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Retry penalty - and combat

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Lafing Cat:
(Now, Holden has come along and said they don't, but absent author commentary and looking only at the text, make me an argument solely from the text that there's any reason to treat penalties from starvation different from the retry penalty)
Except Logic.

The Reason Retry Penalty Exist is because the first time the character already exhausted all realistic possibilities.  It already implies that it is only for dramatic action.  (Because in combat there is little to no way to exhaust even a reasonable sample of possibilities in 1 try).

Starvation exist because it gives a penalty due to your physical weakness.  There is little reason to assume that because you are in combat that all of a sudden the exhaustion and weakness entirely disappears.
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While RAW does in fact fail to explicitly address the matter, it's still implicitly there.

As written, "retry penalty" represents "frustration with failure and the fact that the character has already tried the obvious solution".

Regarding the first, combat is a situation of fast reaction and high adrenaline. There's little time left for brooding over how you should have totally hit the guy the last time. While not being able to hit can be quite frustrating, this frustration is just another stimulus for one's adrenal glands to double the effort.

Regarding the latter, it takes a complete moron to assume that since he's failed to hit the enemy, he has to search for another solution. The solution (i.e. hitting the guy with whatever you have on hand) was good and remains good, only you have to apply it harder and over more time. To quote a popular meme, if violence didn't solve your problem, you didn't apply enough of it.

This is doubly true for anyone with but a touch of combat experience in Exalted, where combat between various Essence users counts more misses than hits, and where you either overpower your enemy enough to end him in one or two hits or you know you'll need to wear him down over time before you can land a blow at all.
All posts present my personal opinions, even if their tone suggests otherwise. Basically, presume I'm starting any post with "IMO".
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Karamethien:
Starvation exist because it gives a penalty due to your physical weakness.  There is little reason to assume that because you are in combat that all of a sudden the exhaustion and weakness entirely disappears.


Adrenalin and the Fight of Flight reflex.  I can tell you to run, and you'll stop running and slow down before you're actually completely tired.  If I release a wild tiger behind you and it's running towards you with a look like you're dinner, you will *absolutely* run faster than you were before, tired or not.

Why couldn't exalted be modeling this?

(And that's the problem with logic in an RPG, there are all sorts of things that *could* be logical, that they chose to model or chose to ignore.  Whereas if we only go with what's explicit, there's no such ambiguity.)
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Thyme:
With "Common Sense" here being defined by having an understanding of how White Wolf games normally work and how First Edition Exalted work.


I've only played nWoD (standard, Vampire, and Werewolf) and Exalted Second Edition.  What they did in Old World of Darkness or 1st Edition Exalted is beyond me.  Hell, what they do in other roleplaying games like Dungeons and Dragons is beyond me. 

I saw "retry penalties applies to failed actions" and just did what it said in my games.  The only thing I'm defending is that "that's what it said so I did it!" and "so far it hasn't broken anything in my game."

The facts are I read the book, did what it said, and haven't had any problems with it.
"This straight answer stuff sucks.  Make someone else do it." - Rim
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Holden:
Retry penalty applies to dramatic actions, not to combat. Man, that would break the game right and proper lol


Can you give me your cellphone number?  That way whenever I read anything in my Exalted books I can call you and make sure that it actually means what it says.[/sarcasm]

Seriously, how else am I supposed to know?  The rule made sense to me, and I never questioned it because it never broke the game when I played with it.  For over two years.  I'm starting to think that writers are getting paid to do a shitty job at even the simplist of things.  Sure I can houserule it and just play how I want, but I spent money to have game developers, who do this for a living, make things easy on me and tell me how it works.

I understand some mistakes.  Everybody makes them.  But saying "That thing you read that said X actually means Y.  Did you figure it out" is the real bullshit.
"This straight answer stuff sucks.  Make someone else do it." - Rim
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Hekatonkhire:
You're stupid, and your logic is flawed.


