I appreciate the intent behind this, but if you will not acknowledge meaningful priorities beyond and distinct from immediate gratification - and thus the possibility of making a subsystem better despite being marginally less fun in the moment - I cannot discuss this subject further with you to useful result.Every subsystem of the game should be fun to engage or it should not exist. Full stop.
I mean in fairness it seems like Minton and Vance are actually able to keep the promise of regular releases and updates now that they have the line. Arms is out, the DB Manuscript is released so folks who really want to play DB's have access to the ruleset and all signs point to Lunars going at an insane pace since Vance has apparently been sitting on that for a while now, so that's about three books that have had regular progress and/or updates in the past year. I'm given to understand setting books are also being worked on while rules are being ironed out as well so hopefully that will start seeing the light of day.
So, in the base system, you buy the 4-dot Martial Artist merit once, and then have to separately rank each of your styles by skill. That's 19xp of just ranking ability dots per style you grab, which for characters that want to, say, become Immaculate Grandmasters just out of principle to the character concept, that's a lot of 'feelsbad' downtime. So, with all that in mind:
Article: Martial Arts:
All Martial Arts use the same Martial Arts skill. The styles no longer use separate skill ranks. Ranks in Brawl are no longer required to learn Martial Arts. Before putting ranks in Martial Arts, and before learning any charms from styles beyond the first, you must buy a new three-dot initiation merit for the style:
Martial Arts Initiation [Style] (●●●) -- Purchased
This roughly keeps the 'background surcharge for reaching outside your normal splat powers' function, but greatly smooths out the 'dead space' for MA fighters wanting to collect styles, since you spend 9xp to initiate into the style and can just immediately start picking up charms.
Each Style is a separate merit. Style merits can be attached to any ability; they allow the user to use that Style with that ability. They usually provide some kind of benefit beyond letting you purchase Style Charms, but not always. Many styles also have advanced Merits, just as sorcerous shaping rituals do.
Examples:
Righteous Devil Style (•) - Purchased
Prerequisite: Archery ••
The character's Archery ability reflects their ability in the famous Righteous Devil Style. They may purchase Righteous Devil Style Charms.
Snake Style (••) - Purchased
Prerequisite: Brawl •
The character's Brawl ability reflects their skill in the swift and precise Snake Style. They may wield hook swords and seven-section staffs with Brawl, and may always choose to inflict lethal damage with unarmed strikes. They may purchase Snake Style Charms.
Single Point Shining Into The Void Style (••••) - Purchased
Prerequsite: Melee •
The character's Melee ability reflects their skill in the deadly Single Point Shining Into The Void Style. When wielding a slashing sword, they may flurry a Draw/Ready Weapon with an attack without penalty. In addition, they suffer no penalty to Defence for drawing or readying a slashing sword. They may purchase Single Point Shining Into The Void Style Charms.
Snake Venom Mastery (••) - Purchased
Prerequisites: Brawl •••, Snake Style
The character has lived around, fought with, and been bitten by thousands of snakes. They have mastered their deadly poisons. The character may handle snakes using Brawl instead of Survival, adds 4 dice to any roll to resist snake venom (including Snake Style's Essence Venom Strike), and may apply snake venoms to any weapon wielded with Snake Style (including their own fingernails).
.... Uh...Oh, and, one specific suggestion, then, since you want them: whatever you produce should discard the concept of "roll to hit" entirely.
.... Uh...
Okay, I'll admit that I only spent about five seconds thinking about it, but how on earth are you planning to have something resembling a combat system without a roll to hit?
I guess you could replace them with "every time you swing you do 'damage' representing tiring the other guy out", F/GO style, but... honestly I'm not sure why that's something to be desired.
There are plenty of ways to implement a combat system without a "roll-to-hit" mechanic. Seventh Sea 2nd edition, for example, has you roll for the total amount of stuff you can do each turn, which you can then choose to spend on hitting enemies, getting somewhere hard to reach, countering bad things that would otherwise happen to you, etc. There's a lot of design space with similar ideas: make the action economy the focus, where actions can't fail. Maybe have things resolve on some kind of more involved secret or open bidding system: you get X tokens/Round and can bid to do various Actions. Some Actions have a minimum bid to trigger (especially unopposed Actions). If someone opposes your Action, highest bid (plus modifiers) wins..... Uh...
Okay, I'll admit that I only spent about five seconds thinking about it, but how on earth are you planning to have something resembling a combat system without a roll to hit?
I guess you could replace them with "every time you swing you do 'damage' representing tiring the other guy out", F/GO style, but... honestly I'm not sure why that's something to be desired.
Because otherwise, it doesn't feel like you're fighting, it feels like you're writing a combat scene.Why on earth would I want each action in combat to represent a swing of the sword?
The only reason 'roll to hit / roll for damage' is so popular is mental contagion from early entries into the genre, not because it's an inherently good way to model combat.
