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Complain incessantly about Solar Hero Style in this thread

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Sojko:
Jericus Rex:
Second attempt.

Shockwave Technique
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-Basic, Knockback, Obvious
Duration: Instant
Prerequisite Charms: Crashing Wave Throw, Ox-Stunning Blow, Hammer on Iron Technique

   When the Solar strikes his target, the impact of his fury is felt even by those standing at greater than arm's reach. This charm supplements a single attack, making it unblockable. If this strike is successful in inflicting levels of damage on its target in step 10, everything within (Essence) yards takes dice of bashing damage equal to the levels inflicted on the primary target. This damage ignores armor and hardness. The victims of this effect must check versus knockback with a difficulty equal to the Martial Artist's (Martial Arts). This damage is not discerning, so care must be taken not to harm important structures, objects, allies or bystanders.
Urrrg, that's pretty bad. hit rock with object slaying combo, inflict 80 dices of armor ignoring damage on anyone in range with a perfect attack. Why do you need to make it both something whose damage can be increased to ludicrous heigths and armor ignoring ? Limit the secondary damage to Str or something.


Attacking a rock or the ground is very clearly not the intended purpose of this charm. The Target must be a valid individual, an opponent. I guess I'll clarify that, although I don't think it's strictly necessary. Also, I could clarify that you can't gain dice from an attack above and beyond the health levels of the target. So if you hit an extra with this, you can only inflict three dice of damage on anyone standing around.

JiveX:
What if instead of the intial attack being unblockable, the secondary attack was unblockable and undodgable, doing no damage by itself but knocking everyone back (automatically) (Levels Of Damage x 2) yards with effects Identical to heavan thunder hammer.  :-)

Sojko does raise a point I hadn't thought of (inanimate objects)s.  Though I think he overstates the point but I would still limit the damage to say Strength x2 if you were to keep it as is and make it Piercing rather than ignore armor outright. 


That might be another way to do it, but I would like to avoid making the pinnacle charm also dependent on walls to deal its damage. The reason I wanted to keep it unblockable was when someone a bit earlier in the thread mentioned the charm synergy between Shockwave Technique being unblockable and the Form doubling net successes, I face-palmed at not realizing that. If the pinnacle charm, as you suggest, doesn't make the attack harder to avoid, doesn't make it any more damaging, is combo-basic, and the secondary effect it triggers doesn't directly harm people without walls around it's kind of not going to be useful to activate except in kind of specific circumstances.

Also, while the damage ignores Armor soak, it doesn't ignore natural soak, so by limiting it to the health levels actually recorded, and limited in validity to animate opponents, the practical damage is in the 3-5 dice zone I think.
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Jericus Rex:
Attacking a rock or the ground is very clearly not the intended purpose of this charm. The Target must be a valid individual, an opponent.
Destroyng the scenery is a perfectly valid combat choice for a Solar hero, they even have charms that only do that ! And making your best option to attck the opponent's extras bodyguards is stupid. Making an abstract division somewhere so it only targets people/thing that can defend properly is not only artificial, but difficult to adjucate properly. Bad design all around. Just drop the "perfect attack whose power depend on how much I trash someone else".
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Inugami:
GOLDEN TORNADO STRIKE
Ha, I like the hurricane kick from street fighter image. But if you do go for the attack copying pattern, you need to heed JiveX's warning. Also unlimmited attacks is the gate toward severe abuse, I'd limit it to something like Essence x 5 victims at most.
Unfortunately, the best we had the opportunity to do was perform triage on the Deathlord Issue by way of firing gauze and surgical tools at it out of a bow from down the street. - Holden Shearer, about fixing the Deathlords' write up in GotMH
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Sojko:
Inugami:
GOLDEN TORNADO STRIKE
Ha, I like the hurricane kick from street fighter image.
It's the image I'd always had in mind for the Charm. Also, the inverted tornado of essence-fire that I saw Ken execute with a Dragon Punch in one movie.


But if you do go for the attack copying pattern, you need to heed JiveX's warning.
Which warning, if you don't mind my asking?


Also unlimmited attacks is the gate toward severe abuse, I'd limit it to something like Essence x 5 victims at most.
Yes, you are right. It should definitely have a limit to the number of possible attacks.

