But that's beside the point. The thing is, there are people who don't want dice tricks. They have to take them anyway. They can't just ignore them. Obviously, they're not too happy about this.
If you rearranged the tree to make Excellent Strike a leaf, it'd make the game better for a fair number of people without making it worse for anyone.
You could say this about any prerequisites though. By the very nature some people won't like them but have to take them anyway, it's kind of the point. Heck Infernals based their whole concept of off undesired prerequisites.
I'm basically still kind of ruminating on @DayDreamer's point from a while back, about how Exalted says it wants to be about character drama and grappling with the consequences of power and a holistic world that draws on actual coherent economics and anthropology and stuff but... Looking at what it incentivises, what it emphasises at a systems design level, that kind of comes across as a fever dream.
To add onto this though, I do think there's room for quite beefy combat mechanics in a game about character drama and grappling with the consequences of power, etc.
Exalted very much takes the stance that authority ultimately comes from ability to enforce your will, and in Creation (especially for a Solar) that often means violence. Creation is a world where a lot of problems kind of do need to be solved, at least initially, by breaking heads. I do think that having an explicitly simulationist system, where you don't get to fudge results to make the story more interesting, is a valid choice and corresponding statement about the PCs role in the world. I think that a lot of Charms don't provide enough interesting decisions in play—it's often pretty clear if you should use one in a given situation or not—but the basic idea can be solid, and they do allow for interesting meta-level choices and corresponding restrictions (if you have built a hammerer, you have a strong incentive to try to find out how to make every problem a nail).
A number of mechanics, such as flaring your Anima, are already pretty reasonable emergent consequence generators if the GM is on the ball—it can create interesting decisions about to what extent you're willing to escalate a given situation. The best solutions probably aren't even mechanics, or at least mechanics the PCs engage with: they're optional guidelines or subsystems to figure out the general kind of consequence of a given set of actions.
Like, say that you want some kind of "what kind of attention are the PCs drawing based on their actions" guidelines. Maybe you have a mechanic where you tally up the PC's significant accomplishments for the session + number of times they flared Anima, rolling a die, and then using that to generate some effects into the larger world (PCs did 3 noteworthy things and flared Anima twice this session, and their total noteworthiness from previous sessions 6. Here's a table that I roll on, which says that "moderately powerful regional figure in the same Direction hears about their accomplishments and takes an interest." They're in the South, and I like the Perfect, so maybe a bunch of spies from Paragon start infiltrating their desert kingdom. Next session can be them finding one and things spiraling from there).
I do think that the gold standard should be some kind of actual downtime subsystem where PCs get to be more actively involved with the world though, because Exalted is a game about player agency and letting PCs shape things on a macro level as well as a micro level ought to be encouraged.
You could say this about any prerequisites though. By the very nature some people won't like them but have to take them anyway, it's kind of the point. Heck Infernals based their whole concept of off undesired prerequisites.
There's a difference between prerequisites that you're not super keen on, prerequisites that you actually don't want, and prerequisites that offend your sense of how the game should be.
For proof that this is an actual problem, see this thread. Observe how unpleasant a small number of unwanted Charms in key places can be.
Infernals was doing something pretty specific, and this situation is completely different. I really don't think the two cases of unwanted prereqs are comparable at all.
PS: I decided to check the math in the Rising Sun Slash chart I posted, and things got a bit weird. First equation that came to mind fit the chart perfectly. But then I tried it on a situation where I already knew the answer - the odds of triggering RSS on 4 dice - and it gave an answer that I knew couldn't be true. I'm not totally sure what's wrong with the equation I have or what the right equation is.
In the defense of annoying prereqs that are THAT offensive, there's always room to homebrew alternate Charms to replace them for a particular Solar. Charms are, after all, very personal, supposedly.
Agreed, and a fun read as well. You sketch the area out well, and found a good balance for exploration, stealth, tone-setting and, eventually, combat. I think this is the first mortal prelude I've read in Exalted, and it captures that sought-after tone of being a small fish picking away at the margins of a grand ruin. I look forward to more.
It's actually funny, we've had 6 mortal sessions and about 4 Exalted sessions, meaning that currently the prelude has actually been longer than the actual game, lol. That said, I'm very thankful for your praise, further updates will explore the near-lying town of Rusted Iron, the most insane career path ever and dead things marking ages past with nothing but their wake, leaving us not even a memory or text to interpret the decisions of the ancients.
