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Ithle01
May 28, 2013
Manses and demesnes in Exalted draw heavily from the idea that humans can improve their environment. The return of the Solars is a big deal in this sense because the guys who built all these magic castles to tame the wilderness are coming back to do it again. Although I'm pretty sure there is an option in the manse creation rules that allow the creator to turn the area into a toxic hell hole that sort of thing isn't considered the norm and if I recall there's also an option to return some of the energy to the surroundings so things stay the same if you have mutants that depend on a demesnes.

That being said, building magic castles for the sole reason of getting a rock of +4 to jumping is boring.

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Ithle01
May 28, 2013

Stephenls posted:

Manses are supposed to be fairly durable unless you figure out their geomancy well enough to be able to disrupt it, in which case you can do what GCG once jokingly called some ninja interior decoration, setting a catastrophic energy buildup and eventually making the manse explode. Just how easy this is depends on the writer—if you assume that most of the manse is about channeling geomancy, then any small change will knock it out of alignment; if you assume the geomagnetic bits are just a few sections within the larger structure, it'll be harder—while the actual effects of manse overload vary by edition. Specifically, in 1e, it pretty much blew up the manse and maybe damaged some surrounding buildings, while in 2e, the explosion from an overloaded manse could destroy a city.

I prefer the smaller explosion because I like manses exploding to have bite, and to have bite they have to be possible, and an ST is far more likely to make a manse explode if doing so doesn't automatically kill all his local NPCs and end all his local side plots.

Some of us STs are more likely to do it for that exact reason.

Ithle01
May 28, 2013

cenotaph posted:

It's about drat time we get different elemental flavors for charms. Having air aspects use fire charms because they wanted to use a sword has been stupid since first edition and I've probably been whining about it that long.

Eleven years is a long time to have lovely charms. Let's hope that ends now. If we're really lucky this time around they'll realize that you don't need a half-dozen or so crap speed bump charms blocking the overpowered one buried at the end of the tree and instead give dragon-blooded a five/five elemental split of good effects that a starting character might actually want to take.

Ithle01
May 28, 2013

Plague of Hats posted:

Stuff about Neph

As much as I like some of Neph's work I'm glad someone finally said this. The 2nd ed. Abyssal charm set was bad all over and I really like Abyssals so I have some problems with him. Aside from the Only Murder theme knee-capping their charm set there was no effective surprise negator, no effective flurry breaker, and no step 7 perfect. This wouldn't be particularly damning if it weren't for the fact that he helped design the system and didn't realize that this made Abyssals terrible at combat, which was apparently the only thing they were allowed to do thanks to Only Murder.

Ithle01
May 28, 2013

Bedlamdan posted:

It didn't help that, when he wrote Abyssals, he deliberately went off his anti-depressants. :cry:

It showed, too, in terms of fluff 2E Abyssals were deeply nihilistic and pretty uncomfortable to boot.

I don't mind the nihilism, in fact that's actually one of the things I really like about Abyssals. Hell, I actually ran an Oblivion loyalist Abyssals game as one of my most successful games. Ironically, the players ended up doing more to help Creation than any other game they've played in.

Edit: I forgot about Wounds Mean Nothing, I forgot that it's Iron Skin Concentration that they don't have access to, not Adamant Skin Technique. Still a problem though. And Ominous Portent Method giving you resonance in a fight can be.... problematic let's say. Seriously, it's basically GM fiat once you hit resonance 10 and the ST has to decide whether or not the resonance eruption is of the kind that will get you killed or do absolutely nothing.

Ithle01 fucked around with this message at 22:10 on Jun 6, 2013

Ithle01
May 28, 2013
There's a pretty big difference between "you will lose" and "you will be at a disadvantage". If they said the first that's stupid and should be rightfully condemned, but I'm mostly hearing the second.

edit: I'm pretty sure that the reason we keep having these arguments about weapon vs. unarmed is because 2nd ed. decided that unarmed would have greater 'width' and armed would have greater 'height' and due to a broken combat system one of those was obviously superior to the other.