Of course, all of the attacks should be capable of hitting a single target in the absence of any of other target. When executing a spinning kick, you have more momentum after striking one target than five. The more targets you have, the more you strike, and the faster you expend your spinning momentum. With only one target, you stay spinning longer, striking them each time.

That was an idea I had for an Extra Action effect, but it can also be done with the Simple Charm I designed with only a little more work.
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Inugami:
Which warning, if you don't mind my asking?

The only one I gave you, that masquerading Extra action charms (copying attacks is extra action) as supplemental charms And Giving them theoretically unlimited numbers of targets for a fixed (and low) cost, is a crappy Idea.  You need to fix one or both of those for the charm to not be on the high end of exploitablility.

Which is to say, it can be supplemental if you want but you have to limit the number of targets or it can be extra action (which will make the insane number of targets thing cost prohibitive). Ideally it would be both but I'm  not aiming to re-write you, only to introduce workable elements.
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Note that I changed the Charm to a Simple type, because I realized that Golden Tornado Strike should not be at all compatible with my "Glorious Spherical Explosion of GTFOffa Me!" Charm-idea, which is also Simple-type.

And yes, I'm going to look to restrict the total number of possible attacks.
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Due to something I'm doing unrelated to this thread, I wrote something that might be of interest and could use feedback.

Solar Hero Style
Fists of Iron Technique
Cost: 3m; Mins: Martial Arts 2, Essence 2; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None

Unarmed Martial Arts attacks gain +1 Accuracy and +2 Damage and may be lethal or bashing. Martial artist may parry lethal and ranged attacks without a stunt.

Dragon Coil Technique
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Fists of Iron Technique

Unchanged.

Sledgehammer Fist Punch
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Fists of Iron Technique

Enhances an unarmed Martial Arts attack, adding (Essence) raw damage in Step 7 of resolution. If the attack is against an inanimate object instead of adding damage it doubles the raw damage of the attack in Step 7 of resolution.

Solar Hero Form
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Dragon Coil Technique, Sledgehammer Fist Punch

As published, plus "On the tick this Charm is activated she may also activate Fists of Iron Technique without a Combo."

Hammer on Iron Technique
Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 2; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Solar Hero Form

As published.

Heaven Thunder Hammer
Cost: 3m; Mins: Martial Arts 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Knockback
Duration: Instant
Prerequisite Charms: Solar Hero Form

Enhances unarmed Martial Arts attack, ensuring the target suffers knockback equal to (raw damage of attack) yards. If the target flies back into another character, they stop but the other character must roll to resist Knockdown (Exalted, p. 152). If the target flying back strikes an inanimate object with 3B soak or less, the object is immediately Damaged and the target flies on. If the target flies back into an object with greater bashing soak, the obstacle suffers no harm but the knocked back target stops and suffers dice of damage equal to the yards untraveled due to the obstacle. This damage is usually bashing unless the obstacle is particularly dangerous, like a spiked wall.

Ox-Stunning Blow
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Solar Hero Form

Enhances unarmed Martial Arts attack, replacing the usual damage. Raw damage is equal to 0 + Strength + attack roll’s extra successes regardless of the weapon used, which is soaked as bashing but ignores any soak that does not come from Charms. Rather than levels of damage each success on the damage roll inflicts a -1 internal penalty on the target’s actions until their DV refreshes three times.

Crashing Wave Throw
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Reflexive
Keywords: Combo-OK, Knockback
Duration: Instant
Prerequisite Charms: Solar Hero Form

Enhances an attempt to end a clinch by throwing a target. Target flies (Strength x Martial Arts) yards back or half that up instead of the usual (Strength) yards away. The target is also subject to the same obstacle-based effects as if they were the target of an attack enhanced with Heaven Thunder Hammer.

Shockwave Technique
Cost: —(5m); Mins: Martial Arts 5, Essence 3; Type: Permanent
Keywords: Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Hammer on Iron Technique, Heaven Thunder Hammer, Ox-Stunning Blow, Crashing Wave Throw

When using Heaven Thunder Hammer or Crashing Wave Throw, the martial artist may increase their cost to 5m. In the former case the enhanced attack becomes unblockable. In both cases the Solar aims the flying victim at another valid target in the first target’s path. Only secondary targets within the range of the flight distance described in Charm in question are valid targets; if the initial victim would fly or fall further the range of this Charm’s effect is not increased.

