In the interest of
not talking past Kaiya, I'm going to carry on!
Dice manipulation can have meaning or context- that's the mark of a good manipulation mechanic. There are good dice manipulation mechanics in 3e, both in isolation and in aggregate. I
dislike how prevalent they are, but I am not going to sit here and say they don't function.
My fundamental argument is that the
execution of the charm trees as presented in 3e was a profound step backwards, unlearning lessons from second edition that, despite opinions to the contrary, actually
did have excellent game design alongside it's own awful issues. Remember, 2e had the 10 steps, and a concrete order of modifiers chart for arbitrating bonuses and checks. 3e does not. By the same token, 3e leaned away from Keyword mechanics, though I wholly agree that in 2e a lot of keyword mechanics were about binary resistances instead of meaningful interaction, contributing to whiff-splat and bad-touch memes.
But that aside, I have a treat for you. I've done these for the 2e Solar trees, so let's try this dance again. Today I tackle...
3rd edition Solar Archery.
Okay, so a handful of key points about my understand of 3e mechanics and it's charms- I might be incorrect, I may have to seek clarification, but I still consider myself reasonably capable of analyzing these mechanics.
- The base Storyteller system is unchanged, d10s at TN7, Attr+Ability pools + other modifiers.
- Solars get their 'Excellencies' for free under a condition
- There are no longer 2nd and 3rd excellencies- it's now 'Add dice only' and 'increase static values', with a contextual Supplemental/Reflexive split.
- (oh god why why?)
- The real reason is that their dice manipulation mechanics play nicer with the ability to increase your pool than adding successes 'after' a roll. so 2nd excellency got axed.
- 3rd excellency was cut out likely because of re-roll mechanics included later on.
- Supernal exists to create 'spikey' characters that can dig deep into a tree and become meaningfully powerful/distinct out of chargen.
- Starting characters can pick 15 charms before bonus points.
- 3e charms are not (all the time) borgstromantic. We are not expected to read them as communicable pieces of information, but as natural consequences of 'A Solar in Action'.
Wise Arrow
This charm is a simple introduction to 3e Solar Archery- but I must state it's wording is somewhat convoluted. It's essentially an inverted penalty negator (removing a target's bonus, instead of removing a penalty to your own action). It also adds unnecessary boilerplate, because the Uniform Keyword
should convey that the Charm works on Withering/Decisive equally. That covers the first clause.
The second clause is a firm example of what I would call a qualitative effect, and that makes it a
solid Charm. By taking/enhancing an Aim Action, it allows the Solar to treat targets in total cover (defined in 3e as I guess being what 2e would call inapplicable?), removing that tag and replacing it with a +3 defense modifier.
My critique of this charm lies in the efficiency and efficacy of the writing, not it's effect- "This Charm reduces cover bonuses by 1" where Light/Heavy has no meaningful distinction. If there is such a distinction, it's that it's second clause requires the callout so that people don't get to shoot targets behind full cover at +2 Def instead of +3.
Sight Without Eyes
A comprehensive penalty negator that extends into a qualitative effect of 'Ignores visual impairment' before seguing into a secondary function that lets her see targets behind cover. I have thematic issues with this Charm but not mechanical ones. I wonder if it works on Blindness?
I feel this Charm needed explanation on it's timing and utilization, because it's a 1m Tick-long effect that has no associated roll- do you just activate it reflexively whenever you want? Is it meant to do that? Or does it require you to prepare an attack before activating it? I assume the former, but I am not certain.
Blood Without Balance
This is an interesting mechanic in that it hinges on 'Gambits' as defined by 3e. I have to bounce between sections to understand how these things work, mind, so bear with me.
What this Charm seems to do, is let you skip the Aim Actions required to make ranged decisive attacks outside a certain range band. And then if your attack is below a certain initiative, gain bonus dice to make up for it.