Ithle01 fucked around with this message at 23:47 on Jun 9, 2013

Ithle01
May 28, 2013

A_Raving_Loon posted:

Creating a fighting school, with its accompanying knowledge base and traditions which propagate your special styles around the world is in itself a work of infrastructure.

Although you can certainly do this, in Exalted the default assumption is that it's probably just easier, although maybe not better, to just hand out guns to people instead of teaching them to be Shaolin monks if you want to make your soldiers better at killing.

Both methods are shown in Exalted. In the First Age the Solars wanted their Dragon-Blooded to be better fighters so they gave them armor-tanks and laser-bazookas, but when the Solars couldn't be trusted to maintain these wonders the Sidereals gave the Dragon-Blooded host Immaculate martial arts.

Ithle01
May 28, 2013

Dodge Charms posted:

Yes indeed.

This is exactly why I changed my ultra deluxe book pledge into a PDF pledge.

Between the rapeghosts and the absence of mechanics, my remaining faith could not justify the physical book price.

This is pretty much my exact response as well. I put in for the pick a demon tier and then everything they did (or didn't do) during the KS caused me to drop down to pdf level.

The current silence from the dev team makes a lot of sense though. They were pretty busy during the KSer with fan wrangling, previews, and all that other stuff that isn't actually working on the book so I'm glad we're not hearing from them right now because it means work might actually be getting done. Personally, I'd be very surprised if, as of right now, the charm chapter's first draft was even completed.

Ithle01
May 28, 2013
I'm really looking forward to the Southeast. That Mediterranean analog-Sea of Chaos is on top of my list for potential locations of my first 3ed. game.

Ithle01
May 28, 2013

axelsoar posted:

Them being 'the best' has done terrible things to the setting and is the reason the splats are so spread out. As far as the power lying inside or outside the human condition, you kind of stop being human when you exalt, at least partially. The line has always been pretty firm on the whole 'you are a demigod' thing, and I honestly don't feel solars come off any more human than DBs or Siddies. Hell, with the crazy power they can get/had in the first age, solars routinely have come across as the most 'inhuman' of the main exalt types to me. When you can throw someone so hard they crack through the sky and land in hell the affairs of mortal men are pretty inconsequential.

There's a big difference between being the best and having stupidly overpowered charm effects that are so ridiculous they sound like fanfic. Solars as 'The Best' is one of the founding concepts of the game and in no way problematic when executed sensibly. Having a charm that lets you rip a hole in reality and shove someone into hell because they looked at you funny is the problem.

Also, I like Fire and Stones Strike and dislike Hero Walks Away. Hero Walks Away is someone going into tedious detail about exactly how my magic works (Someone telling ME how MY magic works?!). Whereas, Fire and Stones Strike just says that I hit the guy really hard and doesn't go much beyond that except to say that I might break mundane weapons.

Ithle01
May 28, 2013

axelsoar posted:

Solars have to be 'the best', that means so many other charms can't be good because 'oh no! that is almost as good as a solar charm, better make it awful!' Look at the lunar charm tree from 2e, half that poo poo is essentially a worse version of a solar charm. DBs are even worse off since they need to be worse than lunars, so they were loaded with tons of charms that were barely functioning or painfully specific.

Hell, you can even keep the fluff about them being the best for all I care, just be sensible game devs and say the PCs are exceptional so splats of all types can play together.

This is explicitly not what they're going for and never has been. The power difference is actually a draw for several of the people I know and I doubt I'm alone in this regard. Those problems you're pointing out aren't problems with Solars, those are problems with Lunars and Dragon-Blooded. Blaming other splats problems on Solar charms is nonsense. The Dragon-Blooded 2nd ed. charm set was garbage because it was hastily cobbled together from the remnants of 1st ed. with little knowledge of how the rules were going to change going into 2nd ed. and Lunars were bland, but not bad, because of their absolutely awful first edition charms and being relatively new to the 2nd ed. scene. And both of them had powerful unique charms that fit their splats aesthetic and that Solars did not have.