This is an unblockable, unarmed Martial Arts attack against the second target using an improvised weapon. Its Accuracy is -3 and its base bashing damage is equal to (the lower of the first target’s Strength or Stamina). This secondary attack uses counterattack timing; it can’t enhance a counterattack nor be responded to with a counterattack, and it imposes the usual -1 DV penalty on the martial artist.

Solar Hero Expansion Charms
Thunderclap Rush Attack
Cost: 1m; Mins: Martial Arts 3, Essence 2; Type: Simple (Speed 3, DV -0)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Fists of Iron Technique

As published.

Irrepressible Bravery Tactic
Cost: —(3m); Mins: Martial Arts 3, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Thunderclap Rush Attack

When stunt dice from a two- or three-die stunt would apply to an unarmed Martial Arts attack the Solar may reflexively pay 3m to convert all dice awarded for the stunt into successes.

Dancing with Strife Technique
Cost: 3m; Mins: Martial Arts 4, Essence 3; Type: Reflexive (Step 6)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Irrepressible Bravery Tactic

When the Solar’s Parry or Dodge DV successfully defend her against an attack that applied at least (higher of 5 or [Solar’s Essence]) successes in Step 6, the Exalt regains 1wp up to her normal maximum.

Inevitable Victory Meditation
Cost: 2m, 1wp; Mins: Martial Arts 5, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Up to one scene
Prerequisite Charms: Fists of Iron Technique

Roll (Wits + Martial Arts), +(Essence) successes. Within the following scene, in Step 5 of the resolution of an unarmed Martial Arts attack, the Exalt may release this Charm’s motes to replace the roll’s result with the successes rolled activating this Charm. When activating this Charm the Solar may also activate Fists of Iron Technique without a Combo.

Supremacy of War Method
Cost: 1m per die; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Combo-OK, Stackable
Duration: One scene
Prerequisite Charms: Dancing with Strife Technique, Inevitable Victory Meditation

Commit up to (Essence)m. Whenever the Solar is involved in a physical contested roll that is not an attack he is making, he “banks” a number of floating bonus dice equal to those the opponent got, maximum (committed motes). The Solar may have a total bank no greater than 10 floating dice. Whenever the Exalt performs an unarmed Martial Arts attack he may add up to (Essence) of these dice as a Charm bonus to the attack in Step 1 of resolution. Adding dice in this way does not count as a Charm use. The Solar may commit less than the maximum motes to this Charm, then reactivate it to increase the total without releasing the previous commitment.

Ascendant Battle Visage
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious
Duration: (Essence) actions or more
Prerequisite Charms: Supremacy of War Method

+(Essence) successes to actions that prove combat prowess, including unarmed Martial Arts attacks, coordinating attacks, actions necessary to reach foes like Jumping and Join Battle. Charm’s duration can be extended one action reflexively on any action the Solar does not act against her Valor. Each extra action of duration the Exalt rolls her Valor, gaining Limit for each success. If this results in 10 Limit the Exalt always enters Berserk Anger rather than any other condition, and Willpower she would regain comes at the end of the scene rather than at the moment of Limit Break. Recovered Willpower is based on Valor, never other Virtues even if it is not Flawed for the Exalt in question.

Iron Talon Technique
Cost: —(+1wp); Mins: Martial Arts 6, Essence 6; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Dragon Coil Technique

+1wp to cost of Dragon Coil Technique to produce published effect of Iron Talon Technique. Repurchase at Martial Arts and Essence 9+ allows activation of Dragon Coil Technique as if it were not a Charm.

Pounding Hammer of Devastation
Cost: —(+3m); Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sledgehammer Fist Punch

+3m to cost of Sledgehammer Fist Punch to change it to add (Essence x 2) raw damage or to quadruple damage against an inanimate object.

Adamantine Fists of Battle
Cost: 7m, 1wp; Mins: Martial Arts 5, Essence 6; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One scene
Prerequisite Charms: Pounding Hammer of Devastation, Solar Hero Form

Unarmed Martial Arts attacks add (Essence x 2) additional levels of damage in Step 7 of resolution.