It's actually funny, we've had 6 mortal sessions and about 4 Exalted sessions, meaning that currently the prelude has actually been longer than the actual game, lol. That said, I'm very thankful for your praise, further updates will explore the near-lying town of Rusted Iron, the most insane career path ever and dead things marking ages past with nothing but their wake, leaving us not even a memory or text to interpret the decisions of the ancients.
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.
I mean, I'm mostly opposed to it because I break out in a cold sweat at the very thought of spending hours - nay, days - trawling the internet and determining exactly which dice trick Charms are mandatory and how many actually interesting Charms that get my creative juices flowing will have to be gutted and left to die on the altar of my own neuroses. Obsessive optimization has been a perennial problem of mine in tabletop gaming, and I was amazed at how much less stressed I became after moving on to systems like GODLIKE, where the main goal is "what does your character do?" and the mechanics are a malleable mesh to wrap around and express that idea - or Exalted, where I can sit down and build up an Exalt's general narrative capacities and story beats based on which Charms I pick.
"Reroll all 1s on Archery rolls" and other dice trick whatthefuckery is essentially a Lovecraftian horror made of mathematics hiding behind a mask made from old copies of TIME magazine - I gain little of value from analyzing the surface strata, but diving beneath it will destroy me.
Again, in my case it's more that I dislike it because it sets off at least three or four of my disorders and turns me into a quivering blob at the mere thought of looking at the 3E corebook. (Anxiety + OCD + Autism + ADHD) + (TTRPG + Extensive Math) = Bad Things.
I'll admit that some of your explanations in the thread have made it significantly less eldritch, but there's still the lurking paranoid horror of "what if I spend IRL months tweaking a throwaway NPC's statline again".
I mean, I'm mostly opposed to it because I break out in a cold sweat at the very thought of spending hours - nay, days - trawling the internet and determining exactly which dice trick Charms are mandatory and how many actually interesting Charms that get my creative juices flowing will have to be gutted and left to die on the altar of my own neuroses. Obsessive optimization has been a perennial problem of mine in tabletop gaming, and I was amazed at how much less stressed I became after moving on to systems like GODLIKE, where the main goal is "what does your character do?" and the mechanics are a malleable mesh to wrap around and express that idea - or Exalted, where I can sit down and build up an Exalt's general narrative capacities and story beats based on which Charms I pick.
"Reroll all 1s on Archery rolls" and other dice trick whatthefuckery is essentially a Lovecraftian horror made of mathematics hiding behind a mask made from old copies of TIME magazine - I gain little of value from analyzing the surface strata, but diving beneath it will destroy me.
Again, in my case it's more that I dislike it because it sets off at least three or four of my disorders and turns me into a quivering blob at the mere thought of looking at the 3E corebook. (Anxiety + OCD + Autism + ADHD) + (TTRPG + Extensive Math) = Bad Things.
I'll admit that some of your explanations in the thread have made it significantly less eldritch, but there's still the lurking paranoid horror of "what if I spend IRL months tweaking a throwaway NPC's statline again".
I promise you, I promise, you can run out of the corebook with literally no NPC tweaking, and the worst result is that your players don't feel challenged enough. I have run Ex3, and I have all of those conditions you mentioned. I had to miss class last week because I literally couldn't get out of bed, I was freaking out so bad. Exalted Third Edition is very fail-safe. It's designed from the start to make sure that, where it fails, the PCs win rather than lose.
Your Excellency is so strong in Ex3, you really don't need dice tricks unless you plan to regularly fight other Solars. You can just grab them as a prereq and ignore them if they aren't.
Excellent Strike, Dipping Swallow, Fire and Stones Strike, Durability of Oak Meditation, Ox-Bodyx2. Melee at 3, Dex at 4. This is viable. You won't win a duel against Octavian or Ahlat, but you can keep up with even relatively combat focused Dragonblooded through the strength of your mote pool and your Excellency, and rely on your Circlemates with more combat to do the big stuff while you still get hits in and influence the course of the fight. You don't even really need Durability of Oak or the second ox-body, it's just kinda cool to have. All of those Charms I listed are Essence 1, and will carry you through to fighting combat-spirits and non-Immaculate Dragonblooded solo, even. You might not win, but given you aren't playing the super combat guy, you'll probably have social charms to help with that and flurry social influence in combat.
With all due respect, Kaiya, that response has nothing to do with GardenerBriareus's problem. Obsessive optimization is not driven by the fear that you won't survive without it.
Actually, it's a worse problem for the GM, who's basically immune to all consequences and has infinite resources.