So- this is overall a
good idea/
mechanic that takes far too many steps for my preference/design ideology. Obviously that's not necessarily true of anyone but me, but It bears stating. The dice added by this Charm exist to offset the potentially low initiative of an opportunistic decisive attack- so this is what I'd call an 'agnostic' or 'mechanistic' dice manipulation. It exists to perform a function and not much of a mechanical or thematic statement.
Force Without Fire
This is a revision of 2e's Forceful Arrow, where 3e removed the Knockback keyword. For withering-attacks only, this Charm is a contextual attack based on for Short/Close range-band targets. On the one hand, limited context like this creates evocative images/limitations, but the complexity required may be a design tradeoff. The actual effect is to trade Initiative for knocking an opponent back into another range band. It also can stop 'rushes'. As I understand it, a Rush is basically tethering yourself to an opponent so that you can stay in slashing range.
Trance of Unhesitating Speed
...why did they get rid of extra-action charm templating/keywording? *sighs*. Okay, so this Charm is pretty straight forward- you split your Init pool and double 10s; I had to check and confirm that Decisive attacks normally do not double 10s. Since decisives ignore soak, the smaller pools and 'spikes' caused by exploding 10s make the comparatively smaller pools due to splitting more meaningful. Like Blood Without Balance, these double-10s are less about making a mechanical/thematic statement and more making the charm functional. Like with several other Charms, it waives the need for Aim Actions at-range.
One key mechanical/thematic advantage is that this Charm has a flat cost in and of itself, defraying that onto the idea of the Imitative pool itself. It has a good mechanical through-line for that reason.
Phantom Arrow Technique/Adamant Arrow Technique
I... don't know what to say about this one. It seems such an oddball effect. It's base rider is 1m/essence arrow. You can also 'burn' an intimacy into the attack for bonus dice? I guess it's so you can say "I shoot you with my love/hatred/perverse glee!' Which makes sense. I've had similar ideas, but this mechanization leaves me somewhat cold.
But, having said that, this is still the most meaningful dice manipulation I've seen so far!
The followup auto-expansion is
much more thematically interesting in that it creates a qualitative effect (an indelible arrow) which in turn can be imbued with all sorts of meaning by player action.
Fiery Arrow Attack
It's an attack... with an arrow, that sets things on fire. It's... This is a boring but functional charm- it has a qualitative effect but it's main draw is that it can let the player launch fiery arrows without special equipment and the fire itself scales with the Solar's Essence. Also +1 autosux on Decisive Damage rolls, which is a Big Deal because Decisive does not subtract soak.
There Is No Wind
Here we have a categorical penalty negator like the vision one from earlier- with the added functionality that it
waives the need for aim actions with Withering Attacks.
Accuracy Without Distance
So this Charm basically sets the 'Speed' of an Aim Action to 0, to use 2e terms, and/or makes it Reflexive so it segues neatly into the subsequent Attack. It also converts the bonus dice into automatic successes. I don't understand if this Charm waives the need for additional Aim Actions for attacking at medium+ range. I think if it were me, you'd likely go Slow Aim, Wait until your turn AWD Aim + Attack; Additionally AWD converts aiming dice into automatic non-charm successes.
The obvious statement here is that a Solar is Best at Aiming. They can do it faster than you, more effectively. I would argue that this could be done better still as a Charm, but it functions.
The Essence 5 repurchase I
think evokes the 2e version I'm more familiar with, in that it lets you fire a withering attack at a crashed opponent. (I don't fully understand what that means so I can't critique it). Even if the attack 'misses', it still rolls damage- does it mean Decisive or Initiative damage, or both?
Arrow Storm Technique
This is a massive area-effect archery attack, relying on 3e's Range Bands more than concrete yard-measurement. Not an argument for/against, but worth acknowledging. Every target takes [Perception + Divided Initiative] damage.
I think this is a fair charm. I'm wondering why these multi-attack charms keep saying 'The Exalt's Initiative does not reset until every damage roll has been completed.'
