Sojko: Limited Reagent:Heaven Thunder Hammer: Added a minimum distance so it's still useful when dealing no damage.You do know that the knockback depends on the raw pre-saok damage, right ? How do you even do to make 0 raw damage ? Negative strength ?
Limited Reagent:Heaven Thunder Hammer: Added a minimum distance so it's still useful when dealing no damage.
Sojko:1) If you had taken the time to use the "replied on" feature, you'd have noticed that I wasn't talking to you, but criticizing the scenelong version.2) Your version is an action-long reflexive, what are you complaing about ? I'm saying I agree with you there, if you actually pay attention to what's written instead of making assumptions.
Limited Reagent:Fists of Iron is more like Claws of the Silver Moon, but action-length and more based around damage. It can also be activated for the scene for an extra willpower, if Form is up.
Dragon Coil: moved post-form, given a boost at essence 4. Why? I liked what Black Paper Moon did on his revision that's in the Exalted wiki.
Shockwave Technique: ..Instead, I made Shockwave Technique into what comes down to an area effect Blazing Solar Bolt; the Solar explodes in a shockwave of essence, hitting everyone around him.
Limited Reagent:Yes, I know that. Adamant Skin Technique reduces raw damage to zero, right? That's about all I can think of at the moment, but still.
Exalted 2E core ; p.207:The Solar invokes this Charm immediately before the damage of a physical attack or similar effect is rolled.
Exalted 2E core ; p.207:reducing [the raw damage] to 0 after all other effect
Inugami:I've heard someone complain that they can't get enough successes on Solar Hero attack rolls to make the Form's reflexive effect worth it. How true is that?
Inugami:Shockwave Technique should not compete with two other Charms. It should upgrade Heaven Thunder Hammer and/or Crashing Wave Throw, or be moved aside as an expansion upgrade, with some other effect serving as the capstone.
Inugami:If Hammer on Iron Technique and Heaven Thunder Hammer are so chummy (and HoIT really can't be used to make any sort of grappling attack)
Jericus Rex:A little bit. I did the style in a min/maxing = light-to-none game
and I don't think I ever pushed raw damage more than 2-3 points with the form effect.
It does feel like Shockwave Technique is stealing your stunt spotlight for Heaven Thunder Hammer. A completely separate charm effect, which could be combined with HTH if you still liked the "punch people around" might be nice... maybe a more generalized "You can use your opponents as improvised weapons" whether grappling or striking. Or maybe just expand on the damage/unblockability of Shockwave Technique as written... Or maybe just make it a "punch a guy so hard, it's an area effect." like that one Water Dragon charm about ripples of damage.
what aspect of HoIT negates the possibility of allowing a flurried set of attempts to establish a clinch, or even crush/throw aspects?
Inugami:Holden mentioned that such was the intent when MA Charms mention attacks but do not explicitly include grabbing attacks or crushing clinches. Thus, the multi-wallslam of doom, according to him, is not a legal Combo.
Inugami:I think should just be scene-length already, with any upgrades being the result of Solar-only Charms. Keeps it simple, keeps it efficient.
Inugami:I'll have to check that out. I was also thinking of moving it post-Form to place Inevitable Victory Meditation pre-Form. Also, to give Crashing Wave Throw a somewhat more sensible prerequisite.
Inugami:*ahem* That was my idea.
SHOCKWAVE TECHNIQUE
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Combo-Basic, Knockback, Obvious
Duration: Instant
Prerequisite Charms: Crashing Wave Throw, Ox-Stunning Blow
The Solar burns with Essence and explodes in a blast of golden light. This Charm is an unarmed Martial Arts-based attack. The shockwave expands from the Lawgiver (her Essence x 3) yards in all directions, hitting everyone and everything in that area with an unblockable attack. It is only undodgable if those in the area cannot get behind 100% hard cover or are unable to get outside the blast radius as a reflexive action. Inanimate objects or the ground may be damaged by the blast. The Solar's attack pool equals (her Dexterity + Martial Arts + Essence). She rolls this attack only once and applies it to all valid targets (each target only once). The attack does bashing damage with a base damage, before adding attack successes, of (the Exalt's Willpower). The shockwave also throws all hit by it back to the edge of the blast radius. Targets that strike hard objects take damage as with Heaven Thunder Hammer.
The Lawgiver may replace all base damage with stunning damage, as described in Ox-Stunning Blow, spending up to (her Willpower) extra motes to gain one die per mote stunning damage. The stunning damage is still a Crippling effect.
A clinched Exalt may use this Charm on her action (even if Inactive) to perfectly escape from the clinch, even if the attack does not hit.
Finally, the Solar may activate this Charm along with Solar Hero Form as a reflexive action not counting as Charm use, if she spends five extra motes and adds one tick to the speed of the form Charm.
Sojko:So you don't even have to modify HTH to make it useful against AST, just interpret AST correctly.Even if you do interpret AST this way, having a minimum of even, say, (Martial Arts) yards does makes sure that the HTH is useful, even if you have a low strength, you're using a natural punch attack, and you just barely hit. It's not like you can activate the Charm after you know what your raw damage is.
Sojko:So you don't even have to modify HTH to make it useful against AST, just interpret AST correctly.
Limited Reagent:With what I gave it
SLEDGEHAMMER FIST PUNCH No Cost Permanent Obvious Martial Arts 3, Essence 2, Fists of Iron Technique
This Charm permanently enhances Fists of Iron Technique. When that Charm is active, the Solar may spend 3 motes at Step 1 of attack resolution to double the raw damage of an attack against an inanimate object. POUNDING HAMMER OF DEVASTATION TECHNIQUE (Solar-only Expansion Charm) No Cost Permanent Obvious Martial Arts 5, Essence 5, Sledgehammer Fist Punch This Charm permanently enhances Fists of Iron Technique. When that Charm is active, the Solar may spend 7 motes at any time to activate this upgrade. For the rest of the scene, any time that the Solar makes an attack against an inanimate object, add levels of automatic, post-soak damage equal to four times the Solar's permanent essence. This effect is explicitly allowed to interact with the bonus provided by Sledgehammer Fist Punch, if the Solar also pays for that effect.
Really? Where did you say that?
Incendax: Fists of Iron Technique Cost: 6m; Mins: Martial Arts 2, Essence 2; Type: Reflexive. Keywords: Combo-OK. Duration: One Scene. Prerequisite Charms: None. The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. For the duration of this charm, the Solar is considered to be wearing Orichalcum Smashfists. If the Solar choses to fight with a different form weapon, he can choose to use whichever is most advantageous for any given attack.
Zironic:Sojko, it's pretty damn clear that the charm means it reduces the damage to 0 after all other effects are done with modifying the damage.