With all due respect, Kaiya, that response has nothing to do with GardenerBriareus's problem. Obsessive optimization is not driven by the fear that you won't survive without it.
Actually, it's a worse problem for the GM, who's basically immune to all consequences and has infinite resources.
He said he was concerned about having to constantly tweak NPCs in the GM position. I assumed that meant he had anxiety about TPKs because the math was too stressful to parse?
But I've occasionally had the same issue, and for me it had nothing to do with any consequences. Actually, it was more likely to strike when I was making characters that wouldn't be played at all.
PS: Not sure if this is relevant, but I feel like mentioning it anyway...the first fight I ran as an Ex3 GM involved a DB and some not-especially-skilled mortal minions absolutely demolishing a Solar PC. The DB used nothing except her excellency and it was still utterly one-sided.
But I've occasionally had the same issue, and for me it had nothing to do with any consequences. Actually, it was more likely to strike when I was making characters that wouldn't be played at all.
PS: Not sure if this is relevant, but I feel like mentioning it anyway...the first fight I ran as an Ex3 GM involved a DB and some not-especially-skilled mortal minions absolutely demolishing a Solar PC. The DB used nothing except her excellency and it was still utterly one-sided.
What did the Solar have? The guideline for holding your own against supernatural threats is pretty much "Any five combat charms". You can definitely build a Solar who can't one v one a Dragonblooded, but they tend to either be really unlucky or lack combat charms and Excellency.
It only has to be an act of physical intimacy not sex. This means that your Lunar can break a Solar mate out of their funk by having a friendly passionate sparring match. Because the Exalted are all shonen protagonists.
Nah the bright slap isn't affectionate enough it would be more like this.
Your Solar and Lunar start to affectionately lower property values in the surrounding area.
Add the user's strength for the purposes of determining all rolls to induce or cause or resist knockdown to his attacks for the scene. When thrown add user's strength to subject's difficulty to maintain balance.
[Need Name]
Brawl: 2; Essence: 2;
Price: 5m;
Duration: Scene
For every five feet you move between a feat of strength or attack add 1 to your strength score until the limit of your weight (Str+Athl to lift you)
Becomes permenant at Brawl 6.
Reduce a point of defense, dodge, parry, soak, or exotic effects from magic (Dolorious reflection or SAE) for every yard covered inbetween an attack or jump or climb. Extra successes do not add to damage and gains are lost when jump or climb (like with arms wall running okay), descent/falling counts but 'resets' the gain when jump or climb or similar. The buildup time can be extended by committing additional 3 motes for another Essence turns, this does not count against charm usage. If you reduce the armor (or an object's) soak to zero each additional point acts as a multiplier for attack successes (for other charms/effects than adding to damage) or reduce damage from contact, like with fiery being, a porcupine, or falling damage.
(thinking about allow this to have a high essence auto upgrade to allow you to spend charms to the straight, it seems "bypass combo system for it is terrible" is the ultimate power in this game and thus enabling it with some on limited charms is a good thing)
When superstrong characters do stuff as application of strenght as a trick (Hulk quakes earth, or smack hands to shockwave out stuff, and so on)
This lets you do this to target or make disasters or effects with the difficulty of the save the challenge
Basically the idea here is that this is how a solar martial artist imitates all those Elemental effects that are taken as a given when someone has super powerful martial arts. They're also meant to be a bit crude. As in obviously you can make a Maelstrom in the sea but it's not going to be equal to whatever a water aspect or a water Elemental would pull off period duration would be increased by drawing from damage as with other statistics of the effect.
It also lets you effectively increase the range and the abilities of your stunting through strength and attack. When someone meets into a natural Hazard or event they can then just attack it and then describe how their damage fixes or ameliorates what they were attacking
You know those Shockwave attacks people are always doing with their super strong? Yeah this is that for solars. Again it's based off of being skillful with her Force. The idea is that it changes depending on the medium broadly being based off of the five elements of exalted
When it strikes someone they roll Stamina plus Athletics in order to stay on their feet. may divide attack between attack and a push
Earth: range audible to a target touching adjacent solid structure. 1/2 damage. Assume default
Water: range if can locate. Full damage if touching same water. No more than movement range if outside outside/not touching same/shared body of water. May effect more than one target at a time if in strength yards of target or number of times equal strength (this is split up for the attack)
Fire: snuffs or reduces intensity of source or adds to it then induces adjusted flame effect to those in range of its heat. If the attack would snuff the fire cause a ring of explosions tthatcan be dodged may be parried with stunt or charm. This has a range of the attacks raw damage in yards but the damage is the typical damage of that fire, the solar can control who subject to the shockwave, as always
Air: this charm cannot propogate through air without Sovreign Smoke Rebuking Te but if attack an opponent in mid air has a lingering and devasting effect on the organs of balance of the target. They roll Stam+Athletics check after every move action (when stop moving or change position, or jump, or land) for the number of success of the attack parried or applied to character in turns.
