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Dice Trial by Fire - Exalted 2e OOC

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I tell ya I'm chomping at the bit to get moving on the next arc, but I'm being patient and waiting for Neopilot Neopilot to finish up his sheet.
 
Another excellent idea. I'm not saying that you'll be waging mass combat (I hate mass combat in this system), but it might happen. Especially with the amount of nation building that is going on here.
This may sound halfway insane at a glance, but it is theoretically possible to just use 3E's system for statting up a battlegroup. At that point it'd just be using that final statblock as if it had one "action" each time it came up in initiative ticks. Though, like a 3E battlegroup, one attack would affect an area. I just think you'd have to rule out attack flurries for a battlegroup, cause then things would get weird.
 
I'll need to look over the mass combat rules from 3e first, but we have plenty of time to do that before the plot hits the fan.
 
I honestly forgot I had it, but noticed it earlier trying to dig up a mockup spreadsheet template I had hidden away somewhere.
 
Man, I had forgotten how insane the premise of these rules in 2E was... an army is a set of extra successes and health levels for the commander. Where in 3E, the traits are based on the actual average soldier in the unit and the heroes still act as they usually would.
 
As long as I get walked through whichever battle rules we using, I'll be happy!

Thankfully, if I read correctly, most mass combat battles come down to duels between commanders with soldiers of both sides stopping to watch in awe. Which I basically translated to "yeah, we may have created the system but even we understand how crazy it gets controlling all them folk at once, so here is your easy out". So worst case scenario, we could always hasten it to that point.
 
Much appreciated. In which case I'll probably take Judge's Ear Technique.
 
I have updated Sirocco's chararacter sheet, and found some mistakes. I also added in her War Form stats, including what Mutations it reflects.
 
Man, I had forgotten how cool some of the Dragon King path abilities are. Shame we likely don't have access to one old enough to have mastered Solid Earth Path. All the tunneling and ambush tactics would just be overwhelmingly entertaining to watch.
 
When something says it has (X) levels of automatic damage, does that mean how many damages success before soak, or guaranteed hurt?



And in yalls wisdom, what would you recommend? I am deciding between great knockback, great damage, or great scenery damage.

Though I will eventually get all of them, I kind of have the idea combine all the upgrades of the HTH into one fun attack. A signature move of sorts!
 
Automatic levels of damage are reduced by soak. They are also, unfortunately, the first bits of damage reduced by soak, so they are usually ineffective altogether. Atleast, they are against soak monstery opponents like heavy plate troopers, Lunars, and warstriders, which are exactly the ones you want hard hits to count on.

Edit: Citation is p.9 of Scroll of Errata.
 
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So in essence, automatic successes would be better used in conjunction with other damage to soak the soak, rather than rely on it entirely?
 
There are a few effects to keep in mind for overcoming high tier opponents offensively.

Magics that apply penalties (such as our Sidereal opponent's Martial Art or the Daiklave of Conquest)
Making your attacks Piercing (which is a result of either the weapon traits or a charm, like I use)
Charms or magics that enhance the way you apply damage. (Thunderbolt Attack Prana to double post soak, One Weapon, Two Blows to roll twice, Solar Hero Form/Hungry Tiger Technique to double the amount of damage dice you get for every attack roll success in excess of their Defense Value)
Grappling to restrict their ability to act altogether (which can be entirely trivialized by a 3 dot hearthstone, assuming they have it)
Dealing Aggravated Damage to bypass natural soak (such as holy attacks by the Perfected Kata Bracers or Enemy Castigating Solar Judgement)

Worst comes to worst, you just keep pinging them and pray they die before you do. Otherwise, their hardness may completely nullify your damage.
 
Then I have a better idea, I'll begin my path towards Orichalcum Fists of Battle.
once you have acquired that, I'd recommend getting Martial Arts compatible Melee charms.

One Weapon, Two Blows and Sun Sword Concentration being big ones. Those will let you roll damage twice and gain the piercing tag for your fists.
 
once you have acquired that, I'd recommend getting Martial Arts compatible Melee charms.

One Weapon, Two Blows and Sun Sword Concentration being big ones. Those will let you roll damage twice and gain the piercing tag for your fists.
Rolling damage twice, successes counting twice, with the attack being Piercing, while rolling a strength x essence.

That's a lot of damage.
 
Rolling damage twice, successes counting twice, with the attack being Piercing, while rolling a strength x essence.

That's a lot of damage.
Yep, we've gotten to 1k+ dice of bare handed aggravated damage before thanks to a similar blend of charms. Granted, there was Solar Circle Sorcery involved too.
 
That is a heck of a lot of dice!


Though, Ragnar is incapable of using sorcery.



Now for the charm I'm getting, I have a question.

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It says that it negates the multiple action penalty. But also has the maximum of one attack? What does that mean?
 
This is a magical flurry, if you are Essence 5, you make 6 attacks. The limit here is that you can't change targets once you start swinging. This is the kind of thing you'd use to whittle down a Behemoth... or make tomato soup out of anything else.
 

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