Toloran
Junior Member
Hey all. My group is planning on starting an Exalted game to alternate with our normal game. The lucky *cough* guy who gets to DM/ST it is myself. :3
In any case, there are a few rules quirks/questions that I haven't been able to figure out and I'd like to get them sorted through before the game starts:
- When using a counterattack charm, does it use the full dice pool for the attack? Does it suffer from multiple action penalties? Does the opponent suffer from onslaught penalties if you counter attack multiple times?
- The five basic craft skills are pretty straight forward. However, one of my players wants to take up craft (Genesis) as part of his character's motivation. Can he just go "poof" I know craft (genesis)? I know he'll still need rare materials and a lab/workshop equipped to do it but is it required that he has to have someone teach him the basics first? We were thinking he could just learn the basics from the little scraps of memory of his previous incarnation.
- Can you take certain backgrounds (like Artifact or Manse) more then once?
- I've heard people say that you can get SUPER huge dice pools (40+) even pre-elder exalt. How can that be? The most I can think of is about 27 dice (5 ability + 5 attribute + 3 speciality +4 accuracy +10 1st excellency). I mainly am asking because I want to be ready in case one of my players finds something that exceeds that so that it doesn't surprise me (too much).
- How much does an opponent know when you use a non-obvious charm? If it is paid for with just personal essence, It would probably be impossible (baring some sort of detection charm) to tell it was used. What about with peripheral essence? Would you be able to guesstimate how much essence is used? I'm asking mainly to see how much information a player would have when deciding which defense to use against an attack (and how much I should give them). Again, this is just for charms that aren't obvious.
That's all that I can think of at the moment. Thanks in advance to any replies.
In any case, there are a few rules quirks/questions that I haven't been able to figure out and I'd like to get them sorted through before the game starts:
- When using a counterattack charm, does it use the full dice pool for the attack? Does it suffer from multiple action penalties? Does the opponent suffer from onslaught penalties if you counter attack multiple times?
- The five basic craft skills are pretty straight forward. However, one of my players wants to take up craft (Genesis) as part of his character's motivation. Can he just go "poof" I know craft (genesis)? I know he'll still need rare materials and a lab/workshop equipped to do it but is it required that he has to have someone teach him the basics first? We were thinking he could just learn the basics from the little scraps of memory of his previous incarnation.
- Can you take certain backgrounds (like Artifact or Manse) more then once?
- I've heard people say that you can get SUPER huge dice pools (40+) even pre-elder exalt. How can that be? The most I can think of is about 27 dice (5 ability + 5 attribute + 3 speciality +4 accuracy +10 1st excellency). I mainly am asking because I want to be ready in case one of my players finds something that exceeds that so that it doesn't surprise me (too much).
- How much does an opponent know when you use a non-obvious charm? If it is paid for with just personal essence, It would probably be impossible (baring some sort of detection charm) to tell it was used. What about with peripheral essence? Would you be able to guesstimate how much essence is used? I'm asking mainly to see how much information a player would have when deciding which defense to use against an attack (and how much I should give them). Again, this is just for charms that aren't obvious.
That's all that I can think of at the moment. Thanks in advance to any replies.