If you bid X tokens to hit someone and someone can counter that by bidding X+1 on their defense, that's fundamentally the same conceptual space as a "roll to hit".There are plenty of ways to implement a combat system without a "roll-to-hit" mechanic. Seventh Sea 2nd edition, for example, has you roll for the total amount of stuff you can do each turn, which you can then choose to spend on hitting enemies, getting somewhere hard to reach, countering bad things that would otherwise happen to you, etc. There's a lot of design space with similar ideas: make the action economy the focus, where actions can't fail. Maybe have things resolve on some kind of more involved secret or open bidding system: you get X tokens/Round and can bid to do various Actions. Some Actions have a minimum bid to trigger (especially unopposed Actions). If someone opposes your Action, highest bid (plus modifiers) wins.
You could make that really pretty involved. Stats would determine maximum bid size on relevant actions, and your bonuses. Every Round would start with a Movement phase, and then go to an Interaction phase. Interactions include stuff like "attack X" "defend self" "combat trick X [which must be defended differently], etc." Maybe you have some cool individual actions like "read intention" which happens before other Interactions resolve, lets you know what action someone spent the most bids on, and then lets you move bids around.
I've only spent a few minutes thinking about this and it might not be fun at all to play, but this seems like a potentially pretty deep and interesting system, with a lot of room for stuff like Charms to be bolted on. In some cases, bidding also lets you active Charms (if you bid 10 on an attack, you get to activate 10 points of Charms), in other cases, Charms must be activated as an Action.
I also had an idea a whiles back for a combat system that represented phases of combat rather than individual exchanges: every combat would be resolved through five rolls, mirroring a traditional five act structure. This would be a much more narrative-focused system, but some people want to run Exalted as a much more narrative game.
It is and it isn't. One is random. The other is deterministic. If bidding is both non-iterative and blind (each player makes one bid in secret and then reveals at the relevant time), then you're talking about something pretty fundamentally different from a traditional roll-to-hit system, which is a way to randomly determine (binary) success or failure based on predetermined stats and known powers used. It basically integrates the types of choices around Charm usage and mote expenditure into the core resolution system. The experience in play (from my experience with other bidding systems) is fundamentally pretty different from rolling dice.If you bid X tokens to hit someone and someone can counter that by bidding X+1 on their defense, that's fundamentally the same conceptual space as a "roll to hit".
Because otherwise, it doesn't feel like you're fighting, it feels like you're writing a combat scene.
The "act of fighting" is tied very closely to the high-sensory high-immersion feeling of "I raise my blade, I dodge aside, I cast a spell" blow-by-blow method of storytelling the scene. Backing out from that reduces immersion and reduces the feeling that you're actually fighting in any meaningful sense.
Spells could be 'ritual' tag spells.
Reading the Dragonblooded backers stuff and, Heavens Dragons seem like they could be really fun. I'm trying to figure out what they would do inside heaven.
You know, theopunk needs a lot more love as an Exalted theme.If you're not playing acyberpunktheopunk Dragon lady with an ancient, mystical sword, trying to make the rent to pay for her divine apartment in the slums of heaven, where prayer wheels replace advertisement billboards and spires rise towards the dome of heaven, you're failing at Exalted.
Because only associated mechanics enable roleplaying? On a related note, I found a better explanation for my deep aversion to the idea of making combat (or anything else, but usually combat) into a minigame that must always be fun, no matter the cost: The Alexandrian » Thought of the Day – Encounters and RailroadingWhy on earth would I want each action in combat to represent a swing of the sword?
I'm not sure if this analogy works, wouldn't shrines fit better?
Good luck coming up with a definition of an "associated mechanic" that doesn't break down under pressure. Traditional D&D combat breaks down real badly as soon as you think about it for two seconds. Basic mechanics, like HP, and taking turns, bear no resemblance to real situations.Because only associated mechanics enable roleplaying? On a related note, I found a better explanation for my deep aversion to the idea of making combat (or anything else, but usually combat) into a minigame that must always be fun, no matter the cost: The Alexandrian » Thought of the Day – Encounters and Railroading
Definitions: The Alexandrian » Dissociated Mechanics – A Brief PrimerGood luck coming up with a definition of an "associated mechanic" that doesn't break down under pressure. Traditional D&D combat breaks down real badly as soon as you think about it for two seconds. Basic mechanics, like HP, and taking turns, bear no resemblance to real situations.
I've spent some time thinking about how to make combat in RPGs interesting, and it's a tough problem. There are lots of good examples from the boardgaming world, but they're all based around fights between evenly matched opponents, typically 1v1, where both sides have a fair chance to win. In the D&D model, the PCs are overwhelmingly favoured to win every fight. They have to be, because there are going to be dozens and dozens of fights and losses tend to derail the plot and kill important characters.
The high level of randomness and hidden information in RPGs serves to obfuscate the real odds involved and allow the DM to fudge things when necessary. If you take that away, either the PCs get their asses kicked half the time, or the enemies will be obvious chumps. Video games get around this problem by letting players reload saves, but that's not an option on the tabletop. Exalted manages to have totally one-sided fights and lots of randomness, so I guess there's room for improvement? Game design is hard.