Ithle01
May 28, 2013
There's a difference between being the best at everything and being the best at what could best be called "human ability". Granted "human ability" is a fairly large area, but there are noticeable gaps that Lunars, Sidereals, and Dragon-Blooded can fill in. DBs are doing this pretty well, even if their charm set is trash at least it's unique. No one so far is advocating Solars being the best at everything, other splats clearly have their strengths, but whether that's mechanically reflected is another issue.

Lunar shapeshifting has always been an issue. Originally someone thought that Lunars getting shapeshifting meant they didn't need disguise charms. This was, in hind sight, a bad idea so when GotMH came out Lunars got disguise charms (although they were pretty crappy charms, but that's because they were mental influence and we all know that works). However, Lunar shapeshifting shouldn't be balanced around a Solar disguise charm because lunar shapeshifting isn't about disguise. Sure, you can use it for disguise, but it's not the main point. In my opinion it shouldn't even be a major point, but that's just me, I'd prefer it to be a large grab-bag of varied and unusual powers among which you can make yourself look like someone else. Or turn into a fish, or a bird, or a rat, or ..... etc etc

As far as I can tell Solars get Sorcery and artifice as their purview because 1.) GCG thought playing a reincarnated sage-god-king was awesome (I agree) and 2.) It reflects Solars as the embodiment of humanity's conquest of their world through tool-use, of which sorcery and artifice are the ultimate expression.

Ithle01
May 28, 2013

Bedlamdan posted:

After looking over the ensuing conversation, I think I'm not particularly invested in the idea of Solars being 'the best' in terms of mechanics. I still like the idea, setting-wise, where they acted as the leaders of the Exalted host before falling into a decline, but there's really no reason to enforce their superiority over the other splat types. I'm really curious as to how or if this will be handled: ideally I'd prefer to see the gaps in power lessened and Dragonblooded/Sidereals/Lunars getting to edge out Solars in certain respects.

I'd like to see the gaps lessened too, but let me explain that a bit. It's not that I want to see the gaps lessened so much as I want a combat system that isn't so stupidly binary that it can be reduced to "you must be this tall (dice pools must be this high) for you to ride (why are you even in this fight?)". The problem with 2nd ed. combat was not that Solars were overpowered (although, they kind of were, but that's not the point). The problem was that the best way to beat a Solar was to mash the A button. It's like watching the world championship of Street Fighter and seeing a guy win because he did the same stupid move over and over versus watching Guilty Gear.

Bedlamdan posted:

The way I've always seen it is that Solars need to brute-force their way into extraordinary effects while the other Exalts get to accomplish it at default. A Sidereal can use fate magic to move the mountain, and make it so that the mountain was in a different spot since, well, forever. Meanwhile a Solar has to uproot the mountain and lug it all the way to where it needs to go. A Dragonblood can take a deep breath and exhale a tornado, a Solar has to make to do with shouting loud enough to blow his enemies away. It certainly doesn't help that Solars, as the default splat, receive the most mechanical support. Prior to all the errata, the Solar charm tree was pretty unpleasant in its own right. One-weapon two-blows was an unbelievably worthless charm.


That looks like how it's going to turn out in Exalted 3E: Lunars get unique abilities based on the form they're taking. But yeah, I think that shapeshifting should be less for disguise and more for turning into a miles long cobra that will poison the rivers of Creation with its venom or something like that.

I'm not a fan of the brute force analogy because I find that it leads to people 'brute forcing' their way to deciding that Solars are the best at everything forever. Instead I prefer Solars to stick to a very powerful, perhaps overpowered, purview of 'human ability taken to perfection'.

Also, a miles long cobra that poisons the rivers of Creation was one of the etc in my post. I swear. Honest.

Ithle01
May 28, 2013

AdjectiveNoun posted:

He also still has seven/eight charms and 21 ability points (possibly more if he uses his Bonus Points) to specialize in other things where he will definitively beat the Lunar. So... congrats to the Lunar's defining Exalt characteristic for being able to make them marginally more effective at their supposed niche than a freshly Genned Solar.