Flashing Vengeance Draw
It's a Join Battle Adder that lets you make an Unblockable Attack if you're first. This makes the obvious statement of 'The Solar is the fastest draw in the Direction'.
Hunter's Swift Answer
This is essentially an 'Attack of Opportunity' mechanic. One I only find obnoxious in that such a mechanic seems poorly placed in Charms- and/or could have better been a
counterattack charm with the 10 steps of combat in 2e. It's novel that it's attached to the Disengage action, so credit due there. At the very least there ought have been codification and templating for off-action Attacks like these!
Immaculate Golden Bow
I think this stands as self-evident. You make an artifact with Essence, complete with Evocations- Like i am pretty sure the default weapon gets some Evocations before you start buying more via repurchases. This charm
offends me at a design level even if I appreciate the appeal of such a potentially awesome homebrew opportunity.
Like... let's assume that you get 4 evocations by default with this charm (it doesn't say either way but the corebook says a powerbow is a 3 dot artifact, which means it has Evocations). You have to brew up all 4 of those yourself with your ST- and you get them for the cost of a single charm. And then you can buy
more evocations with xp. I still don't know the average spread of XP per session, was it 16 or 20 from the xp exp split? In any case either the game gives you a
lot of resources to buy these things, or you hyperspecialize into homebrew madness.
Dazzling Flare Attack
This is a charm that is a combination of
potentially meaningful dice manipulation with a quantitative/qualitiative effect. I say potentially, because the manipulation and tracking of a die result is not inherently meaningful without due consideration.
If you roll a 10, you get +1 autosux on the 'attack' not the damage roll, just the attack. Every 10 after the first adds 1 to the raw damage. It's these if-statements and conditional logic that trip me up- not that they're hard to understand, but that there are
so many of them.
The far more interesting element of the Charm to me is that it's a
flare, that can be used to void stealth attempts. I almost wish this were a Dragonblooded Charm (I haven't read their book), for how it 'fits' into the narrative. The Solar equivalent in my mind would've been a Holy effect, but 3e apparently dropped that in favor of something else I haven't seen or completely.
In terms of formatting, this Charm... should not have been written this way- it's reliant on Fiery Arrow Attack anyway, so it would've made more sense to just expand the text of that charm with a repurchase or similar, instead of making it a Brand New Charm. Like in context of 2e, you had to
pay for each charm you added to a combo- whereas 3e does not have any kind of combo-creation system for good or ill. So splitting things up into separate Charms was as much a statement of 'you cannot seamlessly segue from one into the other, you have to train/practice to do this'.
This is not a statement of 'Bad Charm', this is 'Could have been written more efficiently with fewer words'.
Seven Omens Shot
So this Charm requires you to aim for 3 'rounds', converting the bonus dice to successes like AWD, and adds sux over DV to your intiative when rolling decisive damage. It's apparently supposed to stack with AWD, but I don't fully understand how it's supposed to work. Like, if you aim for 3 rounds, are you getting +3 dice per round, for a total of 9? If so, AWD's function here is to you aim faster in exchange for fewer successes... but how can you shorten it to 0 aim actions? Can you?
I... don't understand how this charm works. I really don't. Which means I can't really analyze how it conveys meaning.
Setting that aside, it's thematic place is fairly clear. You take a long, patient shot, aiming until you can strike that
perfect blow. I'm honestly not sure if this makes a statement though, because if other splats get aim magic, then it's not really telling me anything about Solars other than 'They have to aim for 3 rounds to hit people really hard'.
Forgive this brief tangent, but I want to expand on that- in 2e, only two splats got TN manipulation, Sidereals and Infernals, and the latter only in limited ways. Because TN manipulation was also synonmous with Fate manipulation. So only fate-manipulating entities could do it. This was an important part of conveyance and thematic comparison/contrast. Conversely, if you made it so
everyone could manipulate TNs, then the feat itself stops being meaningful or becomes a general 'Thing' Exalted or magical can do.
Revolving Bow Discipline
...Why was this laid out like this? Someone bap the editor with the corebook, please.
