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Plague of Hats posted:Shards came out in July and the Big Announcement about Onyx Path and EX3 and all that was in August. There's still a fair way to go before it hits two years. Ah, sorry then, frustration is distorting my memory.
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# ? Nov 19, 2013 08:01 |
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# ? May 30, 2024 10:27 |
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axelsoar posted:Ah, sorry then, frustration is distorting my memory. Meh. Remembering precise dates for this kind of stuff isn't something one should expect. Unless your engagement proposal is in it or something.
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# ? Nov 19, 2013 11:42 |
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I'm doing something on my tumblr this week, where I'm writing an Exalted Artifact for each day. They aren't related TO the day or anything, instead it's just an artifact that I decided I want to write about that day. Some of them are based on legends or history or whatever, but all of them are connected to the Exalted universe regardless. I posted one yesterday- obviously-, but didn't cross it over to here, so I'll post that one today. They don't have mechanics or anything, but I spent time working on their stories and implied the powers they could have. Feel free to comment if you want, or not. I can also link my tumblr again if you want, but I think I posted it earlier in the thread. I just figure some fluff to talk about might be nice right now in this thread. Demon Thunder posted:
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# ? Nov 19, 2013 17:47 |
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Monday Meeting Notes:RichT posted:- Exalted 3rd Edition: While John hunkers down to rewrite the Charms chapter he is also changing some of the ways he’s been doing these to enable more to get finished, the rest of the team is working on a couple of EX3 chapters that continue to be finalized for Editing: Resistance is down and the Devs are ready to do some playtests with some groups they have gotten to know these past couple of years. And then after that fine-tuning they’d like to go with a wider group of external playtesters. Both EX3 novels as well as Zub’s EX3 Comic are in progress, Zub’s script is done and cover elements are up for review, and the EX3 Music Suites are being scoped out- the music team is thinking of putting up their own video diaries documenting the creation of the EX3 Suites. Links when I have them.
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# ? Nov 21, 2013 01:01 |
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Oh sweet, now I'm not double posting. Day 2 is a sword of immortals. Avalon posted:
Day three is a weapon for people who want to win at any cost.
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# ? Nov 21, 2013 01:22 |
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Stallion Cabana posted:Oh sweet, now I'm not double posting. This is pretty cool. I am eager to see Artifacts be unique and differentiated in Exalted 3e.
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# ? Nov 21, 2013 01:43 |
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Stallion Cabana posted:Oh sweet, now I'm not double posting. Neat, will I be able to make up my own cool magic artifact?
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# ? Nov 21, 2013 09:26 |
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axelsoar posted:Neat, will I be able to make up my own cool magic artifact? Well, that's what HE'S doing, so I don't see why not?
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# ? Nov 21, 2013 13:15 |
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axelsoar posted:Neat, will I be able to make up my own cool magic artifact? I'm not a writer for the book or anything dude. I'm just posting artifacts I made as fluff because the thread and Winston said it was okay. If you are asking if posting your own magic artifacts in this thread is okay, then, again, I don't see why not? Though saying that, from everything I have read, yes, you can make your own artifacts. Then you personalize them further with Evocations. This one has a bad name, but I think it fits it better. Bloody Harness posted:
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# ? Nov 21, 2013 17:10 |
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realbrickwall posted:Well, that's what HE'S doing, so I don't see why not? I am retarded and thought he was posting a previewed artifact, so there is your input as to how good I think it is, I dig it.
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# ? Nov 21, 2013 17:27 |
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Well thanks. That means a lot to me. Today is a pointless novelty turned training instrument. Vitreous Edge posted:
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# ? Nov 22, 2013 23:43 |
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Stallion Cabana posted:Well thanks. That means a lot to me. I know how I would use this. Step one: run through a door. Step two: immediately turn corner and go up against the door frame so you can't be seen Step three: stick the invisible blade into the doorway at about neck height Step four: *awesome face* An eternally-sharp blade certainly outclasses saran wrap. ----------- The Exalted Facebook page is asking for names for a Ride Charm that prevents a Solar from being dismounted. I have a feeling that my idea, "Sticky Thighs of the Sun Method", will not make it into the game. Any of you have better ones?
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# ? Nov 23, 2013 00:51 |
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realbrickwall posted:I know how I would use this. I think Reign stole all the good ones here, looking at the Equine Unity spells. So Exalted may be stuck with "gently caress it, I'm a centaur now" approach or something.
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# ? Nov 23, 2013 01:13 |
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Safety-From-Peasants Approach.
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# ? Nov 23, 2013 01:16 |
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realbrickwall posted:
"Golden Horde Saddle Technique"
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# ? Nov 23, 2013 03:08 |
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Wedding of the Horse and Calves.
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# ? Nov 23, 2013 03:15 |
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"Rider Needs No Stirrups"
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# ? Nov 23, 2013 03:15 |
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"Four Legs Good, Two Legs Bad."