Infiltration/disguise/stealth isn't the Lunar niche, it's just something their actual niche makes easier.

Ithle01
May 28, 2013

LGD posted:

No, but Shapeshifting is, and infiltration/disguise/stealth are areas where it should be unambiguously useful. A niche is some useful role that you can fill or perform in a game. "Sneaky spy guy" is a niche. "Can physically turn into a rat" by itself isn't. If a Lunar's Shapeshifting ability (potentially supplemented by charms) lets them fill that "sneaky spy guy" role competitively with a Solar then they have an actual niche in the game. If a Solar of equivalent essence can unambiguously beat out Lunars even in situations when they're using their "thing" (Shapeshifting) to maximal effect then Lunars don't have a real niche in any kind of mixed game.

The thing about shape shifting is that it's so broadly applicable that although a Solar can beat a Lunar at one particular area there's still going to be at least one, and probably several, other areas that the Lunar is still better at. Lunars were intended to be excellent generalists in comparison to Solars and in play I've noticed that they perform this incredibly well. A player of mine was a Solar in one game and a Lunar in another game that was running simultaneously. He found the experience for both satisfying because he didn't focus on one role when playing as the Lunar. If you want to think in terms of roles Lunars aren't a great option for you compared to Solars.

Ithle01
May 28, 2013

LGD posted:

And this is a rebuttal to the notion that the hydra comes down to stylistic and aesthetic choices? Because it sure sounds an awful lot like a defense of Wizard Supremacy- no, you can't defeat them in a fight or contribute on the same level even in the areas in which you're most specialized but you have such deep roleplaying potential!

Saying that the other splats can't contribute or be competitive because of Solars being the best specialists is hyperbole. This isn't Wizard Supremacy because splats aren't character classes.

Ithle01
May 28, 2013

PrinnySquadron posted:

I think the Solars coming back should be a big deal, but I can't bring myself to agree that they should be the Best at everything. I think it just makes them really boring. I've heard at least one guy in a game I've been in go off about how you shouldn't even need other Exalts, since you should just get a Solar to do it, and one guy (though he got a lot better about this) managing to completely outrank everyone at combat and making it way more difficult for the GM to make combat encounters that were challenging for him, but also wouldn't just wipe out the rest of the party, and the idea of continuing and supporting that line of thinking just bothers me.


EDIT: The guy that made the combat monster ended up just making Lunar or mortal characters since otherwise combat became a joke.
EDIT: There was also the person who FLIPPED THEIR poo poo when my friends Lunar beat their solar in combat, that was hilarious.

As we've said, Best at Everything is not actually what people in favor of solar supremacy usually want. Unless those people are jerks. Those guys you mention, they sound like jerks. What most of us want is for Solars to be the best at what they choose to specialize in and for the list of potential specialties to encompass all twenty five of the abilities on the character sheet. And also sorcery.

Ithle01
May 28, 2013

Excelsiortothemax posted:

I'm on the fence about being very worried and excited that the combat engine is being rewritten again. It just sounds like what happened to EX 2nd where it went through so many rewrites and had so many left overs from previous formats that it was left a hot mess afterwords.

The mock-up of the dodge charm tree gives me some hope that the system will be mechanically decent since it has more than five charms in it and I doubt it's just iterations of 'dodge better than the last charm'. I'm not expecting it to be great, but I'll be very surprised if I'm house-ruling things before I even start the first game. I'm more worried about things like Hero Rides Away or the Ebon Dragon charm tree that let you troll people's memories showing up in the core book (as opposed to at some much later date or in the form of 'hey here's some charms that people at our game table made up').

Ithle01
May 28, 2013

mistaya posted:

I just hope the vast majority of that dodge charm tree is available at say, Essence 3 and they aren't wasting a ton of time developing charms at a game level no one in their right mind plays at.

Or they could make some of the higher essences actually playable instead of an escalating scale of ridiculous. That'd be okay too.

From what I've read the devs want to do both of these things.