My logic is playing the game the way it says in the book.  I figured that I wouldn't of had to play another game or a previous edition to make sense of a rule that seems pretty clear.
"This straight answer stuff sucks.  Make someone else do it." - Rim
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deathmatchfm:
Seriously, how else am I supposed to know?  The rule made sense to me, and I never questioned it because it never broke the game when I played with it.  For over two years.  I'm starting to think that writers are getting paid to do a shitty job at even the simplist of things.  Sure I can houserule it and just play how I want, but I spent money to have game developers, who do this for a living, make things easy on me and tell me how it works.

I can sympathize with this sentiment. I have had the same problem with various rules countless times. There are many things I would have never figured out without this forum. Hell, I'd probably still think Zeal and VAP are cool Charms if it wasn't for this board.

Which isn't really how it's supposed to be.
All posts present my personal opinions, even if their tone suggests otherwise. Basically, presume I'm starting any post with "IMO".
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Morangias:
Hell, I'd probably still think Zeal and VAP are cool Charms if it wasn't for this board.


Honestly, I could probably figure those out.  But something as simple as "the retry penalty doesn't apply to combat because it's implied, not that you knew since you haven't played a bunch of other roleplaying games, and it's supposed to be game breaking but you didn't notice after two years" is really bad.
"This straight answer stuff sucks.  Make someone else do it." - Rim
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  Having actually done a little sparring I can say in my experience my chances of hitting my opponent actually increase over time even if I consistently miss or get blocked. The reasoning is because I'm learning my opponent and the way they move and how fast they react. Frustration can and does come in though and if you wanted a realistic way to handle it you could maybe ask for a reflexive virtue roll, temperance would probably be best. If that was failed then you could apply a penalty. I think it would needlessly complicate an already complicated combat system though.
I like you, but I don't understand how your brain works.

Jon Stewart.
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I would actually (though the rules don't say this at all) go with ignoring the retry rule for any contested action.

Thematically (or psychologically), the retry rule's logic is questionable. Die on any video game. Sure, it's frustrating. But then you load and beat that part the next go, because you saw the pattern. Similarly, the first time I tried to draw a duck, I failed. But the next time wasn't harder - I learned from my first attempt.  The rule seems to imply that ALL people are easily frustrated. My temperance 5 character should be able to ignore this rule completely. Also, "to simulate the fact that the character has already tried the obvious solutions" doesn't really justify the penalty, either. 

"There are 3 doors. The prize is behind one of them."
"I pick door 2!"
"Wrong. Now that you've eliminated one option, clearly, the challenge must get more difficult."

The rule ignores that, having tried the obvious solutions means the character already knows part of what WON'T work. 

I'd ignore the whole rule due to bad logic, but...

Mechanically, the retry rule simply prevents someone with, say, dex 1 larceny 1 from opening a securely locked ancient crypt just because he has all year to sit around retrying. I guess. It keeps people from choosing to have lower values in a skill just because they know they can repeatedly roll the skill until they get a success. (Which I do in many, many 1 player games... save... pick lock... FAIL!!! reload... pick lock... FAIL!!! reload... pick lock.. success!)  It's a cheese preventer, and it keeps players from bogging down the game. It lets you, as the ST, say, "Wow looks like you'll need to go and read a book, ect ect *whispers* invest some points in larceny or an excellency* and you know try again when you're better at it", instead of saying "Well you spend 13 days trying to open the door until sure enough, it opens."

That's really the only reason, mechanically, that I can understand / see the need for this rule. (I'd love to hear if there is a reason that I am missing, mechanically).  

However, in any contested roll, and especially combat, the players do not have the luxury of unlimited time to retry. So the rule seems unneeded. 

"You want to challenge the great Zumbaka to ANOTHER foot-race? TAKE A PENALTY!"

 


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Lafing Cat:
Adrenalin and the Fight of Flight reflex.  I can tell you to run, and you'll stop running and slow down before you're actually completely tired.  If I release a wild tiger behind you and it's running towards you with a look like you're dinner, you will *absolutely* run faster than you were before, tired or not.

Why couldn't exalted be modeling this?
It already does.

In the example you gave.

