So could someone explain to me 3e combat, regular and social? Specifically pitfalls to avoid and useful tricks to be aware of.
What do you need explained?So could someone explain to me 3e combat, regular and social? Specifically pitfalls to avoid and useful tricks to be aware of.
Just things to be aware of. I think I think I have the basics* of it but when to use a Decisive or a Gambit would be nice.
IIIIIIIII CAAAAAAAAAAAAAAAN!So could someone explain to me 3e combat, regular and social? Specifically pitfalls to avoid and useful tricks to be aware of.
There are none, AFAIK.Are there stats for arrows made out of the Magical Materials or is that something that just doesn't come up? Which I'd find odd, since they went to great length already to include several different arrow and bolt varieties in the Core Book.
I have a question on this topic. I have a description of a situation, and I would like to know how it is represented by the system.IIIIIIIII CAAAAAAAAAAAAAAAN!
The staple of 3e combat is INITIATIVE! When you join battle (Wits+Awareness, unless you have Charms to use other stats, like Blinding Battle Feint that lets you use Dex+Stealth instead), you start with initiative equal to your successes on the JB roll +3. This determines the order of action, but also gives you advantage. Initiaive allows you to fuel gambits, certain Charms, and the decisive attacks you need to use to end fights. Intiative is how well the fight is going for you, high initiative means you're going strong, low initiative means your on the backfoot, and initiative crash is when you have no initiative, which means some Charms won't work, and that you can't launch Decisives or gambits, as well as being more vulnerable to certain attack charms!
You gain initiative with WITHERING ATTACKS! Withering attacks are an abstraction of the system for all the attacks you see in a fight that aren't the final killing blow. Think Luke and Darth Vader trading blows, and how most of the blows don't land, but one or the other is slowly pushed back and put in a position to lose their hands or whatever. Withering attacks are the main attacks you'll use most of the time. You attack with Dex+Attack Ability+Specialty+Accuracy against your enemies defense. Your raw damage for a withering attack is Threshold successes past the enemy defense+weapon damage+strength+whatever gets added by Charms or whatever, and then you subtract the enemy's soak from this number. So, with 8 successes versus parry 4, a medium steel sword (Damage+9), strength 3, versus soak 8 (Light mundane armor+Stamina 5 in my headcase here), you have 16 raw - 8 soak = 8 withering damage dice. Roll those eight dice, with double tens, all withering damage has double tens, you get the successes in initiative, +1 from landing the attack. Your opponent loses your successes in initiative.
DECISIVE ATTACKS! These are how you end the fight, or at least start the wound penalty death spiral! The coup de grace, if you will! Decisive Attacks are launched when you gain initiative enough that you want to try to damage your enemy's health levels! Weapon damage, soak, and accuracy don't come into play here. Your attack pool is Ability+Attribute+Specialty. Your damage is your initiative. Tens are not doubled on Decisive damage rolls. When you land a decisive attack, you reset to base initiative, which is 3, or 5 if you are a Dawn Caste using your anima power. Decisives are risky! If you miss, you lose three initiative, and whatever motes you spent trying to land your hit. But if you do damage, your opponent is suffering a wound penalty/whatever effects you had backing your attack. Wound penalties make them less able to defend against future decisive attacks, and make them less likely to hit you, and unlike 2e, you can't negate them with Charms. You never add threshold successes to decisive attacks, nor doubletens. Those things on decisive attacks are the domain of powerful Charms. If you double 10s and add threshold sux to a Decisive attack, you've got a pretty suite combat set-up.
SOAK is your resistance to withering attacks, your toughness and armor! It's Stamina+Armor/Charms, or possibly Stamina+Armor+Charms, depending on if the Charms stack with armor! High soak means its harder to gain initiative off of you while fighting, because the threshold to do higher than minimum damage is much higher! Octavian, THE LIVING TOWER, is super scary for this reason, among many others. He's very hard to get withering damage on, and thus fuel Decisive attacks, even for a strong young Solar, and he is very very good at damaging you.
