EnderofWorlds
Versed in the lewd.
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And Fate/Prototype was literally the prototype and in development stage of F/SN until it got it's own thing much later. That doesn't make me wrong.
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And Fate/Prototype was literally the prototype and in development stage of F/SN until it got it's own thing much later. That doesn't make me wrong.
For now, I believe it is going to be changed later.EDIT: Is it intended that any random person can create threadmarks for anyone?
Alchemicals are supposed to be a bit redundant. They're prototypes, the originals that everything else was based off of.It seems to me that the Lunars and the Alchemicals are kinda stumbling over each other's toolsets.
Both emphasize adaptation. The Lunars can adapt to the situation as it is, while the Alchemicals can adapt to foreseen situations. This comes with a cost, though. Lunars are probably never going to be at their best in any situation since they tend to have a generalist approach. Alchemicals are going to absolutely suck at any situation that comes as a surprise. Two paradigms of adaptation, almost opposites of each other. One always able to meet a situation but never great, the other can be great but only with prep time.
It just feels redundant to me.
Rocks can use martial arts, silly. As proven by Rock Lee. :>
That's a little bit awesome. Though it only lets you summon one per turn... unless you're the one pulling a Blood Ape ambush. Does it cost anything to keep them out?Twilights are now Pokemon trainers due to their anima power, except they're more like that Professor Oak Rape Train image than anything.
They can summon a first circle demon and an elemental every day, and if they can bind it, they can then turn it into a familiar with their anima power and store it away. The demon/elemental also becomes eligible for the line of familiar Charms in the Survival tree.
Here's the rape train part. They can bring one out, reflexively, for 3m at at time, and send them back for free, also reflexively. They regen 5m a round. Demon or elemental coming out, every turn.
Fuck you, Wyld Hunt, my army is better than yours! Here, have a fucking flood of Blood Apes!
That's a little bit awesome. Though it only lets you summon one per turn... unless you're the one pulling a Blood Ape ambush. Does it cost anything to keep them out?
I'm reasonably sure a properly-kitted Dawn will go through an army of demons like a weed eater, so no. War appears to be useful now since the mass combat system got a complete overhaul.......
I.... what? So t wilights are now the mass combat Solars?
......
I.... what? So t wilights are now the mass combat Solars?
A clever attempt at diversion, but ultimately futile! Rocks can use martial arts, but everyone knows that they cannot use
Elder Twilight, stores away two Blood Apes erry day.
Depopulates Malfeas over the course of a couple centuries.
Abyssals should have the power to destroy buildings so that they leave pretty ruins. Not just a few tumbled stones in a field, but halves of arches hanging in mid air, cracks and holes everywhere but the entire thing still somehow standing upright as a mute testament of just how impressive this thing was before it was abandoned.
They ought to have Ruin Value as a superpower.
The hack that I was thinking of was scraping the Martial Artist perk as is, and adding a 2 dot perk for each style.I have the urge to finally do something stupid, but meaningful here on the forum: Running Exalted here. The problem is my inexperience, but that hasn't stopped me before. Not sure though if I 2.5e or 3e though.
Out of curiosity, how would this idea work?
Remove the Martial Arts Ability, and instead have the MA Charms have prerequisite abilities be whatever it is they are supposed to do (Melee for the swording ones, Brawl for punch ones, and Performance for Nightingale). Remove the restriction that MA charms can't be used with Brawl/Melee. Finally, increase the cost of the MA charms by 50% to compensate.
This can be done, though it will greatly incentivize the use of Martial Arts.Remove the Martial Arts Ability, and instead have the MA Charms have prerequisite abilities be whatever it is they are supposed to do (Melee for the swording ones, Brawl for punch ones, and Performance for Nightingale
No. This will break the system horribly. Martial Arts charms were balanced under the assumption that they cannot be combined charms for abilities. Even other Martial Arts can only be combined if they use the same form weapon.Remove the restriction that MA charms can't be used with Brawl/Melee.
See the 2E Eclipse anima for why increasing costs doesn't help balance.Finally, increase the cost of the MA charms by 50% to compensate.
Out of curiosity, how would this idea work?
Remove the Martial Arts Ability, and instead have the MA Charms have prerequisite abilities be whatever it is they are supposed to do (Melee for the swording ones, Brawl for punch ones, and Performance for Nightingale). Remove the restriction that MA charms can't be used with Brawl/Melee. Finally, increase the cost of the MA charms by 50% to compensate.
http://theonyxpath.com/exalted-third-edition-mechanics-overview/ said:Martial arts styles now contain Techniques in addition to Charms. All characters, including mortal heroes, can use Techniques. Techniques can be quite powerful, but often have particular tactical requirements to make use of them.