That's true, most of the geomancy and thaumaturgy rules are in Oadenol's Codex. However, the 2e core still had fairly detailed rules for manse construction, a primarily geomancy-oriented artifact (the Singing Staff), and about as many thaumaturgical procedures for the Art of Geomancy alone as the 3e core has for all thaumaturgy combined, despite being a couple hundred pages shorter. That by itself would seem to imply the subject is being treated as a... lower priority, at the very least. Developer commentary, reclassification of manses and demesnes into lesser vs. greater instead of a 5-point scale, thoroughly decoupling hearthstones from manses, and the larger philosophy of striving to prevent any sort of magic from becoming the least bit quantifiable or repeatable for fear of losing it's mystique, leads me to believe the 3e dev team did their absolute best to tear the whole geomancy subsystem out by the roots, and salt the earth where it once laid so nothing would ever grow there again. Being a fan of said geomancy subsystem, this is a problem for me.
Reducing the scale of Manses from a useless 1-5 that didn't actually mean much, to a simpler Lesser/Greater is not a very good critique as far as things go. Anyways, a book for manses and demesnes is actually on the release schedule, so I'm not really sure what you're complaining about.
 
If memory serves, the reason why the Voidfighter was so absurdly slow was so that it could be used in the default Creation if the players wanted to, and since every other vehicle in default Creation was absurdly slow, it had to be slow as well so as not to completely outclass everything else.
 
If memory serves, the reason why the Voidfighter was so absurdly slow was so that it could be used in the default Creation if the players wanted to, and since every other vehicle in default Creation was absurdly slow, it had to be slow as well so as not to completely outclass everything else.
Vance just pasted it without thinking, only realized the issue later. Mistakes happen!
 
That isn't limited dramatic editing. That is nakedly interpreting the rules in the most gonzo way possible to justify your inflated view of what Solars can do. You don't get to decide that you were in the exact perfect spot to abuse various wordings, clauses, and implications on RL laws of physics to do what even high-Essence Charms wouldn't normally let you do. You get to declare "He may have made me disarm before entering, but I snuck in a dagger" when an unexpected fight breaks out.

Also, note the part about this explicitly not letting you do shit the ST feels strains disbelief. It's not "do whatever you feel like", it's "do neat little things that are plausible in the setting."

"I jump from asteroid to asteroid and sneak into the death star which I then dominate at chargen" is not a neat little thing that doesn't strain disbelief. It's T-Rexes in F-16s, except somehow worse.

also seriously lol on voidfighter speeds. The speed of a mildly fast car is not getting you anywhere in space.
Being knocked back by a massive explosion, along the same vector as some surrounding rocks, then falling into the biggest nearby intact gravity well, somehow strains disbelief, but you'd be fine with someone using a stunt to retroactively sneak a weapon past a security checkpoint with no roll? That's... damn, just like bardic Inspire Competence for Move Silently, that's literally the one example the book gives for what isn't possible. Page 123: "Players cannot generally use a stunt to draw a "hidden" weapon from nowhere, although some assassins might well have shuriken or throwing needles hidden all over their person, leaving exact placement vague until a good stunt opportunity arises." Seriously, do your research before making these claims!

I didn't say anything about dominating the death star. The example character I proposed would simply enter through whichever hatch or landing bay presented itself, act like a typical belligerent drunken tourist, and then - seeing as that starting charm loadout focused almost entirely on defense, with no noted aggressive nor technical skills - probably be flagged as an intruder, soon to be driven off or shot to death by coordinated attacks from countless stormtroopers. Exalts can be cripplingly overspecialized that way, especially when they're just starting out. A mid/high level dual-class D&D character can't be unstoppable in some ways and pathetic in others to nearly the same extent, because of how saving throws and hit points and BAB all advance by level.

Voidfighter Gunships' speed are also based off the laughable mechanics of Wonders of the Lost Age, which means their top speed is a third of the WW2-era Spitfire Mk.1 in level flight, and should generally be discarded. I have a quote from Vance when I discussed this with him prior to 3e where his reaction was "argh. Errata: Voidfighter speed should be Plot/Plot."
If space travel explicitly works at the speed of plot, I'm still not seeing the problem with solar athletics overland-travel charms being developed to match, or at least approach, that same scale. It doesn't need to have the same range as an actual voidfighter. This isn't an interstellar trip, or even interplanetary, it's basically translunar - and downhill, besides. Look at the EVA stunt Leia pulls in The Last Jedi, does that really seem like it needs to be Essence 4?
 
That isn't limited dramatic editing. That is nakedly interpreting the rules in the most gonzo way possible to justify your inflated view of what Solars can do. You don't get to decide that you were in the exact perfect spot to abuse various wordings, clauses, and implications on RL laws of physics to do what even high-Essence Charms wouldn't normally let you do. You get to declare "He may have made me disarm before entering, but I snuck in a dagger" when an unexpected fight breaks out.