The person will not use Willpower when there is no invested interest.  Nor will they be able to channel virtue.  When life is on the line (their own or othewise) they are more moltivated to either channel Willpower or Virtue.  In both cases it is a choice they make.  The person being chased by the tiger doesn't automatically get 2nd wind.  He may or he may not.  But if you were to interperate the rules that "hunger penalties does not apply to combat", then  everyone will always ignore Hunger Penalty.  Which is counter to your attempt to simulate reality.

If the rule is hunger penalty is ignored in combat, then there is never "I am too hungry to move." or "I am too hungry to lift the sword."  Because as soon as adrenaline kicks he, all hunger penalty is ignored.

It is no longer, "I must save my wife" and channel his compassion for 3 dice to counter the -3 penalty from hunger.

The problem with the rules is that it is ambiguous.  Even as it stands right now it can be interperted either way.  So you should use logic to see which way to go and not just flat out say "Because it didn't say it won't there for it does."  Which makes about as much sense as "Because it didn't say it did, there for it doesn't."

The reason I believe it doesn't is because the onslaught penalty and the idea of combat is meant to hit and miss and it shouldn't have additional penalizations because it failed.  I don't even use retry penalties on contested rolls against fluid opposition (like against another person).  Or else if you lose a chess match chances are you will never win.
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deathmatchfm:
Seriously, how else am I supposed to know?  The rule made sense to me, and I never questioned it because it never broke the game when I played with it.  For over two years.  I'm starting to think that writers are getting paid to do a shitty job at even the simplist of things.  Sure I can houserule it and just play how I want, but I spent money to have game developers, who do this for a living, make things easy on me and tell me how it works.

I understand some mistakes.  Everybody makes them.  But saying "That thing you read that said X actually means Y.  Did you figure it out" is the real bullshit.

A LOT, and I mean A LOT, of Exalted 2e seems to have been written by people who were very intimate with 1e, and who didn't necessarily have a new-comer perspective.  As mentioned, anyone who has played WW for- well, since its inception - knows that the retry rule has NEVER applied to combat. I've asked tons of questions like this, on these boards, to get responses like "BAH HOW DID YOU NOT KNOW THAT BAH BLAH GRMGROFFDFFPPHHDD." As someone once said, perhaps the massive amount of posts on the Exalted Forum corresponds not with the interest in the line, but in the number of specific questions about it.

So, when anyone in my group has a question about something, and I have an answer, it's mostly because of these boards.  Which is one of the reasons that I a) hate when people say "write letters for your desires instead of posting on boards", and b) love when people like Bodi, Neph, and Holden surf the boards.  I really feel like the evolution -and clarification - of Exalted happens on the boards. 
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Lafing Cat:

(Now, Holden has come along and said they don't, but absent author commentary and looking only at the text, make me an argument solely from the text that there's any reason to treat penalties from starvation different from the retry penalty)

Yes, there is, it present in the combat charms that ignore such penalties.  Further those penalties are persistant while retry penalties aer not.  Finally the fact that they are NEVER MENTIONED IN ANY PART OF THE COMBAT SYSTEM IN ANY BOOK (retry) is a STRONG indicator that you are arguing for arguments' sake.
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JiveX:
Finally the fact that they are NEVER MENTIONED IN ANY PART OF THE COMBAT SYSTEM IN ANY BOOK (retry) is a STRONG indicator that you are arguing for arguments' sake.


I said in my first post that I wouldn't run RAW, and 99% of STs probably aren't going to run it RAW.

I think *that* should be the first indication that I'm arguing for arguments sake.  Its an interesting intellectual argument about how the game-qua-game differs from the game-as-played.
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JiveX:
Finally the fact that they are NEVER MENTIONED IN ANY PART OF THE COMBAT SYSTEM IN ANY BOOK (retry) is a STRONG indicator that you are arguing for arguments' sake

This really doesn't hold any weight, unfortunately, as it IS mentioned in a section that talks about combat directly before, and after, the reference, and is smack dab in the middle of bunch of rules (internal/external) that all directly apply to combat, despite not really being mentioned under combat. 

The argument is interesting, in a "why the hell did they forget to put the line "this does not apply to combat" in this book, when it is in EVERY OTHER CORE BOOK.  (I think - i don't own NWOD)

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