Ithle01
May 28, 2013
Yeah this quick NPC system isn't doing much for me. It's already more complicated than it has to be and it doesn't do much to help with essence/charm users. It would be nice to have something like sample combat packages to give NPCS. For example Wyld Hunt Package #1 gives a damage booster, a soak enhancer, and an elemental blast whereas Wyld Hunt Package #2 gives an Onslaught increasing charm, an elemental blast, and a Defend Other charm.

Ithle01
May 28, 2013
I don't know, as a GM I think a 'roll for consequences/events' system could make Crafting pretty interesting. It just needs a bit more interaction between player and GM. Maybe a system where the GM picks a certain number of challenges for the task and then the player gets to roll against these challenges with failure requiring halting the project or accepting an additional consequence or upgrading an existing one into something worse. A push-your-luck mechanic might also be a good idea. That way 'weaker' Crafting splats could make powerful artifacts, but would be discouraged from doing so.

Add on some sort of negotiation process too?

edit: here's a draft of what I mean. This is just me tossing poo poo around to see what sticks late at night while I'm bored so it's not exactly well thought out.

You start with X number of events/'problems' with your artifact. Maybe these are the exotic ingredients, maybe these are other things like small curses or side effects like toxic run off from your project. Whatever, they're what we'll call Minor issues. The GM tells you the roll interval based on the nature of the project and you can choose to compress this, but now you have to suffer additional Minor consequences to do so. You roll X times. Each time you succeed you pass and you only have to do whatever the Minor thing that's required of you. If you fail you either halt and suffer a Major consequence (no one escapes for free) or you can re-roll. If you succeed there then you get to continue, but now one of your Minor issues is a Major consequence. Fail on that re-roll and you can roll yet again. If you succeed there you suffer a Critical consequence, but crafting continues. Failure means your project comes to a terrible halt and that Critical consequence befalls you anyway. What exactly defines a Minor/Major/Critical consequence could be scaled for the level of what you're making.

Ithle01 fucked around with this message at 10:50 on Nov 6, 2013

Ithle01
May 28, 2013

LGD posted:

One charm becomes 25 apparently going by the numbers above. I just don't think it works out that way in practice super often because the system mastery aspects are fairly obvious and while I won't pretend they're a good thing I don't think too many people opt for a 3/2/2/2 distribution of virtues and don't spend any BP on WP and then in game go "oh time to jack this up to 10."

Actually, people do this all the time so it may be obvious to me or you, but it's definitely not obvious to most gamers. Most of the gamers I meet refuse to acknowledge system mastery as a "thing that exists" and just refer to it as munchkinism or power-gaming if you don't slap the dots down on your character sheet going by whatever 'feels right' or some other happy horse poo poo.

Ithle01
May 28, 2013

Lymond posted:

On the subject of holdovers from previous editions, have we heard anything about the Virtues for Exalted 3? Temperance has always seemed like a poor choice. It doesn't create interesting roleplaying opportunities: a character with high Temperance rejects choices that go against his principles and might cause him trouble. You face a moral quandary and you exert self-control: no drunken brawls or unwise affairs to mess up your life.

This is reflected in the Temperance Limit Breaks, which are either boring and uninteresting (disappear from play for a week) or make you act like a man with no self-control—you know, the opposite of what the Great Curse is supposed to do. The way to make Temperance interesting is to reduce your score in it.

Although I'm not defending the implementation of Temperance I believe the original goal was to make your life interesting by forcing you to not take the easy way out of things. It's not supposed to be about drunken brawls or unwise affairs, it's supposed to be about honoring the law when the law is clearly awful, upholding an oath that is inconvenient, or telling the Empress that she is, in fact, not wearing any clothes. In my opinion the problem here is that in general players would pre-emptively avoid getting into any of those situations.

Ithle01
May 28, 2013

Stephenls posted:

The way Geoff described it, it was supposed to be a bit like Pendragon, with the ST calling for Virtue rolls constantly and the players constantly reacting to their characters refusing to take optimal courses of action because their own hangups keep getting in the way.

