- Location
- Gladstone, OR
Okay!
So I need to stress this right out- Numbers, dice, Quantitative mechanics are not bad. They are useful and can be impactful, meaningful and any number of positive things. My argument is that later 2e and currently 3e over-emphasizes them, and does so in an ill-conceived manner that results in the negative states of '900 charm bloat' and 'glacial progression'. Putting the vast majority of dice manipulation in Charms as the exception system also creates a perverse incentive that leads away from utilizing the base mechanics- taken to the extreme you stop using the base mechanics entirely, which is a Problem.
Before I get into the fun design philosophy, a quick note about the ST system probabilities- firstly, a d10 at TN7 with 10-as-2 is effectively the same probabilistic distribution as a coin flip, 50/50 chance of success over R rolls. (The heroic 10 just evens out the distribution). You'd get the exact same probability if it was TN6+ with no heroic 10s. This is why in Warhammer 40k, the Space Marine save is 3+, or a 4-of-6 faces chance of succeeding, compared to the Guardsmen/Eldar save of +4, or flat 50/50 chance.
Secondly, as @Dif mentioned, storyteller systems favor Getting Bigger and Staying Bigger, which generally makes the pool results even out. 5-10 or even 15 dice are much swingier than 20-30 dice.
Okay, so now we get to the fun part.
The oversaturation of die-adder Charms in 3e is poor design because it wastes time, space and other resources- both the developer and the player. This is not an argument if one finds it more fun- that's actually more easy to believe because 'fun' is rooted in 'play', that is to say wiggle room, advantage-seeking, optimization. It is fun, psychologically, to get bigger numbers and see bigger results out of our decisions/efforts. But that doesn't change the fact that Ex3's charms and dice manipulation mechanics could have been designed more elegantly.
Again, this comes back to the brilliance of the Excellency, and how in 1e, charm bloat of 'meaningless' die adders was an endemic problem. 1e Alchemicals prototyped the Excellencies, and then 2e codified them properly. 3e proceded to keep excellencies (and make them free), as well as give more dice manipulation in a system that was already overburdened with charm/artifact exceptionalism. A lot of my frustration with 3e lies in how they took an obvious step backwards in effective design.
And like I mentioned before, this created a perverse incentive to avoid other mechanics. Who here knows what Teamwork dice are? Or Circumstance Dice. Or Tool bonuses? All three of those mechanics, properly elaborated, are far more interesting for the handfuls of dice they grant than any charm-based die adder. For the fundamental reason that they require you to engage with the game world. Charms isolate the player. The focus the player on themselves as an island of mechanics in sea devoid of interaction except when those 'spikes' of competency are relevant. Oh I understand completely that there are other incentives to interact, but the fundamental structure still stands. Exalted 2e had the same problem, where a great deal of it's 'engagement' mechanics and theming were ignored in favor of careful certainty and security.
People never liked sticking their neck out for assets, because doing so was risky. Risk is good though, Risk is memorable, and when carefully managed, is fun. The design goal of a game is to balance risk with it's resolution system (dice), or in the case of Exalted, make a statement of when your dice matter. 2e's difficulty/threshold success scale was extremely short, but it was very useful in establishing that the expectation is not for the world to scale up for an Exalt.
A strong, healthy mechanic for a game is one that promotes the preferred mode of play. Overburdening the design with exception-charms that are essentially contextual less die adders (even if context can be added/inferred) is unhealthy. Now if 3e's 'preferred mode of play' is this island-tower of dice manipulation, so be it, but I will still critique it as being a step backwards from the utility of template dice adder charms.
Which leads me to the hopefully final point: Dice are meaningless on their own in context of Exalted- moreso 2e because it has implicit statements as to what dice mean. Dice are not superhuman in and of themselves. Oh sure, if you roll 30 dice you are 'superhuman' in that no other human can match you except with some alternate mechanic. (It's like saying the 30 success guy can do it in one roll while the regular guy does it as an extended roll over time).
Take Perception+Awareness to notice detail. Even as an Exalt, you are limited to human vision. You can't see what the human eye can't see, even if you have infnite threshold successes. Oh sure you'll still see quite a lot! But not everything. To actually see more than humanly possible, you need a Charm to lens your dice through. This is the advantage of focusing the majority of dice manipulation on foundational Charms like Excellencies- acknowledging that in 2e, having to buy so many of them was an experience burden in an already xp-light game.
