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The Enworld Exalted Discussion Thread
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<blockquote data-quote="Tiberius" data-source="post: 1473980" data-attributes="member: 1376"><p>This is one thing that I'm not so fond of. Essence ping is cool, but the extra things that Essence does under Power Combat is a bit much. Now it influences your Essence pool, your ability/attribute max, minimum damage, adds to your dodge pool, and influences your Charm selection. That's a lot of stuff for that one stat to do.</p><p></p><p>Mortals (other than thaumaturges) do get shafted with their 1 ping, Sidereals would do well to get the Violet Bier of Sorrows Form charm ASAP if they plan to do any MA goodness, but I think that Solars who race for Essence 4 or 5 at chargen in order to be combat machines are doing themselves a disservice. Those 14 or 21 freebies could be doing so much more for them, and while they may have large amounts of Essence, they will be substantially less versatile when compared with their Circlemates.</p><p></p><p></p><p></p><p>This I like a lot. I love the addition of rates for melee weapons. I always thought it was nothing short of ridiculous for a person to swing this giant gold/steel alloy sword around 8 times in 3 seconds. Also, as Glorious Solar Saber and Resplendant Shadow Blade have an unlimited rate, it gives more reason to take those Charms.</p><p></p><p></p><p></p><p>This is another part of the core rules I disliked. Initiative was way too valuable. With these changes, initiative is still very valuable, but now it's helpful in forcing people into full parries rather than just waiting for your foe to do something. A giant battle with the fast reactors just standing there waiting seemed counter to the theme of the game.</p><p></p><p></p><p></p><p>Most of the rest of the stuff is less important, but the Charm revisions were also introduced in the Power Combat section. These changes are great. The Solar Resistance charms especially rock now, increasing the viability of the unarmored thug. For example, Iron Skin Concentration becomes a 3 mote reflexive action to reduce any incoming attack to minimum damage. Monster Lunar comes up to me with a giant daiklave, doing a raw damage somewhere in the neighborhood of 30L? No prob, 3 motes, and she's rolling her Essence in damage.</p><p></p><p></p><p></p><p>Hey, I had a perfectly good reason for walking out on the group! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But, yes, the combat did seem much speedier than I expected.</p></blockquote><p></p>
[QUOTE="Tiberius, post: 1473980, member: 1376"] This is one thing that I'm not so fond of. Essence ping is cool, but the extra things that Essence does under Power Combat is a bit much. Now it influences your Essence pool, your ability/attribute max, minimum damage, adds to your dodge pool, and influences your Charm selection. That's a lot of stuff for that one stat to do. Mortals (other than thaumaturges) do get shafted with their 1 ping, Sidereals would do well to get the Violet Bier of Sorrows Form charm ASAP if they plan to do any MA goodness, but I think that Solars who race for Essence 4 or 5 at chargen in order to be combat machines are doing themselves a disservice. Those 14 or 21 freebies could be doing so much more for them, and while they may have large amounts of Essence, they will be substantially less versatile when compared with their Circlemates. This I like a lot. I love the addition of rates for melee weapons. I always thought it was nothing short of ridiculous for a person to swing this giant gold/steel alloy sword around 8 times in 3 seconds. Also, as Glorious Solar Saber and Resplendant Shadow Blade have an unlimited rate, it gives more reason to take those Charms. This is another part of the core rules I disliked. Initiative was way too valuable. With these changes, initiative is still very valuable, but now it's helpful in forcing people into full parries rather than just waiting for your foe to do something. A giant battle with the fast reactors just standing there waiting seemed counter to the theme of the game. Most of the rest of the stuff is less important, but the Charm revisions were also introduced in the Power Combat section. These changes are great. The Solar Resistance charms especially rock now, increasing the viability of the unarmored thug. For example, Iron Skin Concentration becomes a 3 mote reflexive action to reduce any incoming attack to minimum damage. Monster Lunar comes up to me with a giant daiklave, doing a raw damage somewhere in the neighborhood of 30L? No prob, 3 motes, and she's rolling her Essence in damage. Hey, I had a perfectly good reason for walking out on the group! :) But, yes, the combat did seem much speedier than I expected. [/QUOTE]
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