We should deal with the multiple actions when we are not in the middle of combat, I cannot change the mechanics in the middle of combat anyway.
Fair.
1) if you lose an intimidation roll badly enough +5 successes, you are going to start running as a mortal. The resonable only way you are pushing though 19 dice of intimidation as a mortal is to pay the willpower
2) Combat drugs powerful enough to deal with the above would severely degrade one's ability to fight. The effect is technically NMI in the sense that Molly's super-materials chain mail is technically mundane crafting
1)I would need to dig through the books to check, but that depends on what DCs you are rolling against.
19 dice of Intimidation averages 9.5 successes at DC6.
At DC9 you're looking at either 1.9 successes or 3.8 successes, I think, depending on whether he benefits from double 10s.
I think. Someone else with better math can double check my numbers.
Even literally magical Werewolf Delirium only reliably disables people below Willpower 3.
2)I cant make that adjudication for you, and would not presume to do so.
But we literally have had people charging into machinegun fire IRL.
So I honestly have doubts about whether that would make any tactical difference in a short engagement. Especially when you pay attention to the whispers of drug use, not just among irregulars, but in the US special forces community.
Strategic sure; I can see how drug use might have deleterious effects on planning a campaign, or war.
But in a tactical field situation, its a much simpler scenario.
An Exalt takes no penalty to their attacks, or other actions, while surrounded by foes.
What you seem to overlook, deliberatly or not, is that defending is rarely the best options against groups.
Kill them, stun them, escape, become impossible to target, scare them, use any of the myriad of supernatural powers that allow you to improve your situation.
Do not let yourself be hit by a large number of foes, at least not more than once.
As far as I can tell the only way to be an efficient tank in WoD is high soak, but there are many ways of not having to tank.
According to the rules Im disputing, they are supposed to.
You are forgetting that noone gets to dictate their terms of engagement.
Not vampires who have to spend more than half the day staying out of the sun. Nor Exalts like Molly who literally draw attention everywhere they go.
If I was an Exalt, or a vampire elder, I would prefer to get into fights from a mile away behind the scope of a sniper rifle(for the Exalt) or from behind the eyes of a dominated stray dog or mortal wearing a body harness with 10-pounds of C4( for the vampire elder). Unfortunately, shit doesnt work out that way. For anyone.
Hell, tell me that the White Night scene with Thomas and Lara facing the uberghouls in the Raith Deeps can be modelled under the mechanic where you only get 1 Defence Action. Or the Raith manor scene where Shagnasty wades into a prepared ambush of House Raith gunmen. Or the Small Favor scene where the Archive is simultaneously engaging around 7 Denarians.
Those kinds of things do happen.
I'm just against the Arch Spheres.
Arete 5+ is no issue, certainly not a gamebreaking one.
Hell, Harry is already at 5 dice, of course Senior Council or people like Cowl or Kemmler roll more.
The settings arent 1:1 equivalent; too many different social (no centuries-old Ascension War between wizards, with the attendant magical arms race), supernatural(the Fae never went away, and are the preeminent supernatural Power) and theological (there's a God + activist angels, and when people fuck around too hard they do tend to find out) assumptions.
Exhibit A: The Red Court, that had the angel in Fidelacchius announce their coming destruction.
Exhibit B: Corpsetaker, who fucked around so hard that we see Uriel
personally see to her final death in Ghost Story
However, Im trying to benchmark Dresdenverse effects off WoD Spheres and Rotes in order to serve as some idea of what to expect at the high end going forward, and those are the results Im getting for a lot of the top-end effects. Starting with Mavra + Bianca +/- Cowl essentially shifting the Gauntlet for the entirety of the Chicagoland area for around a month in Book 3.
Im not inclined to just close my eyes in denial.
Wasn't it an actual Plot Point from Battle Grounds that a Wizard casting their Will upon something three times will force an attempt to bind them? No matter how powerful the target is? If her going "I'm Sorry" is triggering some sleeper spell she put on Molly, then the third call will just activate it and presumably force a contested Will roll--something that she's probably stacked heavily in advance for just this occasion, since she's prepped for everything else apparently
Yup. Mortal wizards can do that to non-mortals.
Dresden has done it to Fae.
He also did it to He Who Walks Before/Sharkface in Cold Days, and He Who Walks Beside/Nemesis in Battle Grounds.
If Sandra presumes that Molly is something non-mortal, I can see her trying the same thing.
But Sandra doesnt know that Molly has IPM. So I think the results are going to be hilarious.