Nobody liked this except Eric Brennan, though.

Eric Brennan and me apparently. While I was typing that I was going to use Thomas More as an example, but then I couldn't decide if he was more Conviction or Temperance although I'm fairly certain he's more Temperance.

edit: misspelled the name. Moore is a completely different guy.

Ithle01
May 28, 2013

Plague of Hats posted:

I'm also not so sure about that whole "let's be the industry exception in our art" thing anymore, either. I don't expect it to reach Exlated 2 levels of cheesecake, but I would not be surprised by a pretty standard showing of bikini witches. As much as it sounded like it in Skype, I don't think I was ever actually on the same page as John and Holden when it came to that.

See, this is the part that gets to me the most because they could've gone the route of "let's not do what all those other people are doing*", but instead they went "skeevy anime creepers are, like, half our drat fan base. Time to feed them."

* Except for all those people who've finally gotten their poo poo together after seeing the writing on the wall.

Ithle01
May 28, 2013

Stephenls posted:

I'm not aware of any such agenda. The feeding creepers thing, I mean. That's not a thing we consciously decided to do. You can observe that our set of examples so far are not setting a sterling record but please don't assert it to conscious effort.

Yeah I was running my mouth a bit there, I certainly don't think that there is a conscious agenda, but it's pretty obvious that some of the people aren't thinking their decisions through very thoroughly at times. Well, let me rephrase that, it seems odd to me that these bad decisions were even considered in the first place. On the other hand, the good decisions, which easily outnumber the bad ones, are pretty good. Take a recent bad decision for example, Baphony Clad in Verdigris (or whatever the name is), I don't really have a problem with her as character that is one of five signature characters for a splat about decadent power mad demon-kings, especially since she gets to be the Dawn-analog and will presumably be an awesome god-monster. However, when you send the art notes to the artist maybe try to add a suggestion that says "Hey, people are really up in arms about last editions depiction of women, maybe don't pick this one or if you do then try to avoid having her spilling out of her clothes". In your mind you might know 'yeah this character is going to be great', but all we get to see is 'yay, bikini witch Infernal'. Great, more second edition'. Which seems to me, to be the disconnect here. Holden and others, including you, keep telling us how great everything is going to be based on stuff we don't know about and all we see are the few spoilers - some of which contain some pretty drat stupid ideas. Two steps forward, one step back from our point of view.

It just seems weird to have someone realize that martial arts only xp is a bad idea within hours of posting about it, but at the same time not want to change things that have been known problems for years and that had already been solved over in nWoD well before work on Ex3 began.

Ithle01
May 28, 2013
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.

Ithle01
May 28, 2013

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.

Well ideally I'd like the abilities to be trimmed down from twenty five into twenty or fifteen, but since that's not going to happen I think this is the best solution for the situation. I prefer that charms do what the ability does and not what someone thinks it's associated with because that leads to all kinds of crap. Also, variable xp cost on charms (similar to the Alchemical submodule system) to help with the really specific charms not being worth the xp cost.

Ithle01
May 28, 2013
The "bad" abilities can be very easily compensated for with a few simple choices. Investing in summoning, allies, or Compassion and a virtue-channel replenisher can easily substitute for those dots at a much more efficient xp-exchange. And who wants to spend 40-50xp so you can roll slightly higher at stuff that you might only roll once per story? What's so well-made about a character sheet with the dots splashed all over the place anyway?

Ithle01
May 28, 2013

A_Raving_Loon posted:

You make ways to roll it often.

If you invest heavily in a skill, you make it the tool you use to assault problems.

I think you misunderstood what I meant because that's my point exactly. Why divide the xp up among abilities you're terrible at so you can be mediocre at them instead of dropping the xp into something you use to brute force your problems. I wasn't saying don't invest in new avenues, I was saying that being strong at one thing is better than being weak at two because Exalted is definitely designed to favor specialists.

Ithle01
May 28, 2013

Stephenls posted:

Perhaps if we implemented some sort of system whereby it's more expensive to max a single trait than attain basic competence in several....