Wood/Organic/ofthebody: enhances blows to anyone touching object and self
Sovreign Smoke Rebuking Te
Brawl: 5; Essence: 5;
Price: special
Duration: Permenant/indefinite
Also called the "divine art of halting air"
Solar gains unity of body and spirit with his or her artform such that no target beyond their rebuke. No matter the composition of their target or attack it is sstruck or held soundly and true or pushed aside with not more effort than normal and with the intended effect. Unlike Spirit Walking of the Immaculates this doesn't let you see the immaterial. but you can smell and feel them, albeit indistinctly as through a barrier or gloves or numbing..
Your attacks affect those of bodies as solid as tempered steel or strange as of jelly or sand with no loss of effectiveness from such nature.
The supernaturally immaterial are also effected though differently with the damage of such attacks having the effects like Ox Stunning Blow and lasting for a similar duration to the minimum of the turn and secondary effects from charms, knockback, grapples, trips, or other effects crossing over.
finally in addition to their charm use a solar may sacrifice any physical attribute to enhance the power of their attacks as well as range or other effectiveness, the solar using their movements displacing pressure to delivery their attacks
Significant Hearty Swat
(its the buddha palm for solars)
[formula goes here]
enhances
accuracy, range, defense, rate, area of effect (number of targets or actual area?) one of these auto upgrades with every attribute spent. Not sure which.
Grasping Hand Technique
Cost: 3 motes
Type: Reflexive
Duration: Instant
Min. Brawl: 3
Min. Essence: 2
Prereqs: Thunderclap Rush Technique
The character reaches out as an opponent attempts to strike her, and removes her weapon. If the character is attacked by a weapon, she may make an immediate disarm attempt against its' wielder, which is resolved as normal. If the attempt succeeds, the attack fails automatically. The character may make this attempt barehanded without danger. This Charm is considered to be a parry, and may not be used with a parry, although a dodge may be attempted before or after it.
Hook Hand Approach
Cost: 2+ motes
Type: Supplemental
Duration: Instant
Min. Brawl: 3
Min. Essence: 2
Prereqs: Ferocious Jab
The character's hand moves in a blur, grasping an opponent's weapon. For every mote spent past the second, add one die to a disarm attempt by the character; in addition, the opponent's reflexive Wits + Melee roll is at a difficulty penalty equal to the character's Essence.
Level Field Attitude
Cost: 6 motes, 1 Willpower
Type: Reflexive
Duration: One Scene
Min. Brawl: 5
Min. Essence: 3
Prereqs: Grasping Hand Technique, Hook Hand Approach
No weapon may strike the character; any attempt is met with fierce retribution. As long as the character is unarmed, she may make a free disarm attempt against any weapon which attacks her for the remainder of the scene. This disarm attempt is considered to be a parry, and may not be combined with a parry
Hip checks tthigh, thigh checks hip
Cost: 5 motes
Duration: one turn
Type: reflexive
Instantly allows to break a grapple or end one pushing aside an opponent by ssstrength*2 ffeet with the effect of ornery sheep play on balance. if in control of grapple when used may do so adding to throw with the effects of heavens thunder hammer on knockback.
Salt Under-hoof Action
Cost: 3 motes Duration: Instant Type: Reflexive Min. Brawl: 3 Min Essence: 1 Prereqs: Sledgehammer Fist Punch
This charm can provide or enhance an attack against lower or prone target. If a target is suffering from the penalties of being prone or at least -/+2 penalty/difficulty due to position or, as a general guideline for the ST for applicability, if the Exalt's knees are above the target's head before the attack is made this charm applies.
A character rushes to strike his indisposed target. It is defended against (however the target can in their position see Prone condition pg 235) normally but due to the magic of this charm enhancing the Exalt's superior positioning and control of his weight in applying the attack add his Strength to an attack's minimum post-soak damage dice. Distance matters not and an Exalt using this charm may close it between any foe subject to this charm in an instant. Against inanimate objects, that qualify though this automatically includes the floor and even (non-animate) corpses, the charm additionally counts the Exalted's entire attack pool as automatically successful without any penalties counting toward the attack
Pugilist's Knuckled Banquet
Cost: 3 motes, 1 Willpower Duration: Instant Type: Reflexive Min. Brawl: 3 Min Essence: 1 Prereqs: Cock Jeers Fox
While under the effects of this charm a successfully landed blow can be as nourishing as bottle of water after a desert march.