Knockout Blow
Cost: —(+1wp); Mins: Martial Arts 4, Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Ox-Stunning Blow

+1wp cost for Ox-Stunning Blow which instead of internal penalty produces published effect of Knockout Blow.

Horizon-Hurling Tactic
Cost: —(15m, 1wp); Mins: Martial Arts 5, Essence 5; Type: Permanent
Keywords: Combo-Basic, Obvious
Duration: Permanent
Prerequisite Charms: Crashing Wave Throw

Changing Crashing Wave Throw to cost 15m, 1wp and be Combo-Basic and Obvious produces published effect of Horizon-Hurling Tactic.
"WTF," said Chejop Kejak.
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Sojko:
Destroyng the scenery is a perfectly valid combat choice for a Solar hero, they even have charms that only do that ! And making your best option to attck the opponent's extras bodyguards is stupid. Making an abstract division somewhere so it only targets people/thing that can defend properly is not only artificial, but difficult to adjucate properly. Bad design all around. Just drop the "perfect attack whose power depend on how much I trash someone else".


I'll admit that it's... less than perfectly elegant, but I disagree with it making attacking bodyguards and extras more deadly than attacking the main villain directly, and I disagree that it's arbitrary that the blast of secondary damage not trigger when attacking the ground.

The way objects take damage is fundamentally different than the way people take damage. Scenery taking damage is designed to keep mortals from being able to do it while making it trivially easy for Exalts to do. The existence of charms and artifacts, as well as the way levels of damage are inflicted on objects is balanced on the idea that it isn't going to be overpowered to inflict 80 levels on them, because they don't fight back anyway. It's not arbitrary to say that this charm only triggers a damaging side effect when it targets an opponent, because animate object health levels are not equal to inanimate object health levels.

Also, it's not a better idea to attack the bodyguard than the person in question with this charm except in extremely specific circumstances that I'm okay with existing. Because the secondary damage is limited to levels actually inflicted, (maybe I should disregard wraparound lethal damage from bashing...) and because the charm is combo-basic, it's going to be an extreme circumstance that you can inflict more than seven health levels of damage on the bodyguard, and even then you're only getting seven damage dice against your primary target, soaked down to five or three (Oops, did I forget to specify in the charm the secondary damage was bashing? I'm such a verbal klutz) by anyone who's anyone.

I still might retreat from a practical standpoint to putting Combo-Basic on the original Shockwave technique and being done with it, even though I think its mechanics are a cludge.
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Plague of Hats:

PoH's Solar Hero Charms


I know this isn't much in the way of constructive feedback, but on the whole, I actually really like all of those charms.  Didn't pay all that much attention to whether I considered the charms balanced or not (unless one had jumped out at me as such, which none did); I mainly just looked for any that didn't entirely make sense to me.  There were a couple I was confused by:

Supremacy of War Method.  I'm not entirely sure what this charm is doing.  You commit motes, and up to a maximum of the number of motes you committed, any time you're in a physical contest, you gain dice based on your opponents...die pool?  Successes?  Difference between your roll and your opponents?  I guess I missed something there.

Ascendent Battle Visage.  I like this a LOT better than it was written in Scroll of the Monk.  My only question is whether limit breaking extends the duration to One scene, and if not, can the Exalt continue to prolong it in any way?

Overall, I'm thinking I might give this a try in my games.
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MrAnybody:
Supremacy of War Method.  I'm not entirely sure what this charm is doing.  You commit motes, and up to a maximum of the number of motes you committed, any time you're in a physical contest, you gain dice based on your opponents...die pool?  Successes?  Difference between your roll and your opponents?  I guess I missed something there.
Supremacy of War Method
Cost: 1m per die; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Combo-OK, Stackable
Duration: One scene
Prerequisite Charms: Dancing with Strife Technique, Inevitable Victory Meditation