Mechanics! This is the rapid fire battering down defenses Charm. I find it interesting/telling that this has a flat cost and just says 'You keep attacking until you miss'. You don't have to
pay to attack beyond any supplemental or reflexives as well. It has limitations/boilerplate so you can't abuse it on Crashed opponents, and you are
rewarded with willpower for crashing foes. A reward signals something very clear- that you want to crash people, that crashing is good and you get good things for it.
Finishing Snipe
A 'Free Attack' that is giving me nam flashbacks to Shrikes, this attack of opportunity mechanic lets you make an immediate Decisive attack on a crashed character within 'range', not a specific range, just Range- crashes. It provides no other bonus. My question is this- What defines 'A simple action that would prevent her from attacking?" Like... this is so subjective. I'm sure it's supposed to mean something like 'You are not already taking a Simple Action' But... I don't know. It just feels vague.
Rain of Feathered Death
I.. what is this, I don't even. You had a
perfectly good mechanic in Trance of Unhesitating Speed? The fuck is this charm trying to say....
Okay, you fire one shot, and it splits into [Dex] arrows for 3m each. You then roll each damage pool in order, subtracting damage successes from Intiative until you get to zero? But you can't do less than [Essence] damage per hit anyway?
I. What is this. I don't even.
Shadow-Seeking Arrow
Building off of Dazzling Flare Attack (and acutally reasonable as a standalone Charm), it lets you Attack of Opportunity (there it is again!) against an opponent you spot with an Awareness check. It has the Uniform Keyword, so it's Withering/Decisive-OK.
This is... I'm sure this is a cool charm to use, but it also seems like such a Stop/start mechanic. You have to track who's in stealth, if they're spotted, then resolve X attacks for total # of stealthed opponents. Like- I honestly want to see a combat run with a ninja team vs someone using this charm, I want logs, I want to
see how this gets run. It's mechanistic and solid, creating a useful if fairly uninspired ability or action. "I can attack people I spot in hiding outside of initiative order."
"I get to attack more often."
Searing Sunfire Interdiction
Okay, this is a Charm that is a gambit in and of itself with it's own built in Difficulty, and you're given double 9s to make the gambit more likely to succeed. You
also get to go first if you take an Aim Action beforehand, with callouts for resolving magic vs magic. (Oh Charm Rolloff, how I miss you...) If the gambit goes off, it forces the target to be delayed by a number of ticks determined by the roll. I can tell you right now that this kind of thing
would not fly in a 2e game, where tick manipulation was one of those third-rail mechanics. I can't speak as to how it works in 3e.
I think this is exacerbated because... I think Ticks are just 'Where' you are in the initaitive order, and there are only so many Ticks in a given Round? Like # of Ticks in a round = # of different Initiative Values. So if you have 6 people all whit Initiative 20, there's only One Tick, but if there's 6 people with Init 4 5 6 7 8 9- that's a 6 tick round? Please correct me if I'm wrong!
In any case, you can use this Charm to force someone to
give up their turn. My critique of this mechanic is that it's... context-agnostic. It's focused on
quantitative manipulation of numbers and relative positioning than any meaningful impact on the game world. Oh yes it has fantastic tactical viability, but it's 'orphaned' from the rest of the play space when it focuses on things like Initiative Order. Like, what I'm trying to explain here is that this Charm is in my mind, inferior to one that knocks an opponent off a cliff. Not that it's
useless, just functionally less interesting. Granted, it's advantage is that it will
always work regardless of context.
Hmm, repurchases... So the first one makes it easier to pass the gambit. The 2nd one 'resets your attack'? I guess that means you get to attack again- which makes the 'cannot use on same person twice' clause reasonable. An E5 upgrade (and this is very much Supernal Fodder) lets you use it twice on the same target- and forcing the target back twice shoves them a
range band away. Again, useful, but context-agnostic. At E6, you can use it as often as you want? A 2nd E6 repurchase lets you attack one person for Cost+ WP, then just Cost for ever
new target.
