one weapon two blows

Per48edMind

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Does 1W2B affect all attacks made in a (non-charm) flurry? The duration listed is one action but the body of the text (pg. 191) specifies "...until his next action."


I expect that because the duration is one action not instant, that the effect of 1W2B would apply to all attacks in a flurry. Is that the case? What if it is used in a counter-attack combo? Would the benefits also apply to the counter-attack?


I'm starting my first Exalted campaign and trying to wrap my head around the charm rules as they apply to combat.


Thanks in advance.
 
One Weapon Two Blows applies to all Melee attacks until your DV refreshes, AKA, your next action. It is intended to supplement flurries, though it is rendered mostly useless by the Charms that come after it.
 
1W2B is awesome for what it's designed for. It's not meant to supplement a magical flurry. It's meant to supplement a normal flurry. I had a char with a really high accuracy, and so he'd flurry all the time. 1W2B was fantastic for giving him a bonus for next to nothing price wise. This is especially true because he had a particularly low speed for his attacks, so he could launch a cheap flurry alpha-strike, then recover his DV to have a defensive charm @ the ready.


And if you're really hard up, it can help you exceed the dice pool caps because it supplements accuracy, which does not count against dice pool limits. But I've never seen this actually used, and if it was its usefullness would be very limited.
 
Any attack with a particularly low speed (anything below 4) will be devastating. I doubt that the Charm was the secret to his power. The Rate enhancement might have helped if he was using some low-Rate weapon, I suppose.
 
I did see the charm used for that as well. A grand goremaul, actually. Rate 1 w/out the charm.


I stand by 1W2B. If used appropriately, it gives a lot of bang for the extremely small buck. It's not flashy, but it is a first tier charm. It's way better than Durability of Oak. Haha.


Though, the name is utterly inappropriate. In 1E, 1W2B actually gave you 2 attacks. Not so in this one. Dough!
 
Gylthinel said:
And if you're really hard up, it can help you exceed the dice pool caps because it supplements accuracy, which does not count against dice pool limits. But I've never seen this actually used, and if it was its usefullness would be very limited.
Really?.. .. I thought that was the best part of it to be honest.


Throw an iron whirlwind with invincible fury of the dawn and you could be throwing 7 attacks or so. Now, for only one mote, you can add +1 to all those attacks.. .. thats incredibly good for a single mote.


I use it in tons of combos. Hell, you could even chuck it in an MA combo, as it's not enhancing an action, it's just affecting your weapons rate/accuracy.
 
FluffySquirrel said:
I use it in tons of combos. Hell, you could even chuck it in an MA combo, as it's not enhancing an action, it's just affecting your weapons rate/accuracy.
You realize that this logic would lead to the Charm applying to artillery weapons, don't you?
 
Brickwall said:
You realize that this logic would lead to the Charm applying to artillery weapons, don't you?
No it wouldn't. Melee Charms can't be used except with the Melee skill or in a Combo with a Martial Arts Charm and a Martial Arts weapon. Unless you can find an artillery piece fired with Melee or find a martial arts style with a catapult for a form weapon, it won't happen.


Even if it did, though, it's hardly game breaking. A catapult lobbing two shots in one round and with slightly more accuracy still isn't hitting a moving target in the middle of a city.
 
Except for the bit in the book where it says they can, in the MA part of the weapons section at the end.


It doesn't directly affect a melee action in any way though.. that's the thing, it's not like it's supplemental. You could happily use that charm and then just eat a biscuit instead of attacking, it's purely reflexive.


I don't have my book on hand, but I doubt you could use it on ranged weaponry though.. MA is an exception because a lot of MA weapons can be used as both MA and melee weapons interchangeably
 
FluffySquirrel said:
Except for the bit in the book where it says they can, in the MA part of the weapons section at the end.
Um, did you actually read what I wrote?

Kyeudo said:
No it wouldn't. Melee Charms can't be used except with the Melee skill or in a Combo with a Martial Arts Charm and a Martial Arts weapon. Unless you can find an artillery piece fired with Melee or find a martial arts style with a catapult for a form weapon, it won't happen.
 
Per48edMind said:
I'm starting my first Exalted campaign and trying to wrap my head around the charm rules as they apply to combat.
Good luck. I tried this once and found a lot of frustration due to, well, writing that just isn't very good.


These things may help:


Some terminology suggestions that may help you wade through the unnecessarily high number of meanings for the word "action".


Some thoughts on a "taxonomy" of sorts for charms, that can help you choose your answer to questions like "when a charm says it adds to Accuracy, is that specifically intended to mean it gets around die caps?". (The official answer to this, by the way, is silence. No doubt you'll have loads of people telling you that the answer is "obviously" yes or "clearly" no. I, frankly, don't have enough faith in the writers for them to have even realized that "adding to accuracy" and "adding attack dice" weren't necessarily synonymous, so I'd be stunned if the charm intentionally works that way, even if they eventually rule that it does.)
 

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