A couple of the test of speed charms either give or cost initiative, though.
I am pretty sure those are for Withdraw actions, which also involve extended rolls.
A couple of the test of speed charms either give or cost initiative, though.
At this point you've pretty much reinvented "test of speed" as a mechanical definition, except we don't actually know for sure if it's the same one the authors intended.I am pretty sure those are for Withdraw actions, which also involve extended rolls.
At this point you've pretty much reinvented "test of speed" as a mechanical definition, except we don't actually know for sure if it's the same one the authors intended.
Honestly, somebody just needs to go bug the devs about this and maybe get them to clarify just what the hell said charms and terminology are supposed to do and mean; as opposed to devouring each other in a futile attempt to make sense of it on our own.
Yeah, good point. I kinda threw the chargen rules together since we never had to do it for this system ourselves. I'll edit that when I get a chance.@EarthScorpion , I noticed in your Kerisgame hacks document that Attributes cost 9xp to Abilities 3xp, but they both cost 1 point during character creation. As charms, which cost 8-10xp, cost 2 points during character creation, shouldn't the same be true of Attributes to avoid the bp/xp problem?
They weren't people, more antagonism or more corporations.Could you elaborate on that? I'm reading your post as implying that the Primordials weren't really reality-shapers in 1e, but reality-warping seems like such an indispensible ability when one needs to build Creation . . . so maybe I'm misunderstanding.
Mostly the Abyssal Book.
Void Avatar Prana, in the Dark Messiah Style, gives a 1 mote perfect defense that makes Its user completely untouchable due to how the combat system works.
Ebon Lightning Prana in the Melee Tree is incredibly powerful, or so I've heard, but I don't know how broken it might be.
That would actually be lovely, thank you!There is a huge amount of errata that was posted for those books though, which killed Void Avatar Prana in general. The fact that non-abyssals would go down Dark Messiah just for that capstone meant it was warranted. I can probably find that errata text document I have somewhere that can be attached to the PDF to add errata notes to it if Gardener needs it.
Alright, I'll get to it when I wake up. Computer is off because 2am.
... Want.
Hmm. Can you actually bind a god in a Jade artifact? Doesn't really seem like Jade's bailiwick.Wrought from Blue and Black Jade, this Grand Daiklave trembles in the hand of its wielders, shaking with the chained fury of thirteen bound storm-gods.
Me.Random question: how many people here plan to actually use range bands as-is, versus using zone maps a la Fate and counting 1/2/3 zones for ranges?
Hmm. Can you actually bind a god in a Jade artifact? Doesn't really seem like Jade's bailiwick.
This is how it ends up working out whenever I use range bands in any system. They're just not very good when everyone isn't arranged in a straight line, and the zone fix shows up pretty organically.Random question: how many people here plan to actually use range bands as-is, versus using zone maps a la Fate and counting 1/2/3 zones for ranges?
Random question: how many people here plan to actually use range bands as-is, versus using zone maps a la Fate and counting 1/2/3 zones for ranges?
Divide the battlefield into moderately discrete 'blocks' of space ('this courtyard', 'the street,' etc), use those for more or less the same effects as range bands. One zone away is short range, everyone in the same zone is considered to be in easy melee range, etc.Probably me, at least. But I tend to use generalised descriptions of where everything is in my games anyway, even in ones that expect more accurate range management, so the range bands are a pretty easy way for me to better reflect my own GM'ing style in Exalted.
Of course, I'm also not sure what Fate zone maps actually are, so it's quite possible that I'm wrong about this.
Here's a simple example.Of course, I'm also not sure what Fate zone maps actually are, so it's quite possible that I'm wrong about this.
Divide the battlefield into moderately discrete 'blocks' of space ('this courtyard', 'the street,' etc), use those for more or less the same effects as range bands. One zone away is short range, everyone in the same zone is considered to be in easy melee range, etc.
It removes the geometric clusterfucks that can occur when you have five dudes on the map moving toward each other but in which range bands are insufficiently discrete to figure out who that means they're moving away from -- I find that at that point you basically have to create a zone map, whether or not you call it that, to figure out where everyone is.
Edit: It also means that if you have a, say, 'everyone in this range band suffers an AoE' effect you aren't automatically making a donut-shaped explosion around you; you can just say 'everyone in this zone' instead and get a much more sensible result (looking at you Volcano Cutter).
Yeah, that's pretty much what I mean by it being organic; you end up doing it mentally anyway. Just try running a scenario where, oh, I dunno, you're defending the interior of your ship while stormtroopers are streaming in the boarding ramp and spreading out to clear it without an effective zone map and it'll degenerate into impossibilities pretty quickly....huh.
That's basically what I do already, at least mentally. Identify fixed positions on the battlefield (the bunker, the trench, the turret) and then refer to distributions of PC and NPCs based on their proximity to those defined areas of terrain. Really helps with my descriptions for the players, since we don't usually have room to use full maps or anything.
Never actually thought about it in terms of an actual mechanical approach to the whole thing.
this is what ranged weapons are for, shooting people in the legs so you can run up and stab them.I wish I had an answer for you but my players' reaction to being at anything other than close range is "how can I get to close range again," so I don't actually do a lot of stuff with range bands. Except that one time an enemy managed to outrun them.