Okay so this is the first really
big Charm that I've run into. It's designed as a tactical tool around battlefield timing control. Fine in and of itself, but I look at it and feel
cold. This is not a Solar Charm. This is a 'metagame' Charm. This is intended entirely to be a thing that makes less of a statement about Solars and more plays into the
initiative system as a platform for having fun. Nothing about this Charm says 'Solar' to me except that it's in the midst of a Solar Charmtree.
Solar Spike
Another aim-waiving Charm. (See, templating!) Okay so this is... Like Phantom Arrow's intimacy-stapling effect. Why didn't it lead off of
that charm instead of Dazzling Flare attack? Anyway, Attack at range without aiming, replaces damage with Willpower * intimacy rating she is invoking to protect/uphold. This Charm reminds me of an overal trend I saw with 3e Charms in that they wanted to distribute competency across more character concepts, so you didn't have to buy a billion combat wombat charms to be effective- this is what I'd call a 'Shore Up' Charm. This is for your Socialite or non-combat spec character to bring in some muscle without violating their concept.
I think it could be worded more elegantly and boilerplate stripped out by templating/keywords, but it's functional. It makes the statement that a Solar can fight with their Willpower and Intimacies, but not much else.
Heart-Eating Incineration
...that sounds like a Lunar Charm. I'm sorry but it does. Okay, expands Solar Spike, conditional on Bonfire Anima, turns it into a living projectile image. Adds Intiative to Solar Spike's Raw Damage, and triggers Initiative Reset. It lets you regain motes if you kill the target.
...But why though? This Charm is an incoherent thematic mess. It tells me
nothing meaningful or interesting about Solars other than 'They shoot their Feelings' and they can om-nom motes from things they kill; the most evocative part is that the target
burns to nothing, but that's it.
Dust and Ash Sleight
... sonnova... I need to
hurt something. Sure, you can make Seven Omen Shot faster- so they explicitly wanted that Charm to be slow so you'd
have to buy upgrades for it to create an
illusion of progress. And then instead of doing anything
interesting with this, they just say buy the charm again and you can get the bonus successes back! This is what I mean by
meaningless dice manipulation.
Heavens Crash Down
Okay, so this is a 'Chips are down' Charm. You're Crashed, Can't use it in Perilous or to force yourself into Perilous, and relies on you being at your -4 HL. (How often does that happen I wonder? Legit curious). This is a
Limit Break, a desperation move. It makes the attack strictly better, and skips the intiative system almost entirely in favor of smashing the opponent directly. 'Clash' as I understand it is the 3e system term for attacking on the same tick/cross counter.
Streaming Arrow Stance
Another aim-waiving Charm! This is probably meant to be synergistic with the fact that most games are 3-5 PCs, so obviously this lets your archer help the melee and martial arts guys and 'compresses' the timing so you aren't stuck spending a lot of dead rounds Aiming.
Whispered Prayer of Judgement
I can't facepalm hard enough. Okay, so it keys on Aim Actions, that's good (though a bunch of Charms waive them?). But all it does is add
dice. This just says that an E5 Solar (or 2 if you're Supernal) can hit Harder than normal after aiming.
Okay, so you're all probably going to take my snarky tone of 'Shyft holds a grudge'. I suppose that's fair, but I hope some people find this insightful.
Edit: In hindsight I needed a concluding paragraph:
Offhand, very little of this Charmtree looks synergistic- these are all one-off effects or short 'sub tree's that speak to small slices of 'Archery' tropes. I suppose it's fair to say that a Charm Tree ought feel like a Moveset, instead of a series of vaguely compatible effects that tend to vie for space on both my character sheet and my mind.
Like, there are
26 Charms here, not counting repurchases. A great deal of them just change some largely interchangable function of the dice or your final results. There's a
glimmering of what the Solar Archer is supposed to be like here, but again 3e is not actually
trying to tell us what Solars Do with their Charms.