Some new doubts...

sttop

New Member
Hey guys, i was just playing yesterday and i had these doubts.. Can u explain them? Sorry if the answers are in the rulebook, i just couldn't find them :D


1) There are only Wyld Places on the borders of creation? I mean, can't a forest in the near east have some Wyld influences?


2) One of the players got the terrestrial 1st circle sorcery to summon demons and i just found 1 demon at the core rulebook. Is there any place where i can get more examples of demons?


3) When you delay your action, you must say when you're going to act? Like:"i hold my action, so i act after XXXXX". And, if you delay, can u dodge(or parry) and split your dice pool?
 
sttop said:
1) There are only Wyld Places on the borders of creation? I mean, can't a forest in the near east have some Wyld influences?
No, Wyld places can be virtually anywhere, from a forest in the East to a small district of a city.  As far as I know however, there are little to none Wyld spots upon the Blessed Isle, but I could be wrong.  A Wyld place will basically sprout wherever the walls of reality (Creation) have thinned to a point that uncontrolable forces can filter through, so make sure you give whatever Wyld-infected habitat you create a good backstory.

sttop said:
2) One of the players got the terrestrial 1st circle sorcery to summon demons and i just found 1 demon at the core rulebook. Is there any place where i can get more examples of demons?
Games of Divinity is a good palce to start, but a number of settings books have some demons described.  Kingdom of Halta, Blood & Salt and House of the Bull God all spring to mind with some good demons and spirits.

sttop said:
3) When you delay your action, you must say when you're going to act? Like:"i hold my action, so i act after XXXXX". And, if you delay, can u dodge(or parry) and split your dice pool?
You can delay to when you wish to act.  It can either be as you've said, waiting for a certain moment, or you can interrupt another's initiative.  If you delay, then yes, you can take multiple actions to defend and then do something else.  If you are using power combat however, holding initiative becomes very expensive, but I won't confuse you any further.  Needless to say, the longer you wait, the more costly your actions become.


Hope that helps,


~FC.
 
Forn answered most of these. Some additions:

sttop said:
Is there any place where i can get more examples of demons?
Savant & Sorcerer has a chapter on demon summoning that, while not providing stats for any demon, really does a good job in supplying the flavor of summoning demons. These may be the best demon summoning ideas I've seen. They are a little estoeric, though, so may not be to everyone's taste.

sttop said:
And, if you delay, can u dodge(or parry) and split your dice pool?
The "race toward zero", where everyone holds actions to see what everyone else does, can be a problem in Exalted, but depends on how twinky your group is. I find the "fixes" supplied by the Power Combat system worse than the original problem. We didn't have a problem with it in my campaign for a while, then people starting trying to use held actions to interrupt people and it got a little forced. We ended up using these house rules about exactly what a "held action" means, and haven't had much problem since.
 
wordman said:
sttop said:
And, if you delay, can u dodge(or parry) and split your dice pool?
The "race toward zero", where everyone holds actions to see what everyone else does, can be a problem in Exalted, but depends on how twinky your group is. I find the "fixes" supplied by the Power Combat system worse than the original problem. We didn't have a problem with it in my campaign for a while, then people starting trying to use held actions to interrupt people and it got a little forced. We ended up using these house rules about exactly what a "held action" means, and haven't had much problem since.
Agreed. My group doesn't seem to have a problem with holding initiative.


~FC.
 
We never had a problem with it either, but I do think that the new initative system will be a pretty good solution to the problem, at least if it works how I imagine it to work.
 
Safim said:
We never had a problem with it either, but I do think that the new initative system will be a pretty good solution to the problem, at least if it works how I imagine it to work.
Yeah, I'm in agreement there.  From what I've seen, the tick system looks like it'll keep combat fast paced and fairly straightforward.


One hopes anyway...


~FC.
 
It will, however, completely put an end to "one turn" as a duration for Charms.


-S
 
Stillborn said:
It will, however, completely put an end to "one turn" as a duration for Charms.
Very true.  I reckon that some durations will be over a number of character turns, rather than scene turns, know what I mean?


~FC.
 
I am actually curious how they are going to do initiative modifying charms. Right now they are nice to have in Exalted but not essential to surviving, I do hope they don't come out like reflex enhancements in shadowrun which were pretty much needed to survive most of the time.
 
Safim said:
I am actually curious how they are going to do initiative modifying charms.
Presumably there will be some combat effects that reduce the speed of your actions, and awareness effects that improve your Join Battle roll.
 
I'm curious how the "excellencies" will work for Dodge, since it's apparently not rolled.


-S
 
Stillborn said:
I'm curious how the "excellencies" will work for Dodge, since it's apparently not rolled.
-S
Hmmm, perhaps announce perfect dodge charm, spend motes, attacker does not even roll? Would streamline combat quite a bit.
 
Did I miss something?  Are you all talking about second edition rules?  If you are, I think that I will keep to first edition.
 

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