So, how's that bp/xp thing going? Still two systems, one with flat and the other with scaling costs? Or how about ability/attribute xp costs scaling up as you go while charms cost a flat amount?

Ithle01 fucked around with this message at 21:25 on Nov 28, 2013

Ithle01
May 28, 2013

Lymond posted:

I also see little point in the attribute and ability systems. I don't understand the game design logic for "start at the pinnacle of human capability and then stay stuck there for the rest of the campaign": it's not narratively interesting and it serves little purpose as a gating mechanic. The only Attribute/Ability gating that players have to deal with is for things that lie outside their broad areas of expertise, and the game already heavily rewards you for specializing. It's unnecessary and (as I prefer generalist groups that make preparing sessions easier) also undesirable.

You don't stay stuck there, charms are natural expressions of your abilities. It's not like getting a 5 is the end of your character's development in that ability, the true test of capability is what charms you take after that. I also vastly prefer specialist groups because I find them to make things more interesting. Like watching someone use a chainsaw to solve a 'hammer' problem. The gating problem doesn't really bother me, just that the way the costs are setup is rear end-backwards and everything should be either flat or scaling. Preferably flat.

Ithle01
May 28, 2013

Heart Attacks posted:

I dunno, depends on whether it's martial arts, martial arts, or martial arts where all the fun stuff for mortals hides.

The sad thing is that this is actually a legitimate question that you're asking.

Ithle01
May 28, 2013
They're also absolutely horrible to use without figurines and a map. Nothing like having to stop and do some trigonometry in the middle of a fight to figure out where each of the five combatants are positioned relative to each other.

Ithle01
May 28, 2013
You could actually go over your willpower cap (yes, even past 10) with the Great Curse in 2nd edition so that's not actually a new thing.

Ithle01
May 28, 2013

NutritiousSnack posted:

I quite honestly don't buy that release date since despite doing layout they are still doing part of the sorcery playtest even now and they seem to have been much firmer on a vague summer release then June. Still they are saying June.

Nobody with an ounce of sense believes the OPP website release dates. You got called out on this because it was literally unthinkable that you would have gone by the release date on the website. 'Official' Ex3 release dates are actually a running joke in my gaming group.

Ithle01
May 28, 2013

NutritiousSnack posted:

Except I never said it's coming out in June, I said supposedly it's coming out in June. There is a key difference there, one is "this is what they're saying" and the other is "WoD MMO is out next and will change gaming forever"

So basically we're all just agreeing that the release schedule on the OPP website is terrible and the whole idea of it should be scrapped? Okay.

Ithle01
May 28, 2013

Ettin posted:

There's a new skill spun off from Martial Arts for it. :iamafag:

. . .

Also: Let's say I wanted to get into Exalted so I know who to ban in RPGnet Exalted threads before this next one comes out. Which books should I definitely be looking at/deliberately walking around while avoiding eye contact?

The four books they offered during the kickstarter are a good start. I have physical copies of all of them, but even I sprung for the $20 to get all four in a nice pdf format that isn't some pirated piece of crap. The four in question are Scavenger Sons, Games of Divinity, Savage Seas (actually you probably want to skip this one because it's 120 pages about boats), and Creatures of the Wyld. Personally, I'd add Blood and Salt as well as Manacle and Coin to the list, bear in mind M&C is about finance and money so not a huge draw for most people. The second edition book Compass of Celestial Direction 2: The Wyld is also pretty good, so is Book of Sorcery #4: Roll of Glorious Divinities.

In terms of avoid....wow I could go on for a while. Pretty much half of second edition could fit in that category because so much of it is awful for so many reasons.

Ithle01
May 28, 2013
The introduction of the Dreaming Sea alone gives me some hope. How did we have Exalted for twelve years and no one thought to add a Mediterranean + Black Sea? That and some of the additions to the North and West look good.

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Ithle01
May 28, 2013
How about we just get rid of the concept of 'end states' for Exalts completely. Or limit it to a side bar with about five or six suggestions for individual groups to farm for ideas.

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