The brawler can convert points of raw damage from an attack that hits into motes of essence. The amount can be as much as he wants but this lowers the damage of an attack on a one to one basis.
Recent discussions on what I consider wrong with Exalted has finally inspired me to start writing an actual (somewhat rough) port of the Horizon Break ruleset to run some kind of Exalted-esque thing that actually does the things I want. If anyone's interested in this project, especially in running a game, let me know.
For those unaware, Horizon Break is a dice management RPG built around the idea that you can be good at a lot of things, but not all at once. Each character has has a set number of dice that they put into actions over the course of a period of time—focus on your attack and your defense will suffer, choose to run really far and you'll have less attention to figure out where the ninja want. This system is designed to scale from the micro level (rounds of combat) to the macro (what you're up to during months of downtime).
If the above sounds interesting, the rough draft of basic resolution rules, characters, and Charms is below. If there's interest I'll try to have a workable set of core rules finished by the end of the week, and then start filling in subsystems and specific Charms as people are interested.
Basic Rules said:
Whenever a player wants to do something, they first describe what their character is trying to accomplish, and how they're setting out to do so. This is an Action. Actions are resolved by rolling Dice. The player rolls however many Dice they have and sums the numbers on each Die, adding some modifiers along the way. That number is compared to a set Difficulty. If it matches or exceeds the Difficulty, the Action succeeds. Otherwise the Action generally fails.
The number of Dice assigned to a given Action is something that the player needs to choose. At any given time a player has a total of seven Dice that they can spend on various combinations of Actions during a given Round (a period of time), and they'll need to prioritize. During combat, for example, a character might want to be making an offensive Action, a defensive Action, an Action to move around an area, and an Action to look for where a stealthed enemy vanished to.
Dice aren't assigned directly to an Action, though—instead, they're assigned to an Action Pool representing broader categories of things. Hitting an enemy, attempting to disarm them, or sweeping their legs are all offensive Actions, for example. By default, a character gets to make a single Action from each Action Pool per Round—once a Die has been assigned, it stays there until the end of the Round when it Refreshes, leaving the Action Pool and becoming available to reassign on the next Round.
Solars, the prototypical player character, have two kinds of Dice: Mundane Dice (d6s) and Solar Dice (d10s). Aside from producing better numbers, Solar Dice can also be used to power Charms—some Charms require they be assigned to a given Action Pool to be used, others require that a Solar Die be expended and replaced with a Mundane Die for some period of time to fuel some incredible exertion. By default, a Solar gets five Mundane Dice and two Solar Dice, but as they increase in Essence Rating more of their Mundane Dice will turn into Solar Dice.
When a player attempts an Action, there are two modifiers applied to their roll to determine the sum. First are Flat Modifiers: numbers added or subtracted to the total, which generally come from Gear (equipment) or the environment. Second are Scaled Modifiers: when a roll has a Scaled Bonus, the characters rolls extra Mundane Dice equal to the Scaled Bonus alongside the assigned Dice, discarding the Scaled Bonus lowest rolling Dice when summing the roll. Scaled Penalties function much the same, adding extra dice equal to the Penalty value, except that the character must discard the Scaled Penalty highest when summing the roll.
There are four potential sources of Modifiers in Horizon Forge: 1. Abilities and Traits, 2. Charms, 3. Gear, and 4. unique circumstances and the environment. Unless otherwise stated as Stacking, no bonus or penalty from one of these categories stacks with another bonus or penalty from the same category. Bonuses and Penalties cancel each other out before being applied: a Scaled +2 Bonus and a Scaled -1 Penalty equals a Scaled +1 Bonus.
Stunting—thinking of a clever or cool description for an Action—always gives a Stacking Scaled +1 Bonus to the relevant Action.
Abilities—generally aptitudes—and Traits—specific talents—together represent the mortal talents of a character. Abilities are selected from a preset list: each of a given character's Abilities have a Rating between 0 and 3. Ability Ratings are used as a Scaled Modifier for any relevant Actions. Each Ability also has a number of associated Traits: characters may select a number of Traits for a given Ability equal to their Rating. The Ability "Lore", for example, has Thaumaturgical Expertise (X), which allows for knowledge of the a number of thaumaturgical rites of a given area of Thaumaturgy.