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# ? Nov 23, 2013 03:29 |
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Blade And Horse Are One (We have no Sanger smiley, so a will have to do.)
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# ? Nov 23, 2013 03:57 |
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I took the GRE today then slept most of the day, so I am tired. But I am posting yesterday and today's artifacts anyway. Only one more after these two.The Spiral posted:
General's Guard posted:
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# ? Nov 24, 2013 05:22 |
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Oh hey there, charm previews:John Morke posted:Salty Dog Method The rerolling thing is weird.
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# ? Nov 26, 2013 19:48 |
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... Hmm? I don't quite understand the rerolling 6s thing. Assuming the game is still d10s, with a success at 7+... does it only let you reroll die that land on a 6? I like the courage boost against supernatural horror tho. Popeye the Sailor should totally be able to look at Cthulhu in the eye before punching it.
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# ? Nov 26, 2013 20:35 |
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Kerzoro posted:... Hmm? I don't quite understand the rerolling 6s thing. Assuming the game is still d10s, with a success at 7+... does it only let you reroll die that land on a 6? Seems to be. So statistically that's about one re-roll for every ten dice you roll, on average. (Technically slightly higher odds, since you reroll again if the new dice comes up six.) A small bonus in the grand scheme of things, but the reroll doesn't really seem like the main point of the charm.
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# ? Nov 26, 2013 20:48 |
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for the second one, I don't get what it's saying. That even if the ship has 3 speed, it only adds +1 to her movement actions, despite what the charm says right before it, because +1 is the cap, or you can only add +1 to the listed values in addition to the charm?
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# ? Nov 26, 2013 21:11 |
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Stallion Cabana posted:for the second one, I don't get what it's saying. That even if the ship has 3 speed, it only adds +1 to her movement actions, despite what the charm says right before it, because +1 is the cap, or you can only add +1 to the listed values in addition to the charm? The +1 is a cap on synergy with any other ability that increases the speed of the ship. So some other move or gizmo that doubles your boatspeed wouldn't turn around into doubling the bonus successes Black Fathoms provides.
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# ? Nov 26, 2013 21:17 |
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A_Raving_Loon posted:The +1 is a cap on synergy with any other ability that increases the speed of the ship. Yeah, that's how I'm reading it too. It's there to inhibit excessive scrabbling for every available speed bonus.
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# ? Nov 26, 2013 21:27 |
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I really hope they walk back the six rerolling thing, it looks like one of those fiddly little bonuses which are both tedious to implement and rarely impactful BUT theoretically capable of swinging high-stakes rolls and therefore one of the boxes you have to check when building for combat. Like, there's a Sail Excellency already for increasing your chances of passing a sail check, right? And you even get it for free if Sail's favored? Something as slathered in passive bullet points as Salty Dog Method does not need additional +.03% success chances hanging off it, especially if the "we're not confident our Charm is attractive unless it boosts your stats" mechanic starts showing up elsewhere as an expected component of character competence.
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# ? Nov 26, 2013 23:33 |
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Some more comments: these charms are a lot denser, in general, than the other ones we saw. Like, those Socialize Charms seemed to have pretty clear, single uses. My suspicion is that this is an attempt to compensate for the fact that Sail is every Exalted player's go-to example of an Ability that isn't as good as Melee and therefore needs a lot more pizzazz. It could be that they've decided to cut down on the lengths of Charm trees and pack more functionality into each individual Charm, but it sure looked like the opposite was true from other previews. I was a little perplexed by the second Charm's language/survival bonuses duct-taped onto a set of combat bonuses, but the more I think about it the more I really like it. I hope we get a lot of combat charms with express out of combat utility and vice versa, so there's less ability for players to specialize themselves out of the ability to play in the same scenes as other players.
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# ? Nov 27, 2013 01:14 |
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I'm really not a fan of boosting defenses and speed by the qualities of your boat because, hey, now we have to make sure boats don't have stupidly high Speed or Maneuverability, but I'm not ruling out the possibility they've thought of this and have put charm caps already in place for this sort of thing. That said, I like the flexibility of the charms because previous Sail charms were not worth the xp investment unless you were really dedicated to being "that guy with a boat". However, rerolling 6s is annoyingly fiddly and I'm not sure what falling up means exactly.
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# ? Nov 27, 2013 01:31 |
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I like Salty Dog Method, because it's an interesting example of a niche charm made broad enough that you don't feel like you've wasted a charm slot if the game avoids boats for a session. However, I'd agree that the last thing Exalted needs is additional rolling steps.
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# ? Nov 27, 2013 02:15 |
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Ithle01 posted:That said, I like the flexibility of the charms because previous Sail charms were not worth the xp investment unless you were really dedicated to being "that guy with a boat". On the other hand, the way they seem to be approaching the matter of Sail charms being niche and narrow is to sweeten them with all sorts of bonuses that are only sort of related to things to do with sailing in order to make them more appealing. "Have a Sail charm that gives you incredible balance, fear resistance, and sense of direction. No, you don't actually have to be sailing or doing anything nautical while you're at it." Like, those are nice and all but it kind of feels like you're being bribed into taking it.
