In light of the C o t I book being released, we've now got a few more printed Brawl charms that push up into Essence 4. Â They give means of adding dice, which brawl previously lacked, weakening the tree for obvious reasons. Â They also added a means of earning back willpower, which was important due to the reliance on combos that Brawl has. Â These aside, a few more neat tricks like success adders and a die roll substitutor/insurance(neat mechanical concept) allow for a much broader box of tools, and some extra viability to an otherwise neglected tree. Â I, for one, am ecstatic.
But still, it's nowhere near the equivalent to the other abilities in my perception of the tree. Â It's offensive capabilities, while more potent now, are still not so strong as any but Martial Arts. Â Even this is spotty, as Martial Arts is fairly hit and miss given it's variability. Â It's defensive capabilities remain non-existant as well. Â While it can parry, and even has a charm granting the ability to parry lethal, it does not have anything which would augment a single defensive attempt, nor the ability to cope with defense in any other way. Â Except perhaps holding a hapless Terrestrial hostage as a meatshield, maybe...
What the tree does have going for itself is it's wide applicability with Melee and Martial Arts, particularly with stacked effects or combos. Â Since it has a few charms which can be used regardless of wether your rolls are Brawl or not, it opens up options and fallbacks perhaps better than Martial Arts. Â It appears to be made as a universal close combat augment, to be sure.
But now on to my question: Â
Is it appropriate to have charms which augment defenses in some way in this tree? Â Are Solars meant to take Brawl as their primary combat ability? Â The way the tree is currently laid out, if custom charms did not exist, the answer could very well be no. Â In contrast though, you've got story characters like Herecles running around our ancient world, causing their crazy brand of meyhem. Â HE didn't need no stinking sword! Â Years of training be damned, he broke shit good! Â I'm fairly sure that characters like him were kept explicitly in mind while making this game. Â Right?
So with this close combat ability negating the option of a potent parry to stack onto your defenses, you have to fall back on your other bag of tricks to get the job done. Â Which is in theory fine, since Brawl, like Martial Arts, is all about it's bag of tricks. Â But I don't think the bag of tricks available actually does enough to make up for this loss. Â
Oh. Â I'm supposed to lead up to somthing, aren't I?
Fine, fine. Â How are we supposed to model our custom charm defenses for this tree? Â Is it supposed to meet the potency of Melee? Â My guess is no.. Â I feel that making a Fivefold Bulwark Stance for Brawl would be fairly out of theme for the tree. Â But I think it needs Something...
ANYTHING.
What can you guys think of as die mechanics, or other tricks to fill this defensive hole? Â If, indeed, it's even meant to be filled...
There you have it. Â I want to see your defensive Brawl Charms.
Man, I coulda made this post alot shorter, couldn't I? Â
Damn I'll bet no ones gonna respond.
I suck.
One I thought of was this one;
Fivefold Adaption Trance
    Cost: 6 motes
    Duration: Scene
    Type: Reflexive
    Minimum Brawl: 5
    Minimum Essence: 3
    Prerequisite Charms: Inevitable Victory Meditation
    Akin to the trance-like state achieved with Inevitable Victory Meditation, with this charm, an exalt may tap his senses into the essence of all beings around him.  At the very moment of action from his opponents, the Exalts instincts guide his reactions into the most favorable response possible, spoiling the potency of his opponent's strike.
    Until the end of the scene, subtract the Exalt's Brawl score in dice from any attack rolls against the Exalt that he is aware of.  This penalty may not reduce any die pools below one.
But still, it's nowhere near the equivalent to the other abilities in my perception of the tree. Â It's offensive capabilities, while more potent now, are still not so strong as any but Martial Arts. Â Even this is spotty, as Martial Arts is fairly hit and miss given it's variability. Â It's defensive capabilities remain non-existant as well. Â While it can parry, and even has a charm granting the ability to parry lethal, it does not have anything which would augment a single defensive attempt, nor the ability to cope with defense in any other way. Â Except perhaps holding a hapless Terrestrial hostage as a meatshield, maybe...
What the tree does have going for itself is it's wide applicability with Melee and Martial Arts, particularly with stacked effects or combos. Â Since it has a few charms which can be used regardless of wether your rolls are Brawl or not, it opens up options and fallbacks perhaps better than Martial Arts. Â It appears to be made as a universal close combat augment, to be sure.
But now on to my question: Â
Is it appropriate to have charms which augment defenses in some way in this tree? Â Are Solars meant to take Brawl as their primary combat ability? Â The way the tree is currently laid out, if custom charms did not exist, the answer could very well be no. Â In contrast though, you've got story characters like Herecles running around our ancient world, causing their crazy brand of meyhem. Â HE didn't need no stinking sword! Â Years of training be damned, he broke shit good! Â I'm fairly sure that characters like him were kept explicitly in mind while making this game. Â Right?
So with this close combat ability negating the option of a potent parry to stack onto your defenses, you have to fall back on your other bag of tricks to get the job done. Â Which is in theory fine, since Brawl, like Martial Arts, is all about it's bag of tricks. Â But I don't think the bag of tricks available actually does enough to make up for this loss. Â
Oh. Â I'm supposed to lead up to somthing, aren't I?
Fine, fine. Â How are we supposed to model our custom charm defenses for this tree? Â Is it supposed to meet the potency of Melee? Â My guess is no.. Â I feel that making a Fivefold Bulwark Stance for Brawl would be fairly out of theme for the tree. Â But I think it needs Something...
ANYTHING.
What can you guys think of as die mechanics, or other tricks to fill this defensive hole? Â If, indeed, it's even meant to be filled...
There you have it. Â I want to see your defensive Brawl Charms.
Man, I coulda made this post alot shorter, couldn't I? Â
Damn I'll bet no ones gonna respond.
I suck.
One I thought of was this one;
Fivefold Adaption Trance
    Cost: 6 motes
    Duration: Scene
    Type: Reflexive
    Minimum Brawl: 5
    Minimum Essence: 3
    Prerequisite Charms: Inevitable Victory Meditation
    Akin to the trance-like state achieved with Inevitable Victory Meditation, with this charm, an exalt may tap his senses into the essence of all beings around him.  At the very moment of action from his opponents, the Exalts instincts guide his reactions into the most favorable response possible, spoiling the potency of his opponent's strike.
    Until the end of the scene, subtract the Exalt's Brawl score in dice from any attack rolls against the Exalt that he is aware of.  This penalty may not reduce any die pools below one.