rise as they encounter the real boss partway through the fight... Or at least, the stakes would rise if somebody didn't promptly flattens the boss (or at least puts him at a serious disadvantage), because he enters with only his Join Battle Initiative while at least one of the Circle is riding the Initiative high from the fight up to that point.
Honestly, I think you pretty much have to write a combat simulator, or at least a simplified one. I mean, how hard could it be?Hmmm. How could one organize such a case study? The problem with running test fights is that they're time-consuming, and depending on variance in tactics, builds on each side and rolled outcomes there can be a wide variety of results.
I really want to say Roman Reins vs Seth Rollins vs Brock Lesnar at Wrestlemania 31.Or, without the flavour text; three or more combatants fight a free-for-all.
From my perspective, the optimal course for her would be to Wither whichever of the other combatants she'd have the easier time hitting, thus Crashing them or putting them near to it, then launch a Decisive attack against the other, hopefully either putting them down entirely or at least crippling (although not necessarily Crippling) them with wound penalties. Apart from the mechanical oddity I have a hard time imagining what that kind of approach to the battle would look like.
If you're "riding the Initiative high," it means you haven't reset, which means you have not yet finished off your opponent with a decisive attack, so they're still alive. Now, sure, it's possible to have a situation in which Sudden Lightning has 30 Init, her last opponent is in his -2 or -4 HLs and so is hard-pressed to make a comeback, and walking into this is disadvantageous for Moonrise... If Lightning has somehow managed to maintain a positive mote balance for this whole fight. Otherwise, Moonrise still has the considerable advantage of having much more Essence than Lightning, and has at the very least one minion left even if they're wounded. I wouldn't say that this situation is advantageous to Lightning: she has one chance to open up with an alpha strike, but this isn't a very different situation from all those Solar builds that can get crazy-ass successes on Join Battle and do the same in a standard fight. (I'm playing one right now)Or, without the flavour text; the Circle fights a miniboss squad, then encounters the real boss partway through the fight... And promptly flattens him (or at least puts him at a serious disadvantage), because he enters with only his Join Battle initiative while at least one of the Circle is riding the Initiative high from the fight up to that point.
This makes a certain amount of sense, and I thank you for walking me through the mechanical flow of it, but I think there's a qualitative difference between a 2v1 and a 1v1v1.In both cases this doesn't work out for the bad guy, and I think it wouldn't work out in Ex3 either. The problem, as always, is that while you are focusing on beating up the opponent with the lesser defense, the other is free to either do the same and gain as much Initiative as you do (effectively making this a 2v1), or he is attacking you without return, leeching off Initiative and setting himself up for his own decisive; when you turn to use your Initiative against him, he is the opponent with the highest defense so you might well fail, and if you don't then you disable him, are reset to base Init, and the guy you just crashed but did not actually wound can come back and gain an Initiative Shift with only a middling damage roll.
Hn. So, even if Sudden Lightning can trust her Circlemates to dispatch the remaining lieutenants while she alpha-strikes the incoming boss, that's not qualitatively different from beginning a fight with a JB-focused build. That does put a more reasonable face on things. Presumably a mortal can't acquire anything like as much Initiative on a Join Battle roll, but by the same token they wouldn't get as much initiative from appropriate minibosses either, so this isn't charms patching system flaws either.this isn't a very different situation from all those Solar builds that can get crazy-ass successes on Join Battle and do the same in a standard fight. (I'm playing one right now)
Another thing to keep in mind is that while it's very common for people who are new to the system to bank massive amounts of Initiative and try to One-Hit Kill their opponents, this is a tendency that somewhat fades as you learn the ropes of the system; it's often better to attack at low- or mid-Initiative to inflict wound penalties and kick your opponents into a death spiral. While it's possible for Sudden Lightning and her circle to have played out the fight entirely in OHKs, it's more likely that a few of them have racked up wound penalties on top of having had to spend Essence.This makes a certain amount of sense, and I thank you for walking me through the mechanical flow of it, but I think there's a qualitative difference between a 2v1 and a 1v1v1.
In a 2v1, a character Withering one of their opponents then launching a Decisive attack against the other makes a certain amount of sense; two of the combatants are working together, and presumably cooperating to some degree so that pummelling one of them causes the other to try and intervene in a way that creates an opportunity to knock them out of the fight. With a free-for-all, none of the fighters have any particular reason to come to each others aid, so for me at least there's a visceral sense of screwyness in the idea of gaining a combat advantage against Iron-Eyed Raiton by getting Unfolding Dawnflower on the ropes - logically, Raiton would be the one with the advantage here, since he'd be able to assault Nine Scarlet Blossom's relatively undefended flank, but unless the fight has been going long enough that Raiton has built up a store of initiative of his own, that's not the case.
Hn. So, even if Sudden Lightning can trust her Circlemates to dispatch the remaining lieutenants while she alpha-strikes the incoming boss, that's not qualitatively different from beginning a fight with a JB-focused build. Hn, okay that does put a more reasonable face on things. Presumably a mortal can't acquire anything like as much Initiative on a Join Battle roll, but by the same token they wouldn't get as much initiative from appropriate minibosses either, so this isn't charms patching system flaws either.
... It still feels a little odd to me, but I think that's more to do with unfamiliarity at this point. This case seems to work.
