I appreciate the clarification. I'm having a little bit of trouble picturing it in actual play, and that may just be that I'm not sure what all you're covering under "gameplay hoops."
Let's run with your example of raising an army with HSDD. You pop a "raise an army" Charm, and boom, you have an army - there are no ST obstacles to that happening. But! Say your new army threatens the next country over, so they send in their own army.
I guess the thing I'm trying to suss out here is, "When does 'I pop a Charm and resolve the situation' end?" - or does it? Like, is there any particular reason I shouldn't have "My army kills their army: the Charm?" Are there more hoops to resolve this situation, or is it solved as trivially as the last? If it isn't, why not?
I'm not sure whether I'm even asking the question right, here, but I'm having some trouble sussing out what this hypothetical game would actually consist of. Does that make any sense?
Okay- So 'traditional' game structure is: "Player wants to do something. The storyteller decides that, to make sure the player appreciates what they have, they put obstacles or requirements in the way to achieving it'.
Exalted deliberately said 'No, you don't do that, you have Charms, so focus on the consequences of having what you wanted, not the day to day of getting it'. Craft is the big exception, because Craft has such a huge gameplay impact with mechanical assets.
Like, if a mortal king wants to raise an army, they need to go out recruiting- finding willing soldiers or hiring mercenaries. They spend scenes of effort which may or may not be rolled, with varying levels of difficulty, and all of this exists to arbitrate the
quality and quantity of their starting forces. These are all game actions that can be roleplayed.
HSDD goes "Everyone who hears this now loves me/my cause, and will fight for me." Skipping
most of that.
Exalted Charms generally not supposed to solve
situations, they're supposed to
create them by their use. I use HSDD to make an army. Now I have an army. What now? Don't get me wrong- there are several Charms that exist primarily to bypass whole plot types by design, but the intent of all of those, is to keep the game focused on
doing stuff and not on grunt work.
This tangents back to I think what everyone deals with, love/hating the combat system and 'balance' therein. People want Exalted combat to be a
game not unlike DnD, where it has meaningful tactical choices and so on. This is not an unreasonable desire, but in asking it to be a
game, you give up on various setting conceits and demand awkward balances of power. It's the "How many DBs should threaten a Solar" problem. That question is firmly gamist- it's not actually anything relevant to the setting, it's "I have this enemy type, and I want to challenge my players."
Exalted is not about
game challenges, it's about moral and ethical challenges. I have unimaginable power, am I good or bad?
Craft is the exception to the 'Expedite Action' model of Exalted, because it's trying to sell how
hard it is for anyone not Exalted
to craft artifacts and manses, and that these things take
time. Time that justifies the pace of the setting before the Solars return or the Realm fragments under civil war.
It serves as a timer and pacing mechanism to prevent players from glutting their sheets with gear to solve all problems.
Let's see, back to your original question of 'where does pop charm/resolve situation' end? The answer to that varies, because on paper you actually can extend it pretty far.
I raised an army, but now the local nations all want to remind me they have armies too. A diplomatic scene ensues where I use my social charms to convince them of something that benefits me. This is fine, because even in using social magic, I invite consequences: What if
others see the sudden diplomatic coup and suspect vile Anathema mindstomping?
Do I mindstomp those supsicious nations? Can I? Do I have to crush them with force of arms? Do they call the Realm on me in response? That's Narrative Aggro, those chains of decisions and consequences. The nuts/bolts "I roll to do X" is actually
irrelevant at this point.