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===Assorted errors=== *The Western Shield Posture grants a +1 specialty to the use of shields. However, shields are not, in the Exalted system, used with rolls of any kind, serving rather as a passive modifier to cover penalties, making this specialty irrelevant. One approach to fixing this would be to add one to the number of successes removed by the shield, but notice that this is twice as valuble than adding a specialty die, which would unbalance the WSP when compared to the other Postures. Alternatively, merely add a one-die specialty to defensive actions. *Speardancer Concentration's type is Supplemental, but its function is to raise initiative. As supplemental charms cannot be activated before the user has initiative, this doesn't actually do anything as written. Change this charm's type to Reflexive. *Eastern Root Protocal offers a "+1 defensive bonus" to its users. It is unclear what is meant by this, whether it is intended to raise the Defense value of the users' weapons, or whether it is intended to raise the cover penalty associated with shields. Given the text of the charm, the author of this guide believes that a cover penalty increase is intended, but be aware that different Storytellers may interpret it in different manners. *In the text of Western Shield Crush Counterattack, the sentence "This is a counterattack, not an action." is not meaningful in terms of the Exalted system. Substitute the sentence "This is a counterattack." *Furious Battle Scythe is a charm that creates a weapon, which lasts for one turn. Two problems are present, one semantic, and the other tactical. First, the weapon's traits are misnamed. For "Attack," read "Accuracy." For "Parry," read "Defense." The second problem flows from the fact that the weapon created is not particularly good, but can only be created when the user is already holding a weapon. The scythe is distinctly worse than all artifact weapons usable with the style (and given that the style is not usable with armor, and will be mainly used by Dragonblooded, it may fairly be assumed that the majority of its users will have at least a two-dot artifact weapon). It is also, argubly, no better than the majority of the mundane weapons usable with the style. Given that no sane user would pay four motes a round to make a weapon worse than the one he's already holding, this charm is clearly problematic. :It is suggested that this charm be replaced by one granting bonuses to the weapon being used. An additional +4L damage and +1 rate appear to be roughly in theme with those advantages the scythe has over some mundane weapons, but even these are relatively scant given the per-round cost. It is additionally suggested that the charm cost be lowered to 2 motes. *Central Pillar Attack Pattern Mastery is the pinnacle charm, an Extra Attack charm costing 7m1w. It is not without flaws. It gives an increasing difficulty to the attacks, and remember that each raise of difficulty is the equivilent of two subtracted dice from the pool. Compare with the results of splitting one's dice pool, for a user with a +12 pool to attack and Essence 4. Splitting the dice pool four ways produces pools of 8,7,6,5. Using this charm, however, provides effective pools (given the difficulty) of 6,6,6,6, with an average effective pool half a die lower than if the user had merely split his dice. Even the fact that it counts successes double for damage does not nearly save it, as that makes one pay 7m1w and lower his dice pools for the equivilent of a turn-long Ferocious Jab, and this as the pinnacle charm of a martial arts style. It is suggested that this charm be replaced with Five Dragon Wrath from the Five Dragon style, as it probably cannot be purified without destruction.
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