Charms are supernatural powers that generally require Solar Dice to use. A given Charm will generally require that a Die (always referring to a Solar Die) be Tapped, Burned, Exhausted, or Committed to use it. A given Die can only be Tapped once per Action, but imposes no other penalty.
A Burned Die must be immediately, before the roll is made unless otherwise stated, be replaced with a Mundane Die until the end of the Round. An Exhausted Die operates like a Burned Die, except it does not become available again until some period of time has passed, generally the end of the current struggle. A Committed Die represents some ongoing sustained effect—Committed Dice operate like Exhausted Dice, except that at any time the character can choose to terminate the ongoing effect, gaining the Die back at the end of the Round.
Solar Charms are organized into five Castes: Dawn, Eclipse, Zenith, Twilight, and Night. Each category is further divided into different Tiers based on minimum Essence Rating required to obtain them. Charms have a further requirement of some minimum Ability Rating, but do not generally require specific pre-requisite Charms. Each Solar belongs to one of the five Castes, and may purchase Charms from that Caste as though their Essence Rating was one higher.
Upon obtaining their first Charm for a given Ability, the character gains that Ability's Excellency, allowing them to always Tap a Die when using that Ability to convert one of their Scaled Dice into a d10.
Sample Charms (these reference a number of mechanics not yet expounded up here, but should give you a sense of how this system plays out in practice):
Fists Like Hammers: Dawn Caste Tier 1, Requires Athletics 2.
This Charm modifies an Attack Action while Unarmed or wielding a Heavy melee weapon. You may Tap a Die to make an Attack impossible to Parry unless the target is capable of Parrying Huge foes. You may Exhaust a Die for the Encounter to make an Attack Action automatically inflict a Stacking 1d10 Armor Negating damage if successful or if Parried, or to destroy any nearby object in the Zone or shattering the ground, creating an Unstable Footing Zone Property, removing a Zone Property relating to a nearby object, or any similar logical thing.
Commentary: this Charm turns someone wielding a big, two-handed weapon into a downright terror against anyone hoping that a shield will save them. The "passive" effect allows the Solar to ignore a potentially massive bonus for the other person, forcing them to evade rather than stand and take it. The "active" effect can be used as a finisher to deal a massive amount of damage, especially on a successful Strike (attack for damage), or to create Unstable Footing, which penalizes future Dodge attacks and might level the playing field against a difficult to hit enemy.
Veil of Normality: Night Caste Tier 3, Requires Subterfuge 3.
This Charm modifies a Hide Action to seem innocuous or beneath notice.
You may Burn a Die to make such a Hide Action even if your garb, demeanor, possessions, description, or recent events would ordinarily render it impossible. This Charm has no effect against targets who have already noticed your presence: you must escape their attention before you may use it on them again.
You may Commit a Die to allow the results of your Hide Action to apply to all friendly characters within the Zone—or, if used in a Trial—to all nearby friendly characters. If any affected character breaks Stealth than the Charm immediately ends.
Commentary: this first part of this Charm is extremely potent and versatile, usable only by a master thief or assassin. Outside of combat it can be used to make you blend into virtually any environment. If your sneaking is good enough this is downright terrifying: you can attract all the attention you want, and then the instant you run outside of someone's line of sight you can pop this, turn around and walk back in without them realizing what's going on. In combat it let's you become a monster in any area with crowds, as you can continuously stab someone, disengage, and then vanish in a way that's near impossible to detect until you stab them again. The secondary effect is also pretty nice: it lets you sneak your entire party into a fancy dinner party wearing your full combat kits without anyone necessarily noticing.
That small point aside, I am generally in the same court as @notthepenguins on the issue of dice tricks. I used to really like the kind of thing dice tricks represented, the little mechanical space in between just adding dice and Charms that do discrete things in their own right, stuff that makes the rules kind of... stand up and dance? But when you've got more than a very few of them in a set it I find it creates great difficulty in eyeballing the expected result of a roll, badly degrading a player's ability to make informed choices about what to do.
Well, generally, the player can expect to succeed. That's the default assumption when dicepools get this big. The only question is how hard does one succeed?
Make no mistake, I totally agree that there's value in, say, Excellent Strike, in how it defines a facet of Solar power by negating botches... but when @Kaiya posts about the nested interactions between four such effects (so far, this is only one splat), I recoil. It sounds positively nightmarish.