Commit up to (Essence)m. Whenever the Solar is involved in a physical contested roll that is not an attack he is making, he “banks” a number of floating bonus dice equal to those the  opponent rolled to a maximum of (commited motes). This is based on the successes of the opponent before subtracting the value of any difficulty, but after subtracting external penalties. The Solar may have a total bank no greater than 10 floating dice. Whenever the Exalt performs an unarmed Martial Arts attack he may add up to (Essence) of these dice as a Charm bonus to the attack in Step 1 of resolution. Adding dice in this way does not count as a Charm use. The Solar may commit less than the maximum motes to this Charm, then reactivate it to increase the total without releasing the previous commitment.
MrAnybody:
Ascendent Battle Visage.  I like this a LOT better than it was written in Scroll of the Monk.  My only question is whether limit breaking extends the duration to One scene, and if not, can the Exalt continue to prolong it in any way?
Ascendant Battle Visage
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious
Duration: (Essence) actions or more
Prerequisite Charms: Supremacy of War Method

+(Essence) successes to actions that prove combat prowess, including unarmed Martial Arts attacks, coordinating attacks, actions necessary to reach foes like Jumping and Join Battle. Charm’s duration can be extended one action reflexively on any action the Solar does not act against her Valor. Each extra action of duration the Exalt rolls her Valor, gaining Limit for each success. If this results in 10 Limit the Exalt always enters Berserk Anger despite her normal Limit Break, and Ascendant Battle Visage’s duration becomes “One scene.” Any Willpower regained from this Limit Break comes at the end of the scene rather than when the Limit Break occurs. Willpower recovered this way is always based on Valor, never other Virtues even if it is not Flawed for the Exalt in question.
"WTF," said Chejop Kejak.
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Plague of Hats:
If the target flies back into an object with greater bashing soak, the obstacle suffers no harm but the knocked back target stops and suffers dice of damage equal to the yards untraveled due to the obstacle

I don't really like that part. If I hit some wall with 4B soak after traveling only a couple yards, it does nothing to it?
And how I'm gonna punch my enemy into my other enemy's artifact tank?
If I punch someone close by into a stone wall using my supernatural knockback power, I'd expect that section of the wall to be easier to break afterwards due to the enemy-shaped cracks and indentations on it...

Is there any special reason to limit the destruction of scenery?
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danelsan:
Is there any special reason to limit the destruction of scenery?
There is destruction of scenery. Weak scenery. I specifically chose 3B as the limiter because that is the soak of a wooden door.

Heaven Thunder Hammer is about field control. Shockwave Technique is about collateral damage.
"WTF," said Chejop Kejak.
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Inugami:
And Darmani, I want some credit for my Submit to the King Charm, 'kay?


I did.  but just to reiterate.  The name and the concept of this charm is originating from Inugami.

Man you go to Youmacon and look what happens.

I want to apologize.  Solar Brawl has always sucked.  SHS made it suck enormously less.  The only big flaws are Shockwave Technique, defense, and multiple opponents.  It kept a lot of the charm synergy of the original tree.  I would even leave Thunderclap Rush Attack alone.

Because the strongest and bestest 1e trick from Brawl.  The one that caused even the Invincible Sword Princess to sweat was this
You know where this is from:

Sample Combo: Gleeful Dawn Demolition Shot Crashing Wave Throw + Heaven Thunder Hammer + Ferocious Jab + Seven Shadow Evasion, 11xp. For 6 motes, make an unparryable attack, doubling successes for damage, and hurling foe Str + Successes + Total Raw Damage yards. Foe takes damage equal to yards of flight remaining if they hit an object.

That's not possible with 2e tree.  In addition to the thankfully other tricks it gained in lost an enormous one that affordable bit of devastation.  Note in 1st Edition CWT was striking charm that combined an attack and tossing that was unparryable that worked off of attack successes.  It was in Power Combat we got the clinch version and this was adapted to 2nd edition.  With the alteration to CWT Shockwave Technique is more than a redundant more expensive version of the same charm.  The problem is that it doesn't work in a combo.  But seriously.  Attack successes, unparryable AND damage all adding up even on an attack soaked to zero will be DEVASTATING.