You're going to have a hard time when you learn about stunts, then.
It is my position that stunting is not a dissociated mechanic; it corresponds to real phenomena in the setting. To the extent that the mechanics of stunting require decisions, or influence decisions on other subjects, those correspond closely to decisions the character would also be making. To the extent that it involves OOC knowledge, that information corresponds to in-setting considerations the character could have understood and taken into account. I've got a fairly elaborate but, I think, well-supported theory of cosmology and soul-anatomy to back this up, if you're interested.You're going to have a hard time when you learn about stunts, then.
I'm not convinced a debate with you is going to refine much knowledge at all, bluntly. You're not offering any new insights, and you are talking down to everyone with every post you make.It is my position that stunting is not a dissociated mechanic; it corresponds to real phenomena in the setting. To the extent that the mechanics of stunting require decisions, or influence decisions on other subjects, those correspond closely to decisions the character would also be making. To the extent that it involves OOC knowledge, that information corresponds to in-setting considerations the character could have understood and taken into account. I've got a fairly elaborate but, I think, well-supported theory of cosmology and soul-anatomy to back this up, if you're interested.
Do you have a counterargument, beyond the dismissive taunt? Any interest whatsoever in refining your own knowledge of the world through an intellectually honest debate? I was quoting from the 2e stunt rules in this same thread less than 24 hours ago.
I regularly stunt my Withering attacks as two feints and then the actual strike, as well.No, no, don't be so harsh on him. I'm not sure how he got an internet connection and a copy of Exalted back in 1985, but we can use this chance to warn him about the dark future of 2018 as well as pass on advancements in RPG gaming.
Edit: To add a little more content, the idea that rolls are an abstraction is... not new. 1985 is probably actually even too late for this, but it's a funny date and is the time of AD&D and THAC0, and screw that. The Storytelling system (the nWoD one) is part of the WW system clade, and that's one roll "to hurt" which combines hitting and damage.
And of course, the idea that one has to map one roll to one sword swing is nonsense even within Exalted 2e. Explicitly, for example, Adorjan's multi-attack charm is full on "filling the air with strikes" anime sword-fu, but it's resolved as a lesser number of attacks. Likewise, it's also nonsense in Mass Combat, or Social Combat (or anything else which uses minute-long ticks). And of course, when you broaden your scope, the extreme nature of the claim "only associated mechanic enable rollplaying" only becomes more obvious.
Abstraction is not the same as dissociation. Please, I'm begging you, go read that essay (from the slightly-less-dark future of 2012) so we can synchronize our definitions of basic terms.No, no, don't be so harsh on him. I'm not sure how he got an internet connection and a copy of Exalted back in 1985, but we can use this chance to warn him about the dark future of 2018 as well as pass on advancements in RPG gaming.
Edit: To add a little more content, the idea that rolls are an abstraction is... not new. 1985 is probably actually even too late for this, but it's a funny date and is the time of AD&D and THAC0, and screw that. The Storytelling system (the nWoD one) is part of the WW system clade, and that's one roll "to hurt" which combines hitting and damage.
And of course, the idea that one has to map one roll to one sword swing is nonsense even within Exalted 2e. Explicitly, for example, Adorjan's multi-attack charm is full on "filling the air with strikes" anime sword-fu, but it's resolved as a lesser number of attacks. Likewise, it's also nonsense in Mass Combat, or Social Combat (or anything else which uses minute-long ticks). And of course, when you broaden your scope, the extreme nature of the claim "only associated mechanic enable rollplaying" only becomes more obvious.
Why should we read some random essay dumped in the thread? That's a big chunk of our time. What value does it have? Summarize it, and maybe folks will consider it based on that.Abstraction is not the same as dissociation. Please, I'm begging you, go read that essay (from the slightly-less-dark future of 2012) so we can synchronize our definitions of basic terms.
Oh sure. You're a devoted cultist for hire spreading the word of whatever god can pay to the masses, a private investigator wandering the seedy ivory streets for just a few more years rent on your tiny palace, and you're a heaven sent paladin ready to appear anywhere in creation to do any dirty job for the right price. It's bright street and grand splendor of Yu-Shan that the longest shadows get cast.If you're not playing acyberpunktheopunk Dragon lady with an ancient, mystical sword, trying to make the rent to pay for her divine apartment in the slums of heaven, where prayer wheels replace advertisement billboards and spires rise towards the dome of heaven, you're failing at Exalted.
Maybe telling people that they're acting disruptively or with a lack of civility is not a good idea, given your recent spate of unreasonable aggression in this very thread? (And I would have just PMed this, but locking your profile prevents you from being targeted so...)I'm not convinced a debate with you is going to refine much knowledge at all, bluntly. You're not offering any new insights, and you are talking down to everyone with every post you make.