So I need to stress this right out- Numbers, dice, Quantitative mechanics are not bad. They are useful and can be impactful, meaningful and any number of positive things. My argument is that later 2e and currently 3e over-emphasizes them, and does so in an ill-conceived manner that results in the negative states of '900 charm bloat' and 'glacial progression'. Putting the vast majority of dice manipulation in Charms as the exception system also creates a perverse incentive that leads away from utilizing the base mechanics- taken to the extreme you stop using the base mechanics entirely, which is a Problem.
Before I get into the fun design philosophy, a quick note about the ST system probabilities- firstly, a d10 at TN7 with 10-as-2 is effectively the same probabilistic distribution as a coin flip, 50/50 chance of success over R rolls. (The heroic 10 just evens out the distribution). You'd get the exact same probability if it was TN6+ with no heroic 10s. This is why in Warhammer 40k, the Space Marine save is 3+, or a 4-of-6 faces chance of succeeding, compared to the Guardsmen/Eldar save of +4, or flat 50/50 chance.
Secondly, as @Dif mentioned, storyteller systems favor Getting Bigger and Staying Bigger, which generally makes the pool results even out. 5-10 or even 15 dice are much swingier than 20-30 dice.
Okay, so now we get to the fun part.
The oversaturation of die-adder Charms in 3e is poor design because it wastes time, space and other resources- both the developer and the player. This is not an argument if one finds it more fun- that's actually more easy to believe because 'fun' is rooted in 'play', that is to say wiggle room, advantage-seeking, optimization. It is fun, psychologically, to get bigger numbers and see bigger results out of our decisions/efforts. But that doesn't change the fact that Ex3's charms and dice manipulation mechanics could have been designed more elegantly.
Again, this comes back to the brilliance of the Excellency, and how in 1e, charm bloat of 'meaningless' die adders was an endemic problem. 1e Alchemicals prototyped the Excellencies, and then 2e codified them properly. 3e proceded to keep excellencies (and make them free), as well as give more dice manipulation in a system that was already overburdened with charm/artifact exceptionalism. A lot of my frustration with 3e lies in how they took an obvious step backwards in effective design.
And like I mentioned before, this created a perverse incentive to avoid other mechanics. Who here knows what Teamwork dice are? Or Circumstance Dice. Or Tool bonuses? All three of those mechanics, properly elaborated, are far more interesting for the handfuls of dice they grant than any charm-based die adder. For the fundamental reason that they require you to engage with the game world. Charms isolate the player. The focus the player on themselves as an island of mechanics in sea devoid of interaction except when those 'spikes' of competency are relevant. Oh I understand completely that there are other incentives to interact, but the fundamental structure still stands. Exalted 2e had the same problem, where a great deal of it's 'engagement' mechanics and theming were ignored in favor of careful certainty and security.
People never liked sticking their neck out for assets, because doing so was risky. Risk is good though, Risk is memorable, and when carefully managed, is fun. The design goal of a game is to balance risk with it's resolution system (dice), or in the case of Exalted, make a statement of when your dice matter. 2e's difficulty/threshold success scale was extremely short, but it was very useful in establishing that the expectation is not for the world to scale up for an Exalt.
A strong, healthy mechanic for a game is one that promotes the preferred mode of play. Overburdening the design with exception-charms that are essentially contextual less die adders (even if context can be added/inferred) is unhealthy. Now if 3e's 'preferred mode of play' is this island-tower of dice manipulation, so be it, but I will still critique it as being a step backwards from the utility of template dice adder charms.
Which leads me to the hopefully final point: Dice are meaningless on their own in context of Exalted- moreso 2e because it has implicit statements as to what dice mean. Dice are not superhuman in and of themselves. Oh sure, if you roll 30 dice you are 'superhuman' in that no other human can match you except with some alternate mechanic. (It's like saying the 30 success guy can do it in one roll while the regular guy does it as an extended roll over time).
Take Perception+Awareness to notice detail. Even as an Exalt, you are limited to human vision. You can't see what the human eye can't see, even if you have infnite threshold successes. Oh sure you'll still see quite a lot! But not everything. To actually see more than humanly possible, you need a Charm to lens your dice through. This is the advantage of focusing the majority of dice manipulation on foundational Charms like Excellencies- acknowledging that in 2e, having to buy so many of them was an experience burden in an already xp-light game.
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