The other trait, not given much due, is that Solar Brawl was the most economic of Solar combat charms.  It was cheap in prerequisites, motes, and combination of effects.  It just had crippling deffiencies and was a little backwards.  Making it so solar's couldn't free reflex later in the design period made the first Sledgehammer Punch (and Bulwark Stance) Garbage, uncomboable and charm use absorbing garbage.  This was made up for the fact that in a combo Solar Brawl pulled off miracles like "I Go First and knock you with large penalties" or well mainly the knockback tricks.  With MA excellencies and the retooled Dragon-Coil and the Form (lords the form) SHS got a shot in the arm of versatility.

The problem is that unlike MA it was left to rot on the vine save one or two upgrades in CB: Dawn and Cult of the Illuminated (years later).  The charms were overminimumed.  The original coreset never broke Essence 2.  In CB Dawn we are inexplicably shooting up to E6 for a  scenelength  version of  Ferocious Jab after getting yet ANOTHER version of it that worked okay on people and also on objects at once.  The implicaton was the Brawl had to be retardedly weak and was kept from a straight up die-adder to protect niches.  CoI tried to work around it with its weirdo charms but it was notoriously wonky and less minimumed up than CB:Dawns crap but that's not saying much.

That said SHS needs to expand.  Mostly to the custom methods of the character/player.  but if there are things I would add its something the help with grappling (DCT is nice, but its basic we need more going on here to help guarantee control or allow more in a Clinch).

Extra Action and Clinches.  I think you can clinch attempt every attack its just that if you don't immediately control, throw and try again your flurry stops short and most importantly with a combo you can't knowingly take actions that will counter the charms and DCT can't go with EA charms *if* used to crush/hurt multiple times.  An ST has good ground to ban anything for a multi-wall slam aside from CWT+HoIT+Excellency.

CWT doesn't work with HoIT.  That's a good thing its now adds more options to DCT.  Plus you can stunt hitting someone with a person.  It just won't be as effective as SHT at it with TWO unparryable attacks, and if comboable, with MASSIVE distance or more damage. 

you would think creating actual shockwaves than a Domino of two would go with Shockwave Technique.  It is a little unituitive.  that's why I proposed the domino clause.  Still I think I can get behind a "rage" attack.

Psst, guys we have a charm that can be used in a clinch, if you make charms compatible with it we don't need to make that many clinch charms.  (the reason for the CWT alteration seems to have been to eliminate popular but debatable combo idea DCT+FJ+HTH to throw for massive damage, as they were supplemental and DCT grants/enhances clinches... well)

Inugami:
GOLDEN TORNADO STRIKE. . . .
Of course, all of the attacks should be capable of hitting a single target in the absence of any of other target. When executing a spinning kick, you have more momentum after striking one target than five. The more targets you have, the more you strike, and the faster you expend your spinning momentum. With only one target, you stay spinning longer, striking them each time.

This is overdoing it.  It isn't necessary to make something to focus on a single target.  We have HoIT and a number of "single hit" charms for that.
I don't oppose your charm being normal, not sure about supplemental, but it can't be extra action because we don't want to make it a choice BETWEEN Hammer on Iron Technique and the spinning attack.  We want Hammer on Iron AND/OR the spinning attack.  I would remove the idea of no control, SHS finally got rid of the meathead image of Solar Brawl don't reintroduce it to cause beserker issues. Remove it lasting the action and allowing you to run and attack more in range for a single activation.  Making it so you can pop this puppy everytime you run into group and whack them in an action is a nice idea.  Well more than two gripes.  You need to change the name.  SHS and Brawl is more... macho kungfu names, they don't scream gold in the name.  The closest is Admantine Fists of Battle and the form name that's more an extension from Fists of Iron.  Also need to keep the descriptions of how the maneuver is done as generic and versatile as possible.  This isn't a martial art, not with expansions.  Its the unarmed combat tree for Solar Exalted.   They can and will express their effects with sunlight and excellence.  They aren't constrained by it.   See KOB, TRA, and even Fists of Iron.  Heck there's animals, water, metals, air, and principle declaration more than sunlight.

I've personally decided to change Sun Beats Down Mountain to exclude DV as a contest.  I don't think anyone is more the idea.

