Difference between revisions of "FixTheSolarCharmTrees/LightningSpeed"

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(replied to Malikai's comment)
 
m (link fix)
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Doubles movement for the turn.
 
Doubles movement for the turn.
  
== MetalFatigue's version ==
+
== [[MetalFatigue]]'s version ==
 
As the original, except:
 
As the original, except:
 
  <b>Duration:</b> Instant
 
  <b>Duration:</b> Instant
 
Doubles movement until the user's next action.
 
Doubles movement until the user's next action.
  
== BrokenShade's Version ==
+
== [[BrokenShade]]'s Version ==
 
As per the original except:
 
As per the original except:
 
  <b>Duration:</b> Instant
 
  <b>Duration:</b> Instant
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Where the use of this Charm is declared in response to the action of another, the mechanical effect is as if the movement took place after that action. Where it is declared in response to a split action, the mechanical effect is as if the movement took place after the first part of that action (e.g. after the first attack of five). This Charm may not be used in response to an action you are not aware of.
 
Where the use of this Charm is declared in response to the action of another, the mechanical effect is as if the movement took place after that action. Where it is declared in response to a split action, the mechanical effect is as if the movement took place after the first part of that action (e.g. after the first attack of five). This Charm may not be used in response to an action you are not aware of.
  
== BogMod's Version ==
+
== [[BogMod]]'s Version ==
  
 
As per original except:
 
As per original except:
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Nobody
 
Nobody
  
== MetalFatigue's Version ==
+
== [[MetalFatigue]]'s Version ==
 
#[[Toram]]
 
#[[Toram]]
 
#[[MetalFatigue]]
 
#[[MetalFatigue]]
 
#Mask of Winters
 
#Mask of Winters
 
#[[Issaru]]
 
#[[Issaru]]
== BrokenShade's Version ==
+
== [[BrokenShade]]'s Version ==
#BrokenShade
+
#[[BrokenShade]]
 
#Clebo
 
#Clebo
  
== BogMod's Version ==
+
== [[BogMod]]'s Version ==
 
#[[Darloth]]
 
#[[Darloth]]
#BogMod
+
#[[BogMod]]
 
===== Comments =====
 
===== Comments =====
 
This change allows the charm to be comboed.  Using the original version, a character invoking this charm is a sitting (well, running) duck, unable to use any other charms in the turn.  I see no reason not to allow a mix of movement and attack/defense charms in a combo.  - [[Toram]]
 
This change allows the charm to be comboed.  Using the original version, a character invoking this charm is a sitting (well, running) duck, unable to use any other charms in the turn.  I see no reason not to allow a mix of movement and attack/defense charms in a combo.  - [[Toram]]
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MF: The charm is reflexive, which means that it can be activated even if the Solar have no action left. Subsequently, the charm's effect is movement. Thus, the movement is "free". I wonder if the charm is better as supplemental, instant, and explicitly allowed to be used in combos with other abilities. It supplements an action, which must be performed with one of the designated actions. Perhaps, I'm just confused. - [[Clebo]]
 
MF: The charm is reflexive, which means that it can be activated even if the Solar have no action left. Subsequently, the charm's effect is movement. Thus, the movement is "free". I wonder if the charm is better as supplemental, instant, and explicitly allowed to be used in combos with other abilities. It supplements an action, which must be performed with one of the designated actions. Perhaps, I'm just confused. - [[Clebo]]
  
Sun-and-Moon Method, from Castebook Night (pg.70), is a charm with a duration of One turn that can explictly be placed in a combo.  So it's been done.  There are few rules in Exalted that cannot be broken;P -- CrownedSun
+
Sun-and-Moon Method, from Castebook Night (pg.70), is a charm with a duration of One turn that can explictly be placed in a combo.  So it's been done.  There are few rules in Exalted that cannot be broken;P -- [[CrownedSun]]
  
Hi Clebo. ^_^ As the charm refers to sprinting distance <b>for the turn</b>, I think it is talking about adjusting your normal movement for the turn rather than providing an extra movement. I don't think rewriting the Charm to provide extra movement instead would be a problem though - perhaps this charm should simply provide an extra normal movement reflexively and instantly (but not in response to an action you are not aware of, and where it is declared in response to an attack it happens after the first attack). I've added this up at the top. ^_^ -- BrokenShade
+
Hi Clebo. ^_^ As the charm refers to sprinting distance <b>for the turn</b>, I think it is talking about adjusting your normal movement for the turn rather than providing an extra movement. I don't think rewriting the Charm to provide extra movement instead would be a problem though - perhaps this charm should simply provide an extra normal movement reflexively and instantly (but not in response to an action you are not aware of, and where it is declared in response to an attack it happens after the first attack). I've added this up at the top. ^_^ -- [[BrokenShade]]
  
