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Dice Trial by Fire - Exalted 2e OOC

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You only need to spend 2x your dexterity + martial arts for infinite mastery since that determines the upper limit of how many dice you can gain from the first excellency.
 
Gonna need to up my dexterity. Its pretty low.

Does the ability include the specialty? 5ma and 3 fighting while unarmed, making it 8.


So 20 motes for 10 free dice for first Excellency?
 
Specialty is not included for Solars. its gonna cost a ton to raise Dex with Exp, but as I wrote in my guide, it is a bit of a god stat in this system.
 
Specialty is not included for Solars. its gonna cost a ton to raise Dex with Exp, but as I wrote in my guide, it is a bit of a god stat in this system.
Welp! That's what I get for not paying attention in class and picking stats before understanding the system lol. But at least my muscles look good. And when I do hit it at least hits hard?

Looks like I got some grinding to do. I fear I may be woefully unprepared.
 
Strength helps with adding damage, and Stamina adds soak, so do not feel bad about your lower Dex. You can always increase stats. Is it costly? sure, but as long as we keep playing, we'll get the XP for it.
 
If Sherwood allows it, I believe there's a merit that will let you use Strength for attack rolls. It's in scroll of heroes.
 
I'll have some IC posting up later today, but for now, let me assure you guys that I am absolutely planning on a long term game and you'll be getting a nice bunch of points after this battle is over.

D. Rex D. Rex Keep in mind that with your Str, you hit like a wrecking ball. With the Perfected Kata Bracers, they add to your Accuracy to hit.
 
Then it sounds like I wont be too worse off then. Hitting like a wrecking ball is what I was going for after all :)

Depending in how Ragnar performs will dictate where I spend my points. Either some attack charms, stats, or a athletics charm that can boost my strength up to my essence.
 
If you don't already have it, the Charm Infinite (attack) Excellency is a must have for any long term Exalted combat. If you do have it, make sure you use it or you'll burn through your motes fast.
 
I have infinite Martial Art Mastery. Does that count? Or would I need one specifically labeled "attack".
 
I put in the 'attack' to represent any of the combat skills. With your Martial Arts Excellency, you are set.
 
Cool beans!

With a cap on what I can spend on infinite, that does leave me plenty of unspent motes left. I suppose I'll keep that in my adamant skin Technique reserve.

That uses one of the 4 flaws on invulnerability. Given that valor is my primary thing, then I assume I take the valor flaw. By doing so, does that mean I can only use adamant skin Technique when keeping in mind the flaw, so can only use it while moving to or engaging in what Ragnar considers the biggest threat?
 
You can pick whichever flaw you want, not just your highest virtue, but yes the flaw determines when you can use it and when you can't.
 
Actually I just looked over things. I cant use adamant skin. I got to switch it. It requires 5resistance, I only have 3.
 
I'll switch it to iron kettle body. I can use that for a scene, and I believe it still has hardy. Therefore I wont have to change much.

Just trying to go over everything again making sure I'm not spending too much.

Cause if I am reading correctly, solar hero form allows all MA success to count as 2 for the sake of damage. But I will need to spend 1 mote on step 7 of attack when I want to take advantage of it. So I will actually need me a fair supply.
 
I think I rolled the Join Battle right.

Wits plus Awareness, that's 6 die, plus 1 from battle fury focus that goes to all combat related pools.

And after rolling, that would mean I have 3 successes?


Anything else I need to roll for?
 
That sounds right. I'm working on getting the bad guys set up. Its a handful of work, trying to manage all of them.
 
Some tactical advice for the system D. Rex D. Rex ... your character may intuit that DB 4 and DB 8 are likely sorcerers, given the large entourage of bound demons with this army. If either or both of those opponents are not casters, they are probably martial artists since we don't see weapons or armor on them. Sorcerers are almost always priority targets. Once field casters are down, we can try and pick off the ranged combatants and clean up the rest.

Also, there is something in this game called a flurry. To illustrate, my weapon has a rate of 4. This means I can make up to four actions using that weapon. However, you will take a multi-action penalty for a mundane flurry (one not created by charms). This penalty starts at the number of actions you are taking and increases by 1 for each subsequent action.

So, if my standard operating procedure is three attacks and a defend other action, my first attack is at -4, second at -5, third at -6. Thankfully for defenses, these penalties are generally negated by standard defense charms like Dipping Swallow Technique and so on.

Depending on the type of character you created, it may be more your style to go for one extremely hard hit, but the thing to keep in mind is that for each attack a character has to defend against before their next turn creates a stack called an Onslaught penalty. This reduces their defense value by 1 for each stack unless they have charms/magic to negate it (which most of us can, depending on how we intend to defend).

This is what makes Solars so powerful. Being able to ignore half of the core disadvantage of being swarmed by multiple attackers is nothing to scoff at. Lunars are also able to achieve this to a large degree. Dragon-Blooded and Sidereals less so. Only specific martial arts tend to provide those types of defenses, and opponents within those spaces are generally rare.

I realize that was incredibly rambly and complicated, let us know if you have questions.
 
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Thank you! And that some helpful tactical advice, especially considering that Ragnar is dead set on getting to those Dragon Blooded, with everything in his way being collateral damage. Depending on what Common Sense dictates, he might just try and beeline straight through to them.


As for the type of char, I'm still trying to gauge how his stats will translate into ability. From what I am getting so far! He isn't the most mobile or accurate, but I believe he might hit like a truck, and his grappling is pretty intense.

He also seems to have a good bit of soak behind him, adding together to 25L with a 10 hardness. This might help me with some flurry penalty before adding charms.

However! One extremely hard hit is fairly on par with Ragnars style. Does hitting one hit harder normally than Flurry? (I still have to look over the different sorts of actions again)


And dont worry! You are certaimly.more clear them the book, which already warned me was the combat was the most complicated part of Exalted.


One question I do have though! I kind of understand the sort of tone of stunts 1 2 and 3. But are they awarded by the DM, or do we roll for the appropriate stunt when we feel what we are doing is considered a stunt?
 
If the demons are so close, and I wanted Ragnar to charge through first wave, would I use a dash then roll an attack/flurry with a stunt to clinch and use a demon as a battering ram to get through?
 
If the demons are so close, and I wanted Ragnar to charge through first wave, would I use a dash then roll an attack/flurry with a stunt to clinch and use a demon as a battering ram to get through?
I'm not sure if you are going to be close enough to get to them in one action. In my new form, I fly at 45 mph so I could get in close in a hurry. That is a question for Sherwood Sherwood .
 

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