I still think we could use the CB:Dawn charms which add some synergy and functionality than the CoI if we lower their minimums

I would honestly gut all the other CoI charms, made primarily to grant additional dice/success without actually allowing it and leaving the names.  MAYBE.  They feel too post Sidereals for me to even like but I do appreciate them widening the themes and possible mechanics allowable for Solar unarmed combat.  They just don't need to be with the excellency set and they clutter up and confine things that Solars could be doing with their martial arts mastery until higher essence.  Though I often see the permenant charms idea it feels a little... unfair, PoH.
I wouldn't have a problem with them if, mechanically, they were a house of cards built on misdirection, manipulation and outright cheating. However, they're a house of cards built on misdirection, manipulation, cheating and a Death Star laser stashed away just in case the first three don't work. - Jon Chung
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First let me apologize for the multiple posting felony that I'm about to commit, but I have several people I want to answer specifically.
Jericus Rex:
I disagree with it making attacking bodyguards and extras more deadly than attacking the main villain directly
Then you're not very good at maths. Attacking someone with no perfect defense, surprise negator, and low DV will allow you to use a death combo easily, for absolutely insane damages. A simple "surprise BITCHSLAP" will get you about 25 success for 50 damage since he can't use stamina against lethal and has no artifact armor (you have spent just 1 mote on the form, excellency's free thanks to IMAM), or 20 damages (40 with Falling Icicle Strike). Now the bad guy gets hit with 20 (or 40) dices of armor piercing damage has a perfect attack. Had you struck him directly a DV of 12 would have likely stopped the hit, or reduced you to about 26 raw damage, which is brought down to 10 or so (and no FIS for you either). If the opponent is actually better at soaking or at dodging, the gap gets even worse.
Jericus Rex:
I disagree that it's arbitrary that the blast of secondary damage not trigger when attacking the ground.
Given that SHS lets you punch walls and pillars and stuff, while couldn't you get a shockwave out of it ? What's so different with the soldiers that you get from them ? They are alive ? In that case kick a dog ! hell, why not bring a poodle to the fight just for that, like the bag-o-rats fighter from D&D ? If you say it doesn't apply either, why ? And does it apply to a bulldog ? The trained war dogs your nemesis is sicking on you ?
It is an arbitrary divide, it's not inherently bad per se (I'm not making a value judgement), but arbitrary limitations are usually bad design. Especially when they are hard to establish clearly for it to work.

Jericus Rex:
I still might retreat from a practical standpoint to putting Combo-Basic on the original Shockwave technique and being done with it, even though I think its mechanics are a cludge.
That is a perfectly good fix to the charm. Your "blast of energy around me!" charm is good too, I'm just pointing out that the way you are going about it leads to problems. Simply make the damage flat. If it can only be soaked by Stamina, why not make it Strength (maybe adding Essence, or something) ? And if it is perfect (since it hit regardless of DV), it will make it an attractive choice to hit opponents with a high DV.
Unfortunately, the best we had the opportunity to do was perform triage on the Deathlord Issue by way of firing gauze and surgical tools at it out of a bow from down the street. - Holden Shearer, about fixing the Deathlords' write up in GotMH
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Inugami:
Which warning, if you don't mind my asking?
JiveX did answer already, but she forgot the "Combo-basic" bit. It does stop it from being combo-able with Simple charms like the "get offa me!" you mentionned.

To put it simply, solars have to type of attack duplicating charms : Arrow Storm Technique and Rain of Feathered Death. The first automatically gives X attacks, and is combo-basic to prevent abuses like having the Thunderbolt Attack Prana apply each time for free. Just making it simple isn't enough since that type of charm is usally supplemental.
The second allows you to copy attacks freely (up to a macimum), but you do have to pay for each bonus attack, and you pay a surcharge if you duplicate a damage enhancing effect.

Attack duplicating effects are sorta like extra-action, but they automatically copy every boost, instead of making you pay for each use, so they need smething to balance that.

Inugami:
Of course, all of the attacks should be capable of hitting a single target in the absence of any of other target.
That's called using Hammer on Iron to make a hurricane kick. There is no need for another charm to do that.
Unfortunately, the best we had the opportunity to do was perform triage on the Deathlord Issue by way of firing gauze and surgical tools at it out of a bow from down the street. - Holden Shearer, about fixing the Deathlords' write up in GotMH
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