Hi BrokenShade. This is more like it, at least what I was looking for. It has my vote. -[[Clebo]]
+
Hi [[BrokenShade]]. This is more like it, at least what I was looking for. It has my vote. -[[Clebo]]
  
 
I think [[BrokenShade]]'s version is sufficiently different from the original to warrant being its own charm.  The original (as I read it) is just a movement increaser.  Letting someone take a movement action out-of-turn is a rather more powerful effect, and probably should have higher prerequisites. - [[Toram]]
 
I think [[BrokenShade]]'s version is sufficiently different from the original to warrant being its own charm.  The original (as I read it) is just a movement increaser.  Letting someone take a movement action out-of-turn is a rather more powerful effect, and probably should have higher prerequisites. - [[Toram]]
  
I don't know, Toram ... I see what you are saying, but the original Charm seems rather weak for Solar level. My version does have a few interesting uses (get close to that archer, or get out of range of that melee fighter) but I don't think that it's at all overpowered. A character who uses it a lot will burn through essence motes at a rate, even though it is only 1 mote each time. ^_^ -- BrokenShade
+
I don't know, Toram ... I see what you are saying, but the original Charm seems rather weak for Solar level. My version does have a few interesting uses (get close to that archer, or get out of range of that melee fighter) but I don't think that it's at all overpowered. A character who uses it a lot will burn through essence motes at a rate, even though it is only 1 mote each time. ^_^ -- [[BrokenShade]]
  
BrokenShade, you might want to state you can only use it once, or Essence times, or something. I figure that's implicit, but unless you state it, someone is going to complain this means they can run a mile in 3 seconds for 40 essence or something. I'm really not sure which version I prefer, but I agree it definately needs to be increased in power, at least so that it compares with the abyssal version and /MonkeyLeapTechnique.<br>-- [[Darloth]]
+
[[BrokenShade]], you might want to state you can only use it once, or Essence times, or something. I figure that's implicit, but unless you state it, someone is going to complain this means they can run a mile in 3 seconds for 40 essence or something. I'm really not sure which version I prefer, but I agree it definately needs to be increased in power, at least so that it compares with the abyssal version and [[/MonkeyLeapTechnique]].<br>-- [[Darloth]]
  
I put up my own version of how I think it should be ever since seeing the DB book.  They have a charm that for the same cost, lasts a scene and it doesn't seem elementally enough to warrent a DB being better at it. -BogMod
+
I put up my own version of how I think it should be ever since seeing the DB book.  They have a charm that for the same cost, lasts a scene and it doesn't seem elementally enough to warrent a DB being better at it. -[[BogMod]]
  
 
What about Solarizing the Abyssal Version? - [[Malikai]]
 
What about Solarizing the Abyssal Version? - [[Malikai]]
  
 
The abyssal version is nice, but I think I prefer a scene-long for solars. Also, this lets us keep the Essence and Ability requirements down, so it's easy for even half-caste or freshly exalted (pre-starting char) characters, which seems appropriate for this sort of low level, utility grade power. Indeed, I think Abyssals should have charms that are shorter-duration, and/or more costly, but less -efficient-, and having this difference between athletics charms would help with that. <br> -- [[Darloth]]
 
The abyssal version is nice, but I think I prefer a scene-long for solars. Also, this lets us keep the Essence and Ability requirements down, so it's easy for even half-caste or freshly exalted (pre-starting char) characters, which seems appropriate for this sort of low level, utility grade power. Indeed, I think Abyssals should have charms that are shorter-duration, and/or more costly, but less -efficient-, and having this difference between athletics charms would help with that. <br> -- [[Darloth]]

Revision as of 09:02, 3 April 2010

Original version

Lightning Speed</b>

<b>Cost: 1 mote
Duration: One turn
Type: Reflexive
Min. Athletics: 2
Min Essence: 1
Prerequisite Charms: Graceful Crane Stance

Doubles movement for the turn.

MetalFatigue's version

As the original, except:

Duration: Instant

Doubles movement until the user's next action.

BrokenShade's Version

As per the original except:

Duration: Instant

Lightning Speed provides an instantaneous extra movement action for the turn.

Where the use of this Charm is declared in response to the action of another, the mechanical effect is as if the movement took place after that action. Where it is declared in response to a split action, the mechanical effect is as if the movement took place after the first part of that action (e.g. after the first attack of five). This Charm may not be used in response to an action you are not aware of.