Declaring Charms works based on their keywords. Reflexives you can use pretty much whenever, supplemental you use them to enhance an attack, Simple you take an action setting up, ect. Mostly you'll be using supplemental. A favorite set-up for my Dawn Caste:
I declare a Withering Attack. My pool is Dex5+Melee5+Swords1+Accuracy2. I spend 3m on supplemental Charm Excellent Strike, which gives me one automatic success, and lets me reroll any ones I get on the roll, which is awesome because I can potentially get effectively more dice and also am safe from some nasty Charms that exploit ones in my rolls, which could potentially rob me of my successes! Rerolling ones can easily mean the difference between a hit and a miss when you're fighting a Solar Meleeist! On a Decisive Attack, though, I'd also use a 3m Excellency (or more, depending on how defensive my opponent is), bringing my pool to 16+1autosux, as well as damage enhancers like Fire and Stones Strike or Hungry Tiger Technique, to ensure I get the most damage possible out of the the hit.
Additionally, I'd also have used Fivefold Bulwark Stance beforehand, if I knew I was going into a fight, so that I could ignore Onslaught Penalties, which is the coolest fucking thing because you do not want to be ganged up on in 3e. Numbers matter, people! If you get hit over and over in a single turn, each new hit will hurt so much worse. Solar Meleeists need not fear this, for we are the bestest at defense (this is arguable but seriously Melee is awesome at defending you from getting hurt)!
SOCIAL INFLUENCE is much neater this time, and I understand it much less so @Omicron can you help me explain this one?
What does this bit mean? I assume that it's the Greater Dead equivalent of the place in the soul structure, but beyond that...Henna iz-Kabbaz, the Cannibal-Queen of Dead Zairio
Greater Dead
Baptised in the River of Dead Grain
Well in Ex3, this attack will be modelled as an "ambush," the type of surprise attack that reduces Defense to 0. So it's certain to hit provided the mortal gets at least one success. If the attack is decisive, it's a guaranteed way to inflict health damage to the Solar, but since the guard's Join Battle pool is low this damage will be low as well. Still, if the Solar does not have Ox-Body Technique or Resistance Charms, it will be enough to inflict wound penalties. If the attack is withering, with a good shot, aiming and a powerful weapon, it will almost certainly crash the Solar at the onset of the fight and grant the guard a huge amount of Initiative... But the Solar won't be actually wounded, and he'll start fighting back, so landing the killing blow with all that Init will be hard.I have a question on this topic. I have a description of a situation, and I would like to know how it is represented by the system.
A low-level Exalt walks along a path outside a city wall, naïvely facing the forest beyond, and lacking paranoid sidestep/awareness Charms. But the guards at the top of the wall have been tipped off that he's a treacherous enemy demonoid spy, and want to take them out. So what they do is get their best shot, and give him a crossbow with a draw weight so high that even the strongest people need a windlass with a high conversion ratio to cock it. They bet everything on this first shot, believing that anything less will fail to kill the monster. As the Exalt is facing the forest, the marksman aims for a while and shoots into the back of his skull. And then . . .
Here we can probably have a spectrum of variants, ranging from the exalt being without Resistance Charms and thus almost as vulnerable to a brain hit as a mere mortal, all the way to Adamant Skin (or whatever is the capstone of physical toughness in 3e). How is such an attack represented by the system, and at what point does it become survivable thanks to Charms?
Ambush. Decisive Attack meant to kill. The Guard rolls Join Battle, which, for a trained soldier, is 6 dice. For the sake of this thought process, I'll give him 7 to JB, 10 dice to the attack, which is the high end of the mortal quick characters.I have a question on this topic. I have a description of a situation, and I would like to know how it is represented by the system.
A low-level Exalt walks along a path outside a city wall, naïvely facing the forest beyond, and lacking paranoid sidestep/awareness Charms. But the guards at the top of the wall have been tipped off that he's a treacherous enemy demonoid spy, and want to take them out. So what they do is get their best shot, and give him a crossbow with a draw weight so high that even the strongest people need a windlass with a high conversion ratio to cock it. They bet everything on this first shot, believing that anything less will fail to kill the monster. As the Exalt is facing the forest, the marksman aims for a while and shoots into the back of his skull. And then . . .
