Difference between revisions of "TheHoverpope/SunAndIron"
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− | Back to | + | Back to TheHoverpope<BR> |
− | Back to | + | Back to TheHoverpope/MyArtifacts<BR> |
<b><i>Sun-And-Iron Orbit Bound</b></i><br> | <b><i>Sun-And-Iron Orbit Bound</b></i><br> | ||
<tt>Speed +3 Accuracy + 1 Damage +6B (Piercing) Defense +1 Rate 5<br> | <tt>Speed +3 Accuracy + 1 Damage +6B (Piercing) Defense +1 Rate 5<br> | ||
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I need to rebalance this at a time that is not 4 AM. | I need to rebalance this at a time that is not 4 AM. | ||
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− | I would slightly disagree. I'm often of the theory that custom Artifacts are to be slightly higher-powered than their book counterparts, and what you're discussing isn't too bad. The ranged attack thing is almost trivial, and has such cool flavor text behind it that it's completely free. The issue really is that you're exploiting the disarm rules, which (as explicitly noted in the book) far too generous towards the one doing the disarming. Thus, the problem is not one of balancing the artifact at all - it's the far-too-lenient disarm rules. If you could find some other cool thing for this artifact to do, or a specialized disarm mechanic that wasn't so horrible, I think it'd be fine. <br> -- | + | I would slightly disagree. I'm often of the theory that custom Artifacts are to be slightly higher-powered than their book counterparts, and what you're discussing isn't too bad. The ranged attack thing is almost trivial, and has such cool flavor text behind it that it's completely free. The issue really is that you're exploiting the disarm rules, which (as explicitly noted in the book) far too generous towards the one doing the disarming. Thus, the problem is not one of balancing the artifact at all - it's the far-too-lenient disarm rules. If you could find some other cool thing for this artifact to do, or a specialized disarm mechanic that wasn't so horrible, I think it'd be fine. <br> -- GregLink |
− | : I figured when I was making it that by making the actual stats fairly bad, it would balance out; I am thinking if I lower the rate some it might balance out better. Although on the other hand, I do really quite like disarming to work well. - | + | : I figured when I was making it that by making the actual stats fairly bad, it would balance out; I am thinking if I lower the rate some it might balance out better. Although on the other hand, I do really quite like disarming to work well. - TheHoverpope |
disarming in exalted is broken. Which -way- it's broken, however, is still up for debate. Also, nearly every exalt-type has a sword-caller for a reason.<br> -- [[Darloth]] | disarming in exalted is broken. Which -way- it's broken, however, is still up for debate. Also, nearly every exalt-type has a sword-caller for a reason.<br> -- [[Darloth]] | ||
− | :What do you mean, Darloth? When you say "Which -way- it's broken", are you implying that it is possibly broken in favor of the defender? Or are you implying that the mechanic, as is, is inappropriate, but no one knows what to change about it to make it better? - | + | :What do you mean, Darloth? When you say "Which -way- it's broken", are you implying that it is possibly broken in favor of the defender? Or are you implying that the mechanic, as is, is inappropriate, but no one knows what to change about it to make it better? - GregLink |
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Revision as of 18:20, 28 October 2005
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Sun-And-Iron Orbit Bound</b>
Speed +3 Accuracy + 1 Damage +6B (Piercing) Defense +1 Rate 5
Artifact <b>•••</b>; Requires: Dexterity <b>•••</b> Strength <b>•••</b>
This artifact flail consists of a solid black iron handle, a gleaming and unbreakable steel chain approximately two feet long with an inch wide disc of steel at each end, and a completely unmarked and polished sphere of orichalcum about six inches across. Although the parts do not actually touch, the chain does bind the two end pieces together. In its normal state, the steel discs sit about a half inch from the handle and the sphere. However, the wielder of the Sun-and-Iron Orbit Bound may make a normal melee or martial arts attack with the weapon up to fifteen yards away. In this case, the chain floats in the air between the wielder and the sphere as it strikes, and the weapon will return to its normal state at the end of the attack. Additionally, any successful parry made by this flail grants a free disarm attempt as the weapon wraps around the enemy's weapon, and all disarm attempts made using the weapon gain an additional three dice.
I need to rebalance this at a time that is not 4 AM.
I would slightly disagree. I'm often of the theory that custom Artifacts are to be slightly higher-powered than their book counterparts, and what you're discussing isn't too bad. The ranged attack thing is almost trivial, and has such cool flavor text behind it that it's completely free. The issue really is that you're exploiting the disarm rules, which (as explicitly noted in the book) far too generous towards the one doing the disarming. Thus, the problem is not one of balancing the artifact at all - it's the far-too-lenient disarm rules. If you could find some other cool thing for this artifact to do, or a specialized disarm mechanic that wasn't so horrible, I think it'd be fine.
-- GregLink
- I figured when I was making it that by making the actual stats fairly bad, it would balance out; I am thinking if I lower the rate some it might balance out better. Although on the other hand, I do really quite like disarming to work well. - TheHoverpope
disarming in exalted is broken. Which -way- it's broken, however, is still up for debate. Also, nearly every exalt-type has a sword-caller for a reason.
-- Darloth
- What do you mean, Darloth? When you say "Which -way- it's broken", are you implying that it is possibly broken in favor of the defender? Or are you implying that the mechanic, as is, is inappropriate, but no one knows what to change about it to make it better? - GregLink