[OOC] For rules questions, general questions and raves [To the Hunt!, Wyld that is...]

Since favored/aspect abilities literally have no training time, it seems like the restriction doesn't make sense for them.


I mean for most things I tend to think the training times cover what you can raise reasonably well, but I can sorta see the restriction otherwise. With favored abilities though that would just seem weird.
 
Question: should Hopping Firecracker Evasion be step 9 instead of step 5? It looks alot like the Wind Dancing Method Charm (which is step 9) in the Lunar book (p.151). As written Hopping Firecracker Evasion at step 5 won't let me use my 3rd Dodge Excellency (which is step 6) to help dodge the attack successfully so that I can hop out of the way of a flurry, should I choose to purchase and use this charm.
 
Are you reading first edition?

cyl said:
p.144 to be precise.
System is :


Misc action for the commander : coordinating attack : roll charisma + war against a difficulty of the numbers of participants.


If you match the difficulty, everyone attacking on the same tick that the commander will enjoy a - (number of participants attacking) to the DV of the exalts (if 4 guys attack, the anathema is at -4DV for each attack).


Max penalty is -6.


It requires the attackers take an aim or guard action to attack on the exact same tick the commander will attack.
I see 2e Core p.144:


System is :


Misc action for the commander : coordinating attack : roll charisma + war against a difficulty of half the numbers of participants round down. (If failed then there is no effect other than the commander taking a misc action).


If you match or exceed the difficulty, everyone in the coordinated attack will enjoy a - (number of successes on the roll) to the DV of the target, up to a maximum of the number of people in the coordinated attack. (6 is the number of people in the example given, thus -6 is only the max for that example).


It requires the attackers in the coordinated attack take an aim or guard action to attack on the exact same tick the commander will attack.
 
Yes and the example below states that if you match the difficulty 3 coordinating you+2 guys, the attempt succeeds and the target is at - 3 DV, so it's not meant as successes over difficulty, but as a target number to reach to succeed.


If there are 5 attackers, TN is 5, you roll 4 suxx you fail, you roll 5 suxx the target gets a -5, you roll 18 suxx, the target still gets a -5.
 
cyl said:
If there are 5 attackers, TN is 5, you roll 4 suxx you fail, you roll 5 suxx the target gets a -5, you roll 18 suxx, the target still gets a -5.
If there are 5 attackers the difficutly is 2. On 2 successes the DV penalty is -2, 3 successes -3, 4 successes -4, 5+ successes -5.


Re-reading the second sentence of the second paragraph under coordinating attacks as well as the paragraph starting with "This" at the top of the second column:

The difficulty is half the number of participants in the group' date=' rounded down.[/quote']
This penalty cannot exceed the number of attackers in the group. For example' date=' if the commander wants to link six archers into a firing squad his player rolls (Charisma+War) at difficutly 3. With two of fewer successes, the attempt fails. [i']With three successes the DV penalty suffered by the targtet against the squad's attacks is -3[/i]. With six or more successes, the penalty increases to it's maximum value of 6...
Emphasis mine.
 
Gah... must improve my rule fu !


So it's even better... because actually much easier than I thought ! :twisted:
 
Sorry if this is a repost, but I can't find where I (I thought) I posted this question:


Hopping Firecracker Evasion is step 5 in print, but I believe it should be step 9.


Both the Solar Leaping Dodge Method and the Lunar Wind Dancing Method (p.151) are step 9 (and more powerful, for reasons other than the step of combat timing *shakes fist*). These charms are essentially the same as Hopping Firecracker Evasion.


The reason I ask is because at step 5 an attack could clear my DV and thus be a hit and make Hopping Firecracker Evasion unusable, but in step 6 the 3rd Dodge Ex could come along and make the attack not clear my DV. In that situation Hopping Firecracker Evasion was unuasable on an attack that I successfully dodged, which I don't believe is the Charm's intent.


This will impact my exp expenditure, so as soon as I get an answer I'll throw my exp expenditure your way, SRC.
 
I don't think it needs to be changed. the only way it is lesser than the Lunar and Solar charms are the fact that it's at step 5, but that only prevents the DBs from using the Third Excellency, while they can still use the First and Second Excellencies with no problem to increase their DV at step 2.


Also note that unlike the Lunar and Solar charms the DB charm costs 2 motes, while the others cost 3 motes.
 
...the only way it is lesser than the Lunar and Solar charms are the fact that it's at step 5...
Incorrect. The DB charm must actually evade the attack (the Solar and Lunar need not), and must use the Dodge Ability (the Lunar one can use parry DV as well).


I consider the above Solar and Lunar effects strictly greater than the DB effect. The difference of a reflexive dash action with no DV penalty (DB) vs. instantly being x yards away (Solar, Lunar) from your attacker is debatably worse for the DB since the dash action eats up combat time, but could potentially go farther.
 
true, but you also forget that said Lunars and Solars might still suffer damage from that attack, whereas in your case you Dodge the attack, and get away. In both cases it breaks flurries, and while the Db charm is slightly worse, it is a DB charm all said and done, and you can still use the First and/or Second Excellencies to boost your DV.
 
I think you're misunderstanding my point. I think it's step 5 because whoever wrote the charm didn't understand the steps of combat and/or counterattacks. They just copy+pasted the activation step the charms around it were using. I understand that the charm is weaker, as it should be, but it is weaker due to considerations other than the step of combat that it is activated on. The charm being step 5 I believe is a mistake. It inexplicably nerfs the 3rd excellency in favor of the other two for no reason I can discern. Being at step 5 vs. step 9 also fails to give the DB a -1 penalty for using a counterattack and allows use against other counterattacks, which is just asking for a train wreck.


However, I'm willing to concede the point since you are the ST. I have my answer, it is step 5 for this game. I'll give you my exp spending by PM shortly for your approval.
 
I understand your point, but since the charm doesn't have the counterattack keyword, unless I see Errata for this, I don't think it should change. Also note, that since it can also be used against counterattacks that make it a bit more useful than the solar and lunar charms.
 
Ok, I want to get this game started soon, so anyone who needs to finish his character, please try to do so, and those who finished, let me know.
 
Ok, your discussion on what to do with the mortals can continue as we play. I want to know whether anyone still need time to spend their XP, so we can start this game.
 
I replaced the dragon spell with first integrety excellency, and i don't need to modify anything else.
 
Ok' date=' your discussion on what to do with the mortals can continue as we play. I want to know whether anyone still need time to spend their XP, so we can start this game.[/quote']
I'm set.
 
Ok' date=' your discussion on what to do with the mortals can continue as we play. I want to know whether anyone still need time to spend their XP, so we can start this game.[/quote']
Lock and load
 

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