Here we can probably have a spectrum of variants, ranging from the exalt being without Resistance Charms and thus almost as vulnerable to a brain hit as a mere mortal, all the way to Adamant Skin (or whatever is the capstone of physical toughness in 3e). How is such an attack represented by the system, and at what point does it become survivable thanks to Charms?
Powerful ghost, but not one that has gone to the tombs of the Neverborn and become a Deathlord.What does this bit mean? I assume that it's the Greater Dead equivalent of the place in the soul structure, but beyond that...
I know what that means, but that's the definition of Greater Dead in ES Underworld. I'm specifically asking about the Baptized in the River of Dead Grain part.Powerful ghost, but not one that has gone to the tombs of the Neverborn and become a Deathlord.
About as strong as a Second Circle Demon.
No they don't, they only act as one battlegroup.The mortal in this scenario fucks over the Solar because you crashed the shit out of him, and now the five best damned soldiers in the nation jump out hiding and rush the Solar, acting as 5 individual opponents fighting a crashed enemy incapable of using his perilous Charms. That is a very dangerous scenario to be in.
I know what that means, but that's the definition of Greater Dead in ES Underworld. I'm specifically asking about the Baptized in the River of Dead Grain part.
If you specifically posit a scenario in which someone has fetched the Crimson Guard to take down that man, including Deadeye Tsuruchi the master crossbowman who delivered that opening surprise shot, you totally can run them as five opponents. That's not something that happens every week, though.
They act as a battlegroup if they're a bunch of interchangable soldiers and I don't want to threaten you. They act as five heroes if they're each uniquely skilled at their area of focus and I want to genuinely threaten you and make you work for your survival. Omicron's scenario is better, though. Commander, small battlegroup, and the best shot in the city is more likely than five mortal heroes forming up the Crimson Guard, while still being a dangerous, potentially lethal, depending on combat investment, fight. I went with five mortals because Vicky seemed to be trying to kill a young Solar. If I wanted them dead with mortals, that's how I'd do it.
Actually, I wanted to check the 'headshot to the brain with a windlass-powered heavy crossbow' scenario, and I didn't care much about the type of Exalt due to the target's inexperience. My impression from the replies is that 3e went too far in its reduction of lethality against non-Charming targets. And for a system that is so detailed overall, the fact that there's no difference between a hand-drawn light crossbow and a windlass-drawn heavy one (that would probably rated at Strength 10-15, if Strength is linear if 3e, which it probably isn't, but I don't know for sure) for an ambush snipe is . . . odd. It's something that I could expect from FATE Core or from CoD-flavoured Storyteller, but it being so in Exalted caught me off-guard.They act as a battlegroup if they're a bunch of interchangable soldiers and I don't want to threaten you. They act as five heroes if they're each uniquely skilled at their area of focus and I want to genuinely threaten you and make you work for your survival. Omicron's scenario is better, though. Commander, small battlegroup, and the best shot in the city is more likely than five mortal heroes forming up the Crimson Guard, while still being a dangerous, potentially lethal, depending on combat investment, fight. I went with five mortals because Vicky seemed to be trying to kill a young Solar. If I wanted them dead with mortals, that's how I'd do it.
There is. Not for decisives. There are three weapon profiles. Light, medium, heavy. Light is most accurate, but least damage. Heavy is less accurate, with hella damage. But it doesn't matter for decisives, because combat in 3e is about evoking a particular feeling of fighting. Withering attacks are where weapons matter, decisives require you to build up to it. It's not so much about reducing lethality as it is about the feeling combat is meant to invoke. It's supposed to be cinematic. The town guards OHKOing the Solar is rather the opposite of that. If you want to go into narrative time and have an NPC taken out by a sniper, you can. But don't expect the combat system to perfectly model reality. Because, um. That's literally the opposite of what it is supposed to do.Actually, I wanted to check the 'headshot to the brain with a windlass-powered heavy crossbow' scenario, and I didn't care much about the type of Exalt due to the target's inexperience. My impression from the replies is that 3e went too far in its reduction of lethality against non-Charming targets. And for a system that is so detailed overall, the fact that there's no difference between a hand-drawn light crossbow and a windlass-drawn heavy one (that would probably rated at Strength 10-15, if Strength is linear if 3e, which it probably isn't, but I don't know for sure) for an ambush snipe is . . . odd. It's something that I could expect from FATE Core or from CoD-flavoured Storyteller, but it being so in Exalted caught me off-guard.