BogMod's Version

As per original except:

Duration: One scene
Vote Tally

Original Version

Nobody

MetalFatigue's Version

  1. Toram
  2. MetalFatigue
  3. Mask of Winters
  4. Issaru

BrokenShade's Version

  1. BrokenShade
  2. Clebo

BogMod's Version

  1. Darloth
  2. BogMod
Comments

This change allows the charm to be comboed. Using the original version, a character invoking this charm is a sitting (well, running) duck, unable to use any other charms in the turn. I see no reason not to allow a mix of movement and attack/defense charms in a combo. - Toram

Fair enough. You should explicate that the Charm may still only be used once in a turn, or, alternatively, keep the original Duration and specify that it may be comboed as though it were of Instant Duration, but I see no problem with the change. _Jabberwocky

Are there any published non-instant charms that explicitly permit themselves to be comboed? If not, I'd prefer not to break that trend. And actually, if the Exalt were to combo this with an extra dice action charm, they could end up invoking it multiple times in the turn (and I'd make them pay for each invocation). I believe the rules already prohibit invoking the same charm multiple times on the same action. - Toram

I think lightning speed is a little underpowered either way. I think it could do for a little longer duration and/or something like what the abyssal one does to provide the possibilty or more than doubling speed. - Morpheus

The point of making the charm instant is to allow it to be comboed with charms from other abilities. Thus, I added that in my version. Many times, I've heard my archery guy complain about its inflexibility. Also, I'd like to have a charm that allows full movement and keeping the normal action for other uses. If I use others, it costs a WP and I must attack with double damage, which may not be my choice of action. --Clebo

Clebo, you may already use Reflexive Charms with Charms of other Abilities when you create a Combo. - Epsilon

Oh, silly me. I'll remove my version. However, there is something weird here. Lightning Speed should explicitly read that the movement is "reflexive" in the sense that it does not require the Solar to assign her action to movement. LS is a kind of free movement charm. Maybe that's implicit as is though. Furthermore, LS should not be able to combo with other athletics charms that increase movement, no? -Clebo

Clebo: I don't read it as being a free movement Charm. Where do you get that from?\\ Toram: If you want it to work with Extra Action Charms, I think this is the way to go.\\ --MF

Agree with MF; rolling my version into his. - Toram

MF: The charm is reflexive, which means that it can be activated even if the Solar have no action left. Subsequently, the charm's effect is movement. Thus, the movement is "free". I wonder if the charm is better as supplemental, instant, and explicitly allowed to be used in combos with other abilities. It supplements an action, which must be performed with one of the designated actions. Perhaps, I'm just confused. - Clebo

Sun-and-Moon Method, from Castebook Night (pg.70), is a charm with a duration of One turn that can explictly be placed in a combo. So it's been done. There are few rules in Exalted that cannot be broken;P -- CrownedSun

Hi Clebo. ^_^ As the charm refers to sprinting distance for the turn, I think it is talking about adjusting your normal movement for the turn rather than providing an extra movement. I don't think rewriting the Charm to provide extra movement instead would be a problem though - perhaps this charm should simply provide an extra normal movement reflexively and instantly (but not in response to an action you are not aware of, and where it is declared in response to an attack it happens after the first attack). I've added this up at the top. ^_^ -- BrokenShade

Hi BrokenShade. This is more like it, at least what I was looking for. It has my vote. -Clebo

I think BrokenShade's version is sufficiently different from the original to warrant being its own charm. The original (as I read it) is just a movement increaser. Letting someone take a movement action out-of-turn is a rather more powerful effect, and probably should have higher prerequisites. - Toram

I don't know, Toram ... I see what you are saying, but the original Charm seems rather weak for Solar level. My version does have a few interesting uses (get close to that archer, or get out of range of that melee fighter) but I don't think that it's at all overpowered. A character who uses it a lot will burn through essence motes at a rate, even though it is only 1 mote each time. ^_^ -- BrokenShade

BrokenShade, you might want to state you can only use it once, or Essence times, or something. I figure that's implicit, but unless you state it, someone is going to complain this means they can run a mile in 3 seconds for 40 essence or something. I'm really not sure which version I prefer, but I agree it definately needs to be increased in power, at least so that it compares with the abyssal version and /MonkeyLeapTechnique.
-- Darloth

I put up my own version of how I think it should be ever since seeing the DB book. They have a charm that for the same cost, lasts a scene and it doesn't seem elementally enough to warrent a DB being better at it. -BogMod

What about Solarizing the Abyssal Version? - Malikai

The abyssal version is nice, but I think I prefer a scene-long for solars. Also, this lets us keep the Essence and Ability requirements down, so it's easy for even half-caste or freshly exalted (pre-starting char) characters, which seems appropriate for this sort of low level, utility grade power. Indeed, I think Abyssals should have charms that are shorter-duration, and/or more costly, but less -efficient-, and having this difference between athletics charms would help with that.
-- Darloth