"You Post was quoted already and I ain't gonna delete it."
"You Post was quoted already and I ain't gonna delete it."
It makes sense that, from a Lunar perspective, the bond that some Lunars have to specific Solars would be called The Solar Bond.Keeping it as the Solar Bond is disappointing to me, however reframing it as something not innate to all Lunar Exaltations, but an after-the-fact phenomenon carried forwards by some Lunars works wonders to redeem the concept in my eyes.
Sure, but my preferred interpretation is to give Lunars a Lunar Bond feature in their charmset that lets them dedicate themselves to specific individuals as a statement of the transcendent passions of the Argent Madonna, and leave it open who those bonds are. Forget Solar Mates - Mortal Mates! Demon Mates! Ghost Mates! Bondmates are just A Thing Lunars Do!It makes sense that, from a Lunar perspective, the bond that some Lunars have to specific Solars would be called The Solar Bond.
In the same way I expect that, from the Solar perspective, the bond that some Solars have to specific Lunars would be called The Lunar Bond.
The only reason why it wouldn't be called out would be that they are in two different books, for some asinine reason no doubt related to the several hundred Charms that were stuffed into the Solars/Core book.
That was a thing in TAW, wasn't it?Sure, but my preferred interpretation is to give Lunars a Lunar Bond feature in their charmset that lets them dedicate themselves to specific individuals as a statement of the transcendent passions of the Argent Madonna, and leave it open who those bonds are. Forget Solar Mates - Mortal Mates! Demon Mates! Ghost Mates! Bondmates are just A Thing Lunars Do!
It was.
..... a question. Something I observed.
Are terrestrial spells equivalent to essence 3 charms?
Ok. Let's look at things:
Eagle wing style = azure chariot. Both can fly. But one can bring along other people, while the other can be out in combos.
Opening doors. Door evading technique or lock opening touch = violent opening of closed portals. So.... the end state is the same. But different ways of getting to it.
Solar excellencies, craftsman needs no tools, and crack mending technique is replicated by incantation of effective restoration.
Yes, but everyone can cast terrestrial spells. Just not, like use restoration to repair a wall. Charms are more flexible. Spells are more grand.Exalted should strive to avoid ever establishing equivalences between what different splats can do at different Essence levels. Once you do that, you've lost the primary benefit of having splats in the first place.
Imo, the only real mechanical point of having different splats is to have multiple instances of bloated Charm sections.Exalted should strive to avoid ever establishing equivalences between what different splats can do at different Essence levels. Once you do that, you've lost the primary benefit of having splats in the first place.
It was a thing that was floating around in the collective Lunar Discourse, and TAW picked that route, yeah.
Imo, the only real mechanical point of having different splats is to have multiple instances of bloated Charm sections.
Yes.And the value of that is that you can do different things with different Charm sections. If the DB Charmset is just the Solar Charmset with all the Essence prereqs increased by 3, there's no point in having them be separate.
Besides, we all know the place to copy the Solars charmset but with less fun is in Abyssals not Dragonblooded.It's not inherently a bad idea to standardise things that are amenable to standardisation, like dice adders. The more you do this, the more space you have left to do things that are actually unique, rather than have to repeat yourself over and over again.
Agreed!It's not inherently a bad idea to standardise things that are amenable to standardisation, like dice adders. The more you do this, the more space you have left to do things that are actually unique, rather than have to repeat yourself over and over again.
I actually had the chance to ask Vance why there were so many dang charms- and the answer was basically 'Because of Supernal, and how we want the measure of a character's competence/divergence in how many Charms they have of that Ability.'Agreed!
Edit: Someone should really have told that to whoever decided to make a zillion and one Charms that are just dice tricks.
I can see why they'd want to avoid that problem, since it's something that did in fact irk me about 2e.I actually had the chance to ask Vance why there were so many dang charms- and the answer was basically 'Because of Supernal, and how we want the measure of a character's competence/divergence in how many Charms they have of that Ability.'
2e's small trees of comprehensive Charms apparently made it too easy for 'character concept overlap'. So their core design goal was making sure that everyone had enough Charms to start the game as Distinct, and remain distinct for as long as possible. I think this was... not executed well. And there are a lot of unfun knock-on effects to this in 3e's progression model.
I can see why they'd want to avoid that problem, since it's something that did in fact irk me about 2e.
Unfortunately, I agree that they botched the execution. In some ways I think it got worse.
dude, they're very aware that some players dislike this design. But lots of other people really, really do like having a zillion charms and many dice tricks to choose from and combine. It's not a point of obvious wisdom that fewer charms = better. It's a trade-off, you get people who don't like lots of Charms more interested, while losing the people who like how Charm interactions in Exalted work and who enjoy having more varied, distinct builds.Agreed!
Edit: Someone should really have told that to whoever decided to make a zillion and one Charms that are just dice tricks.
Some people like BlueWinds' stuff (I tuned out pretty quickly so I can't comment to it), but since it aims at simplifying everything I'm not sure it will interact well with throwing in actual 3e Charms as you go.While we're talking about the merits and lack thereof of 3e's charm setup, might I briefly hijack the discussion? I'm looking to introduce some friends to Exalted 3e soon - I'll be running the game - but I was worried that the multitude of charms in the 3e core would be too much. I went snooping around the interwebs and found a set of houserules and simplifications that look solid to me, if somewhat lacking in some of the flair present in the 3e charms (BlueWinds' house rules & Simplified Solar Charms - Onyx Path Forums).
What I'm really after is some advice here: Do you folks think it's reasonable to use the simplified rules and charmset and then add more charms from 3e core as we go, focusing on charms that do 'new things' rather than lots of random dice tricks?