I will note, he's very right here. I have had this trouble for awhile, and it's gotten me killed like five times now by opponents who were bleeding me out. Saving up for big haymakers is a bad idea, there are lots of tricks that can let you endure or survive, and believe me, you do not want to land eight decisive damage, only for your opponent to grow five -0 HLs and now they have way more initiative and are about to crash you as you reset to base (this happened to me just the other day).Another thing to keep in mind is that while it's very common for people who are new to the system to bank massive amounts of Initiative and try to One-Hit Kill their opponents, this is a tendency that somewhat fades as you learn the ropes of the system; it's often better to attack at low- or mid-Initiative to inflict wound penalties and kick your opponents into a death spiral. While it's possible for Sudden Lightning and her circle to have played out the fight entirely in OHKs, it's more likely that a few of them have racked up wound penalties on top of having had to spend Essence.
I will note, he's very right here. I have had this trouble for awhile, and it's gotten me killed like five times now by opponents who were bleeding me out. Saving up for big haymakers is a bad idea, there are lots of tricks that can let you endure or survive, and believe me, you do not want to land eight decisive damage, only for your opponent to grow five -0 HLs and now they have way more initiative and are about to crash you as you reset to base (this happened to me just the other day).
This idea intrigues me.I'm wondering if you could hack the system so initiative is harder to acquire and stock, then change the damage pool for Decisive attacks to the targets negative initiative. Positive initiative thus becomes a kind of ablative health, while being in negative initiative means you're in a vulnerable position that anybody could take advantage of.
I honestly wonder how long before there are 'everybody gets X free Ox-Bodies based on Essence and can't purchase any more' houserules as a common thing.This is also a big part of the reason that Ox-Body is actually pretty good now too, since each purchase means another ~6-7 initiative you need to build up in order to one shot someone AND means that it's harder to put them into wound penalties with smaller hits.
But as a counterpoint, what if her approach isn't successful? That means she's focusing on Dawnflower while Raiton sidles up on her flank and... Makes a normal Withering attack. Sure, maybe that means Blossoms is losing the Initiative race in the long run, but in the moment she's safe from Initiative Crash. That's the weird part, to me; despite opening up her flank she still strengthens her defenses against somebody she isn't focusing her efforts on, when logically Raiton should be the one enjoying an advantageous position from which to launch his assault. Sure, I can see the Exalted having the skills and magic to overcome that, but as a default, it feels distinctly off-kilter.Let's look at it this way - for Blossom's strategy to be successful, she must both drain Initiative from Dawnflower while preventing Raiton from draining Initiative from herself.
He is.when logically Raiton should be the one enjoying an advantageous position from which to launch his assault.
The thing about this situation is that Blossom is only at a serious advantage for as long as the fight remains 1v1v1 and her enemies don't gang up on her. But the more she is dominant, the more likely it is that both opponents see her as the main threat and gang up on her, which changes the dynamics in her defavor. You focus on the fact that whatever happens Blossom keeps building up Initiative; but Initiative doesn't protect you against decisive attacks. As long as Raiton is able to get some withering attacks off, he has Init, and he can meaningfully hurt Blossom even though she is building up massive Init. Blossom has incentive to draw upon Dawnflower, but she can't linger too long or Raiton will attack first and inflict actual wounds on her, and if Dawnflower and Raiton decide to both attack her then she's in for a rough ride.But as a counterpoint, what if her approach isn't successful? That means she's focusing on Dawnflower while Raiton sidles up on her flank and... Makes a normal Withering attack. Sure, maybe that means Blossoms is losing the Initiative race in the long run, but in the moment she's safe from Initiative Crash. That's the weird part, to me; despite opening up her flank she still strengthens her defenses against somebody she isn't focusing her efforts on, when logically Raiton should be the one enjoying an advantageous position from which to launch his assault. Sure, I can see the Exalted having the skills and magic to overcome that, but as a default, it feels distinctly off-kilter.
Off the top of my head, you'd do it by setting a sharp limit on how much Initiative you can stock at any one time, reduce Initiative gains to small, flat chunks instead of scaling with your attacks, set the dicepool for decisive attacks at the targets negative Initiative, and treat resetting Initiative more like a pseudo-perfect. There would be all sorts of domino effects though, I've no doubt.
Hn. I suspect this is one of the less-obvious consequences of the cinematic combat model that requires buildup before dealing meaningful damage. In a 1v1 face-off it makes sense that you must create an opening in a significant opponents defenses first, but shunting the advantage of "one of my enemies is distracted with the other" to the long-term strategic realm... I guess it works, but it feels odd when the natural expectation is that something like that would create an opportunity for an immediate Decisive.The thing about this situation is that Blossom is only at a serious advantage for as long as the fight remains 1v1v1 and her enemies don't gang up on her.
Basically, you "create an opportunity for an immediate decisive" when you, yourself, perform a decisive attack. As long as you're pushing on the weaker opponent to gain Initiative, you are in a strong position with no defensive opening, but that's because, well, you're not opening yourself - and similarly you aren't really making any lasting impact either. But the moment you throw a decisive strike at either opponent and succeed, you reset to base Initiative and become very vulnerable to the other one, who may immediately crash you.Off the top of my head, you'd do it by setting a sharp limit on how much Initiative you can stock at any one time, reduce Initiative gains to small, flat chunks instead of scaling with your attacks, set the dicepool for decisive attacks at the targets negative Initiative, and treat resetting Initiative more like a pseudo-perfect. There would be all sorts of domino effects though, I've no doubt.
Hn. I suspect this is one of the less-obvious consequences of the cinematic combat model that requires buildup before dealing meaningful damage. In a 1v1 face-off it makes sense that you must create an opening in a significant opponents defenses first, but shunting the advantage of "one of my enemies is distracted with the other" to the long-term strategic realm... I guess it works, but it feels odd when the natural expectation is that something like that would create an opportunity for an immediate Decisive.