Also, note the part about this explicitly not letting you do shit the ST feels strains disbelief. It's not "do whatever you feel like", it's "do neat little things that are plausible in the setting."

"I jump from asteroid to asteroid and sneak into the death star which I then dominate at chargen" is not a neat little thing that doesn't strain disbelief. It's T-Rexes in F-16s, except somehow worse.
Ehhh... No, in an abstracted scene where somebody's previous location hasn't yet been defined, I'd say stunting yourself to be on the right hemisphere would be valid. Like, if you're playing a game with the Death Star, your exact location on a planet is probably not that important. Past that point, most of what they're talking about is how Charms interact with an exploding planet, and they do seem to be on track. You're right that it's pretty gonzo, but, well, Exalted is pretty gonzo at times. There's no mileage in pretending otherwise. Late 2e's problems were about making it gonzo too often, not about opening the door to stuff that shouldn't exist.
 
Ehhh... No, in an abstracted scene where somebody's previous location hasn't yet been defined, I'd say stunting yourself to be on the right hemisphere would be valid. Like, if you're playing a game with the Death Star, your exact location on a planet is probably not that important. Past that point, most of what they're talking about is how Charms interact with an exploding planet, and they do seem to be on track. You're right that it's pretty gonzo, but, well, Exalted is pretty gonzo at times. There's no mileage in pretending otherwise. Late 2e's problems were about making it gonzo too often, not about opening the door to stuff that shouldn't exist.
It's specifically the chargen part, and the fact that basic Solar athletics just does not go that fast. It's designed to be fast on the human level, not the stellar level. Like, for sure, Essence 5 Solars, or even Essence 3 in Heaven's Reach or whatever, should be able to pull off flash stepping around in orbit. But it's not the default of the Exalted experience, that's my argument. The default level of play is Bleach, not DBZ, ya know?
 
It's specifically the chargen part, and the fact that basic Solar athletics just does not go that fast. It's designed to be fast on the human level, not the stellar level. Like, for sure, Essence 5 Solars, or even Essence 3 in Heaven's Reach or whatever, should be able to pull off flash stepping around in orbit. But it's not the default of the Exalted experience, that's my argument. The default level of play is Bleach, not DBZ, ya know?
I mean, Solar Athletics doesn't go that fast, sure, but debris from an exploding planet probably does, and Solar Athletics would let you ride it, which I believe was their argument.
 
Thank you so much for backing me up here, @Shyft

Have you actually tried doing this, or is it hyperbole/speculation? I'm actually running games in parallel on TGchan right now, one mostly based on D&D/Pathfinder (plus some GURPS) and another mostly based on Ex2, same core group of players, and I've been making what feels like slow but steady progress toward adequate Ex2 rules, whereas I wouldn't even know where to start on modding recognizable exalts into the most basic D&D system of character levels, while GURPS seizes up and chokes on it's own vomit trying to work out the appropriate point-buy cost and other mechanical interactions for something as simple as HGD or Duck Fate.
I could possibly see D&D 5e being used in an Exalted Conversion though it'd take some work. I'd envision Classes as doing most of the work being the Archetypes that a player would choose containing all the "Essentials" with Sub-classes to further differentiate them later on. Charms... Charms would probably best be described as a list of secondary pseudo-Feats containing Passive Abilities, Active Ablities, and all that stuff that an individual can choose from every so often to further specialize your character. Meanwhile Essence and/or Willpower would just be another resource mechanic that'd you'd have to juggle.

But really if you want to convert Exalted I feel it's best to go with a Free-build Superhero RPG like Mutants & Masterminds or Wild Talents. You'd essential be using the Powers to simulate the idea of Charms just without all the fiddly, exceptionist bullshit. If I'd do a Exalted Conversion I'd probably go with Wild Talents 2e with the Organization Rules from Reign and I'll see about making a post explaining how it would... eventually.
 
Having played a lot of 5e, my fast and dirty conversion of Exalted to DnD would be to simply start the PCs at level 10, and have the game world teat them like they're level 1 until they realize that doing so is a big mistake.

Maybe give them an Epic Boon or two if you feel like it.
 
It's specifically the chargen part, and the fact that basic Solar athletics just does not go that fast. It's designed to be fast on the human level, not the stellar level. Like, for sure, Essence 5 Solars, or even Essence 3 in Heaven's Reach or whatever, should be able to pull off flash stepping around in orbit. But it's not the default of the Exalted experience, that's my argument. The default level of play is Bleach, not DBZ, ya know?
Alright, then, let's say Alderaan is a city-state rather than a planet, Emperor Palpatine is one of those four unspecified deathlords, and the Death Star is some necrotech equivalent of a Titan-class Aerial Citadel. Vader's pretty much an abyssal exalt already, and Grand Moff Tarkin fits a little bit too well as an ancient ghost now that he's appeared in a movie which started production years after Peter Cushing died. Any objection then to having someone with appropriate Essence 3 Athletics charms (Monkey Leap Technique, for one) climb up there over the course of something like the missile barrage scene from Project A-Ko?
 