Groups like DBs and Fae can impose a penalty to incoming attacks based on the amount of ones in a dice pool. Excellent strike ensures that a Solar will never roll a one, voiding a defensive mechanic that other splats rely on. This is one of the reasons that Solars are the Strongest, as has been established in the fluff since 1E.
That's really it? If it's so nightmarish then why did you play 2E, with all the stuff like Overdrive, speed modifying effects, paranoia combat, combo rules, wildly varying keywords, and god knows what else? How did you survive? Why are you even anywhere near the game line that brought you Tick Combat from 2E and Exalted Power Combat from 1E if Excellent Strike is apparently so horrifying for you? D:
But Exalted isn't that kind of game. While it's good if the combat system in a role-playing game is engaging (assuming that RPG has a focus on combat, as Exalted does), the point of an RPG isn't to win fights, but to, well, play a role. The combat system is there to enable your character, not define it - if that's what you wanna do then like, Burn Legend exists, I guess?
I-it's just rerolling ones. The social system is also pretty intricate, but I really don't understand why you seem so intent on persuading people that this is somehow complicated or makes up the entirety of the game.
It's an important part of the game, but it's not like every other non-combat mechanic in this thing is an afterthought!
Well, generally, the player can expect to succeed. That's the default assumption when dicepools get this big. The only question is how hard does one succeed?
What?
Groups like DBs and Fae can impose a penalty to incoming attacks based on the amount of ones in a dice pool. Excellent strike ensures that a Solar will never roll a one, voiding a defensive mechanic that other splats rely on. This is one of the reasons that Solars are the Strongest, as has been established in the fluff since 1E.
That's really it? If it's so nightmarish then why did you play 2E, with all the stuff like Overdrive, speed modifying effects, paranoia combat, combo rules, wildly varying keywords, and god knows what else? How did you survive? Why are you even anywhere near the game line that brought you Tick Combat from 2E and Exalted Power Combat from 1E if Excellent Strike is apparently so horrifying for you? D:
I-it's just rerolling ones. The social system is also pretty intricate, but I really don't understand why you seem so intent on persuading people that this is somehow complicated or makes up the entirety of the game.
It's an important part of the game, but it's not like every other non-combat mechanic in this thing is an afterthought!
He wasn't saying Excellent Strike is a nightmare. He was saying keeping track of the ones and twos in his opponent's attack, the rerolled 10s in his own attack, and that he's adding a point of onslaught per turn which doesn't fade and adds a point of damage to the output of a fourth Charm, making it more and more efficient, sounds nightmarish and he'd rather not bother. Different strokes, different folks and all that.
If it's so nightmarish then why did you play 2E, with all the stuff like Overdrive, speed modifying effects, paranoia combat, combo rules, wildly varying keywords, and god knows what else? How did you survive? Why are you even anywhere near the game line that brought you Tick Combat from 2E and Exalted Power Combat from 1E if Excellent Strike is apparently so horrifying for you? D:
In addition to the above; because I came into 2e about 2/3rds of the way through the publication, when I was much younger, with a lot less basis for comparison and a lot more wide-eyed idealism, and when it was well understood to be a mess which required extensive homebrewing and gentleman's agreements in order to be functional, much of the work of which was already done. I never played with the canon combo rules, for example, because literally everybody I played with took it for granted that they should be discarded long before the Ink Monkeys printed that into errata.
I could go through a similar process for 3e, but the game was sold to me on the explicit premise that I wouldn't have to.
In addition to the above; because I came into 2e about 2/3rds of the way through the publication, when I was much younger, with a lot less basis for comparison and a lot more wide-eyed idealism, and when it was well understood to be a mess which required extensive homebrewing and gentleman's agreements in order to be functional, much of the work of which was already done. I never played with the canon combo rules, for example, because literally everybody I played with took it for granted that they should be discarded long before the Ink Monkeys printed that into errata.
I could go through a similar process for 3e, but the game was sold to me on the explicit premise that I wouldn't have to.
If it helps, that four Charm combo isn't all at once. It's a thing I ping when I defend, then when I attack. Reckless Fury Discard if I see any ones or twos in the other person's roll. Falling Hammer Strike every turn because duh, it increases their onslaught. Adamant Fists of Battle for doubled rerolled when damage gets rolled. And Ferocious Jab once they have enough onslaught to make it worth adding their onslaught directly to my decisive damage. Only one of those needs to be remembered every single turn because you already paid for it. All the others are just, use 'em if you want to.