If you're not doing it on a PC, just autokill whoever you want to die. Mechanics aren't physics, they're an abstraction to make gameplay fun. You don't need to use them for an NPC you just want to be killed for whatever reason. For that, just say 'crossbow to the face, no applicable Charms'. Do what your story needs, don't let the rules get in the way when it's NPC on NPC.If you really want to make this situation work, I'd do it by giving the guard a large situational bonus to their join battle roll. That ends up netting them more damage on average. You could also fudge the system and let threshold successes roll over into a age dice. I would not suggest doing this to a PC, however, as that's a quick way to an angry player.
I didn't even think whether the PC is the mortal, the target, neither or both. I just wanted to check how snipers are handled in 3e. Use the golden rule, I get it.If you really want to make this situation work, I'd do it by giving the guard a large situational bonus to their join battle roll. That ends up netting them more damage on average. You could also fudge the system and let threshold successes roll over into a age dice. I would not suggest doing this to a PC, however, as that's a quick way to an angry player.
Good explanation: but i have to nitpick something.
This is actually wrong- there is a Medicine Charm(Anodyne of Celestial Dreaming) that does that to an ally(At the cost of gaining a -1 generic penality); Fivefold Bulwark nullifes most penality to Parry, included wound ones; Bloodthristy Sword-Dancer Spirit send your character berserk, giving her bonuses(among which there is the complete nullification of Wound penalities) and maluses; Inexhaustible Destrier's Gait nullifies for a Turn Wound penalities and Unsteady footing penalties for a mount; The most advanced charm of the White Reaper style decreases the wound penalties of the number of Halos, and you can have a maximum of 5 halos thus completely nullifying them; and Vital Focus Cultivation (a Merit) nullifies them and deprivation penalities for sorcery and mental actions.Wound penalties make them less able to defend against future decisive attacks, and make them less likely to hit you, and unlike 2e, you can't negate them with Charms.
I was counting 2e style 'pay xm and ignore all penalties to you personally' and jesus christ I thought they'd nerfed Fivefold Bulwark holy crap. That Charm is seriously scary. Capstone MA, E2 Melee Charm, Medicine Charm Buff, Berserker Charm. I don't count the Vital Focus thing, nor stuff that works only on mounts. Still, I was wrong! man seriously Fivefold Bulwark is crazyGood explanation: but i have to nitpick something.
This is actually wrong- there is a Medicine Charm(Anodyne of Celestial Dreaming) that does that to an ally(At the cost of gaining a -1 generic penality); Fivefold Bulwark nullifes most penality to Parry, included wound ones; Bloodthristy Sword-Dancer Spirit send your character berserk, giving her bonuses(among which there is the complete nullification of Wound penalities) and maluses; Inexhaustible Destrier's Gait nullifies for a Turn Wound penalities and Unsteady footing penalties for a mount; The most advanced charm of the White Reaper style decreases the wound penalties of the number of Halos, and you can have a maximum of 5 halos thus completely nullifying them; and Vital Focus Cultivation (a Merit) nullifies them and deprivation penalities for sorcery and mental actions.
There are also some effects capable of decreasing them, most notably Deadly Beastman transformation(Halves them for movement and attack rolls); the Merit Pain Tolerance decreases them by 1, starting from the -2(Thus -2 becomes -1, and -4 becomes -3); and, last but not least, Battle Fury Focus is a lesser version of BSDS, and has a decrease of wound penalities of 1 among its bonuses and maluses.