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= Celestial Engineering = This section will provide for some ramblings on mechanical issues in WotG. C: It's possible to put together a damage 40, disorienting, armour piercing, 5-colour flow loss, unblockable attack just from 3 Kings. Let's use that for an example. C: Since it's possible to use a leech to make a perfect attack, while you can't make a comparable perfect defense. C: With the style roll 'perfect attacks' in the companion, this becomes even more important. C: Therefore, there should be a counter to Leech Attack Guaranteed Hit + On Hit Win Combat Effect. C: As it stands, there is none. C: What the engine really needs is some way to prevent the above from happening. Then players will only pull out those attacks if they're reasonably sure of getting them to connect. C: Which means, after you've depleted the enemy's defensive chi techs. C: Another thing with WotG is that you can activate damage-fu after rolling the attack. C: WotG's system is very cool, but when munchkined up to the max, is more breakable than Exalted. B: mmm, well it has less checks and balances C: Yep. Like the Walking In Shadows ninja being able to kill whoever he wants. C: Or someone putting 15 destiny into Doctor-Fu being able to make himself an inexhaustible well of infinite chi. B: so basically this is a destiny efficiency issue? C: Yes! Basically, if someone knows what they're doing with their destiny resources, they can pump out characters that are effectively higher rank than the others, for the same amount. Static bonuses are very effective. Better than getting extra dice. Super combos at the beginning are good because unlike say Iron Heroes, the resource one uses to power super attacks starts at full and then becomes depleted as the battle continues, as opposed to here where the power levels get depleted the more you fight.
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