And you can totally just not, and go the Heaven Thunder Hammer route , or the Grapple route, and use Resistance Charms for your defenses instead.
I've often thought that the rules from Unknown Armies could be ported to Exalted quite well - especially for character-driven Mortal games, with the wonderful Shock Gauge, Relationships and Identities systems. Specifically, the 'Of Course I Can _____, I'm _____!' system would work wonderfully to streamline pointless 'of course I'll win it' rolls that can get in the way of the story. Like, 'Of Course I Can Get An Invitation To That Party, I'm A Dynast/Socialite/Guildsman!' or 'Of Course I Can Slip Past The Guards, I'm An Assassin!' just for examples.
I just had a thought! A while back, during the Qaf debate, I think it was either Earthscorpion or ManusDomine who said that Revlid's Elloge charmset lacked a clear cut villian to model off of, and as such it fell below the par compared to say the Szorenzy or Metagaos charm-sets.
Well, I think I've got at least a few. Elloge should let you be Homura from the Madoka: Rebellion. Or Ray Thompson from the Justice League Cartoon. They use their powers to create an idealized world - Homura recreates the city, makes it so that Madoka, Mami and the rest of the magical girls are alive, well and happy with each other. Ray does much the same, he uses his powers to bring to life a fasmicale of the Justice-Society and town he grew up in.
And then the two of them fell into side-rolls. The new girl in class who is shy, but well loved by Madoka, and the beloved side-kick of a group of super-heroes. They were content to only be a part of the fantasy. Elloge wouldn't be Szorenzy, who'd be the star of the show, the harry Potter or even the Draco Malfoy, she'd be Ginny or one of the side-members of the Justice League. They might even have scenes or episodes that focus on them, but they aren't super-important to the story, but they're their.
I'd either ditch or tone-down the story telling and theater part of her Charm-set - And especially the shipping stuff, that always felt kinda off to me. Stories and plays might be a theme for her, but they're merely a lense through which she works through. She is suffering from maladaptive daydreaming, self-disillusion, and trauma. Her charms aren't meant to ship people htogether (but they can) but rather change a relationship into one that Elloge believes would be better - for example an infernal should be able to reconcile a divorcing couple, break a part their mother's new marriage because they don't like their new step-father or get the friends who had abandoned or disowned them to come back to them, or even get the school bully ostracized.
Further development would allow her to effect an entire region; with the area changing to suit her whims; not like within a genre or anything like that (which falls to close the Fae's shtick anyway) but in that her view on the region become reality. Elloge could fill the region with people, but they'd only be gore puppets, and will lack a soul or motivation or thoughts beyond the surface level.
The same goes for the geography and architecture; it will all be altered to better suit Elloge's whims, but it wouldn't be arbitrary, it would have to suit her current delusion, with demonic taint thrown in.
Essentially I would move her charms away from just straight up storytelling, and introduce more themes about delusional behavior, trauma, and the inability to deal with it.
If it helps, that four Charm combo isn't all at once. It's a thing I ping when I defend, then when I attack. Reckless Fury Discard if I see any ones or twos in the other person's roll. Falling Hammer Strike every turn because duh, it increases their onslaught. Adamant Fists of Battle for doubled rerolled when damage gets rolled. And Ferocious Jab once they have enough onslaught to make it worth adding their onslaught directly to my decisive damage. Only one of those needs to be remembered every single turn because you already paid for it. All the others are just, use 'em if you want to.
And you can totally just not, and go the Heaven Thunder Hammer route , or the Grapple route, and use Resistance Charms for your defenses instead.
I appreciate the attempt, but it doesn't help much. The heart of it is twofold, and closer to a matter of principle.
Simply by existing, dice trick charms open the door to homebrew in this kind of design space, and we all know how frequently people churn out homebrew charms. More, I've seen no implication that Vance and Minton mean to turn the mechanics of other splats away from this design space, so how many dice tricks will Dragonblooded have when What Fire Has Wrought drops? How about Lunars when Fangs at the Gate comes out? How about Exigents? How many ways will all of these interact with each other? See, it's not as simple as "don't use 'em if you want to." The game was designed with these effects, ergo it was balanced on the assumption that they would be used. "Optional" is relative - even if I don't use them, and even if I can make an effective character without them, I still have to factor them in when sizing up opponents, and I have to live with the strong possibility that they will continue to proliferate. Most Solar abilities have two or three dice tricks, melee has four, And Then There's Craft... for now.