Infinite Rate Weapons

From Wiki
Revision as of 15:33, 13 September 2006 by Conrad (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

This relates to my Exalted Errata thoughts page, and its Negative Dice Pools section.

Infinite Rate Weapons seem to really upset some people, specifically because they open up a really broken exploit when used in conjunction with a rule which suggests that any negative dice pool, no matter how miserably low, can be wiped clean with a single bonus success, resulting in at least one success.

Obviously, I think that particular exploit is crap, and feel sad to know that anybody would even attempt to go that route. However, I actually like the "infinite" rate weapon option, in and of itself. Why? Because I like the idea that a weapon could move fast enough to accommodate whatever level of inhuman skill you can muster. If you can make 23 attacks and still legitimately manage to come up with a single die to roll, then that seems cool to me (in an Exalted sense).

The problem arises when you assume that Second Excellency, or any other bonus success adder, can wipe out all of the penalties that taking your 23rd attack would cause, as though those penalties didn't even exist. Suddenly, you can actually make infinite attacks, as opposed to merely have an "up to infinity" window limited by your other talents.

Thus I feel that this should be settled by stating that negative dice pools must be bought off with positive dice bonuses and/or positive success bonuses, at a rate of 1 die per 1 die (or 2 dice per 1 success).

< Return to Exalted Errata