I think its also important to remember that the default charms were made for a bronze age style setting. If they were initially written for a high sci-fi setting as the default, I'd imagine you could make a character who could jump in to orbit at chargen if you decided to overspecialize it.
 
Alright, then, let's say Alderaan is a city-state rather than a planet, Emperor Palpatine is one of those four unspecified deathlords, and the Death Star is some necrotech equivalent of a Titan-class Aerial Citadel. Vader's pretty much an abyssal exalt already, and Grand Moff Tarkin fits a little bit too well as an ancient ghost now that he's appeared in a movie which started production years after Peter Cushing died. Any objection then to having someone with appropriate Essence 3 Athletics charms (Monkey Leap Technique, for one) climb up there over the course of something like the missile barrage scene from Project A-Ko?
Yes? Like...obviously? This is well within the capacity of their Charms, even at a glance.
 
I think its also important to remember that the default charms were made for a bronze age style setting. If they were initially written for a high sci-fi setting as the default, I'd imagine you could make a character who could jump in to orbit at chargen if you decided to overspecialize it.
Yeah. Weren't the exalted meant to scale up to whatever threat or setting they were in?
 
Yeah. Weren't the exalted meant to scale up to whatever threat or setting they were in?
They don't automatically scale, no. They're just really, really, really strong. If you write a sci-fi setting for Exalted, you would up the scale of their powers depending on what you wanted them to do, exactly. But that isn't a foundation part of the Exalted being Exalted, it just means you want them to have the same impact on a much wider scale. As it stands, they have sufficient power to still be a driving force in a setting like Star Wars, even in the gonzo bits of EU, they just...won't necessarily contribute to a space battle like they would a naval battle using just melee charms.
 
Um.... yeah? I mean, solars are specialised like that. You want to contribute to a naval battle? Take transport, or war.
 
Um.... yeah? I mean, solars are specialised like that. You want to contribute to a naval battle? Take transport, or war.
No, like. A Solar with Athletics+Melee, at chargen, could fairly easily go ship to ship to ship, slashing crippling holes in each one and personally sinking the entire fleet. Scale that up to a space battle, and the distances are so extreme that the same Solar just cannot cross the distances in time, and so are relagated to commanding the ships and boosting them as a captain or whatever.
 
They don't automatically scale, no. They're just really, really, really strong. If you write a sci-fi setting for Exalted, you would up the scale of their powers depending on what you wanted them to do, exactly. But that isn't a foundation part of the Exalted being Exalted, it just means you want them to have the same impact on a much wider scale. As it stands, they have sufficient power to still be a driving force in a setting like Star Wars, even in the gonzo bits of EU, they just...won't necessarily contribute to a space battle like they would a naval battle using just melee charms.
Exalted strength does scale, in a sense. From a design perspective, they're heroes capable of overthrowing the titanic creators of the world while still being vulnerable to personal-scale confrontation with other heroic figures, or being blindsided by canny underdogs. "Lessers overcoming the mighty" is a recurring element of Exalted, and the power of the Exalted is part of it. 2e mechanised that with the ubiquity of effects like perfect defences that allowed an Exalt to block an exploding supernova with the same effort as a thrown boulder, but that was an attempt to express one of the underlying principles of the game and the setting, not a 2e-specific principle. The power of the Exalted is such that they are, and are expressly intended to be, best suited to taking on things that you would expect to be out of their weight class.

The more abstracted perspective of 3e is if anything even better for this, since it does things like condense numerical distance down to range bands and allows Exalted to cover multiple bands at a time, however much distance they might represent. So, frankly, I'd say that in a ship-to-ship space battle, especially one that leans more towards Star Wars style "basically the Age of Sail with a space aesthetic and also WW2 prop fighter dogfighting," an Exalt could totally bound between starships and slash holes in them.
 
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Exalted strength does scale, in a sense. From a design perspective, they're heroes capable of overthrowing the titanic creators of the world while still being vulnerable to personal-scale confrontation with other heroic figures, or being blindsided by canny underdogs. "Lessers overcoming the mighty" is a recurring element of Exalted, and the power of the Exalted is part of it. 2e mechanised that with the ubiquity of effects like perfect defences that allowed an Exalt to block an exploding supernova with the same effort as a thrown boulder, but that was an attempt to express one of the underlying principles of the game and the setting, not a 2e-specific principle. The power of the Exalted is such that they are, and are expressly intended to be, best suited to taking on things that you would expect to be out of their weight class.