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# ? Nov 27, 2013 02:16 |
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I imagine the 'falls up' is a bit of word humour. The charm seems pretty good to me. For light xp investment you get to be the perfect Sailor, something of which the Solar Exalted should be. After all, most Solars should be able to maneuver through rocky shoals or (if Sail is still used if your flying) glide through turbulent winds. As a perfect sailor, you shouldn't let something as almost succeeding (rolling a 6) get in your way. You either do or do not. There is no almost.
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# ? Nov 27, 2013 02:18 |
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Kai Tave posted:On the other hand, the way they seem to be approaching the matter of Sail charms being niche and narrow is to sweeten them with all sorts of bonuses that are only sort of related to things to do with sailing in order to make them more appealing. "Have a Sail charm that gives you incredible balance, fear resistance, and sense of direction. No, you don't actually have to be sailing or doing anything nautical while you're at it." Like, those are nice and all but it kind of feels like you're being bribed into taking it. I get the sense here that it's less 'this has something to do with sailing' than it's 'this has something to do with being a mythical sailor'. Which, if they treat the rest of the charm trees the same way, I think I'll very much like.
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# ? Nov 27, 2013 02:25 |
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That could be it, and seeing the greater Charm tree probably provides a better picture of the context. I just thought it was kind of weird that 3/4ths of a Sail charm is stuff that you don't ever need to go on open water to benefit from.
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# ? Nov 27, 2013 02:28 |
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Kai Tave posted:On the other hand, the way they seem to be approaching the matter of Sail charms being niche and narrow is to sweeten them with all sorts of bonuses that are only sort of related to things to do with sailing in order to make them more appealing. "Have a Sail charm that gives you incredible balance, fear resistance, and sense of direction. No, you don't actually have to be sailing or doing anything nautical while you're at it." Like, those are nice and all but it kind of feels like you're being bribed into taking it. I agree, but I always thought it was stupid that your superhuman acumen just stops functioning the moment you step onto dry land. "These charms only work when you're at sea" was intuitive but honestly pretty idiotic in actual play. "I know you literally can't fall off anything on your ship, but for some reason you have a hard time on this rickety wooden bridge." Mendrian fucked around with this message at 02:35 on Nov 27, 2013 |
# ? Nov 27, 2013 02:29 |
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Yeah, Sail should definitely give you skills useful on ships rather than skills only usable on ships. What throws me isn't the applicability of each Charm to landlubbing but the fact that each Charm is a constellation of like four different effects. I'd gotten the idea that Ex3 would have more, "smaller" Charms on average.
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# ? Nov 27, 2013 02:34 |
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Kai Tave posted:That could be it, and seeing the greater Charm tree probably provides a better picture of the context. I just thought it was kind of weird that 3/4ths of a Sail charm is stuff that you don't ever need to go on open water to benefit from. I'd rather that that kind of halfway meeting than characters specialties being useless in a wide variety of situations. The old Exalted dilemma is that you had certain charm tress that dominated action scenes, and entire other trees that dominated downtime, and you ended up specialized in action scenes or specialized in downtime, or being mediocre (for an Exalt) at both. Hopefully there'll be more of a middle ground this time around.
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# ? Nov 27, 2013 02:36 |
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I'm gonna go ahead and say I like it, but I will never ever remember the goofy sixes thing is even supposed to happen. I am basically never in favor of nerfing things in Exalted but I might take that out of my game just because it's fiddly and kind of useless, unless you just loving hate the number six. I would go so far as to say I want the first charm in every tree to look a lot like this, with a bundle of "You are the mythic exemplar of a practitioner of thing" benefits, with a lot of crazy depth and weirdness in the deeper() Charms where you can go to the blackest depths of the West and merge with a boat and talk to Kraken-Men. Which does lead me to ask why you can't breathe underwater with that Charm, unless that happens elsewhere in the tree or it's just too goddamn Water Aspect for a Solar charm. I would kind of like some kind of Circle-affecting charm that throws in an easy "Everyone can go on the underwater adventure" effect so the Storyteller doesn't have to deal with it.
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# ? Nov 27, 2013 03:15 |
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I think it would have sounded less weird if it was rerolling any 1's instead of 6's. That would be easier to remember as well.
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# ? Nov 27, 2013 03:44 |
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# ? May 30, 2024 10:27 |
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For all we know further Charms enhance specific aspects of the intro Charm. Maybe the higher tier lets you reroll a bunch of poo poo and not just 6's. That would actually be kind of cool - low-tier Charms provide wide, base-level competence, with the branches of the tree allowing further specialization. For instance a branch that renders fear a non-issue, a branch that goes for super-balance and so on. It would encourage players to dip into other Charm trees and take Charms near the start of the tree, which is what all the books have always told you to do but nobody does it because it's super suboptimal.
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# ? Nov 27, 2013 04:18 |