Two Target Method Revised

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Two target method (EtL p156) is quite possibly the lamest printed charm ever. It is an "extra action" charm allows the user two split their successes from an attack between two targets and attack them both. Using two target method as printed is inferior to splitting the character's die pool and making two attacks if the character has more than five dice in their dex + archery pool.


Here's what I intend to use if a player takes the charm in my game.

Two-Target method (revised)

Cost 3 motes

Duration instant

Type extra action

minimum dex 3

minimum essence 2

prerequisite charm knowing the arrow's path


By using his essence to alter the arrow's flight a lunar can attack two targets with a single arrow, usually by shooting through the first target into the second. Both victims must be within two yards of each other. The Lunar?s player makes a single thrown or archery attack and applies it against one of the two targets as normal (including damage). Unless the attack is completely parried (not dodged) by the first target the missile proceeds to the second target and attacks with the total number of successes that the lunar had on their original roll (unaltered by any defenses of the first target). The difficulty of defending against the missile is increased by two for the second target

comments

it is my firm belief that lunar charms are supposed to suck, to the degree that lunar characters will preferentially do anything before buying charms. The Charms should be redesigned with this goal in mind. - willows thinks lunars suck.

But for god's sake WHY? I mean, why do Lunars have to suck? Just because whoever wrote the Charms was a moron? I think we should try to fix that, not make new Charms conform to it. Lunars should be good at combat, and their Charms should reflect this. It's really shameful how utterly worthless most of the Lunar combat Charms are, and how hard it is to get to any of the good ones besides DBT. Anyway, off to get high. - SilverMeerKat

<Facetious>Dude, no, Lunars are the "blows goats" Exalted type. You're supposed to feel like you stepped into a cow pie when you read the book; GCG meant it that way. They make the Solars more glorious by contrast, much in the way that Homsar and the Poopsmith, by sucking so profoundly, can make even Homestar Runner and Strong Bad look like teh k00l d00dz by comparison.</facetious> By which I mean, the charms are meant to be just kinda-sorta bad, to lead Lunars to use their other toolkits (Backgrounds, the Pact, shapechanging) instead, to further differentiate them from the "magical people". - willows

Ok, I can see that logic, but even going by that - shouldn't the Lunars be good at using shapechanging for stuff? I mean, they have DBT, that's great. But I always understood the Lunars as being essentially the equals of the Solars in combat (and of course the inferiors in everything else). I dunno, it just seems to me that Lunars should have powerful but limited magic, as the book suggests that they have, rather than gimpy and limited, as the book shows that they have. Plus, having DBT be absolutely the single useful combat Charm the Lunars get makes them pretty uninteresting, Charm-wise; one-trick ponies and whatnot. It also eliminates the use of Charms strategically in combat. Anyway, as Blaque would say, stuff. Damn bum acid, got me up at near 5 in the mornin' for nothin'... <grumble>...</grumble>. - SilverMeerKat

Ok, as of about two hours later, I can officially say "nevermind." - SilverMeerKat (at least most of me...)