The more abstracted perspective of 3e is if anything even better for this, since it does things like condense numerical distance down to range bands and allows Exalted to cover multiple bands at a time, however much distance they might represent. So, frankly, I'd say that in a ship-to-ship space battle, especially one that leans more towards Star Wars style "basically the Age of Sail with a space aesthetic and also WW2 prop fighter dogfighting," an Exalt could totally bound between starships and slash holes in them.
No, I know, but it's not an intrinsic part of them, is what I meant. Like, in universe, there is not a reactive "I grow stronger in proportion to the threat I face" effect. And yeah, in an actual Star Wars-style game, I wouldn't bat an eye at that ruling. But it isn't how I would pitch Exalted, because it gives a false impression of how you look when you first start playing. That the rules don't explicitly act to prevent this sort of thing isn't the same as "Exalts can do asteroid and space ship to space ship leaps at chargen as an assumed baseline thing", you know? It paints the picture of jumping across the planet and that just isn't what it looks like from the word go unless you change up how to play it to enable that interpretation.
 
No, I know, but it's not an intrinsic part of them, is what I meant. Like, in universe, there is not a reactive "I grow stronger in proportion to the threat I face" effect.
True, but that's an issue of framing, because there is a certain intrinsic, "I treat all challenges beyond X level of difficulty as being X" effect, and even a certain amount of "I find it easier to succeed at challenges beyond X level of difficulty," as witnessed by things like how Heavenly Guardian Defence has an easier time parrying the uncountable damage of a supernova than a big rock tossed by a buck ogre. The reason an Exalt can't do starship-to-starship leaps as an assumed baseline thing is... because they're not faced with starship battles as a baseline thing, basically. They can totally fight while bounding heroically between opponents, and they never really stop being able to do that, at least potentially.
 
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True, but that's an issue of framing, because there is a certain intrinsic, "I treat all challenges beyond X level of difficulty as being X" effect, and even a certain amount of "I find it easier to succeed at challenges beyond X level of difficulty," as witnessed by things like how Heavenly Guardian Defence has an easier time parrying the uncountable damage of a supernova than a big rock tossed by a buck ogre. The reason an Exalt can't do starship-to-starship leaps as an assumed baseline thing is... because they're not faced with starship battles as a baseline thing, basically. They can totally fight while bounding heroically between opponents, and they never really stop being able to do that, at least potentially.
I think we basically agree on this, but I care about the framing a lot more than you do, is basically what's going on.
 
Let's talk about something else.

Like this:
Asari: Start with neomah. Remove the tower and the flesh-sculpting abilities, add some combat abilities.
Quarians: Start with Stomach Bottle Bugs. Change medicine to some combination of Lore and Occult. Change the phasing power to work on machines instead of people. Bam. The Wrench Rats get summoned to fix stuff.
Turians: The Iron Legionaires. Start with Blood Apes, lower Valor/Conviction and riase temperance. Reduce straight offensive power, but make them very disciplined. Where there is one, there will be more.
Krogan: The Marrow-Snapping Turtles. Start with blood apes. Remove all offensive charms except exellency, add soak and other defensive abilities.
Elcor: The Oxen Eternal. Loads of strength and stamina, low social abilites. (Regretfully: We were not created with the ability to express emotions). The perfect beast of burden able to fit through normal doors.
Drell: Swimmers Beneath the Sea. Sneaky, have lots of enviromental existanc.
Hanar: Luminous Jellies. Lava lamps and mood lighting.
Volus: ... Dodgeballs? Clowns? I don't really have a good idea.

And I would be honored if you would do a writeup of the Sages Upon Shoulders.
Question. Since in the demon city, there aren't any ships or vacuum of space.... so what do we do?

Or do we simply make up a fleet of magitech air ships, which were launched after the main Quarian colony was struck by a horde of monsters, which they desperately work to keep aloft?
 
Well, that's the whole point, isn't it? I actually might be! There's a lot of way to build a character, after all. I frequently have poor offense but amazing defense, or am untouchable in one arena and vulnerable in all others. My thing, mechanically, is very much the sort of builds who win by turning a losing fight around, because that's what I enjoy. It's worked out both badly and well for me, mind, which just sorta drives the point home again: You can't really assume, that just because it looks like you're winning, or just because you have a trick up your sleeve, that you'll definitely win. There's always room for that glorious turnaround.

that said you make a very fine point because I have literally never successfully done this to @Omicron who pretty much lives to show how little my tricks mean to his ridiculous overwhelming power.
you, a fool: "Everyone knows Single Point Style is overpowered, but it gets even worse when you combine it with the sheer defensive power of Solar Melee, and throw in some Solar Resistance on top of it for when an enemy manages to pass through your wall of blades."
me, a genius: "i'm going to beat you with a character who has Dexerity 2"
 
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