Please don't joke about that, I'm waiting on EX3 to start reading Exalted cover to cover rather than just the parts that interest me.

I'm still laughing my ass off about the people who told me my christmas 2014 prediction was so completely wrong and that we'd obviously get it in June/october and I'm a jerk for even making it/spreading misinformation.
 
http://dictionary.reference.com/browse/instead?s=t

"in preference; as a preferred or accepted alternative: "

In preference to the current implementation of the Artifact background, or "as a preferred alternative to having personal artifacts" is a perfectly legitimate way to read the first post. So you've quite literally been arguing that you know better than I what I meant by an ambiguous statement, solely to spend your time deliberately failing to credit people for having actually given alternatives because you didn't like them or something.
"
You current position, based on your most recent statement, is that both backgrounds should exist Not that Requisitions should replace or be an alternative background to Artifacts but a separate new background. Do you not realize the difference of those two positions? Beyond that, I'm didn't say you didn't came up with an alternative. I just said that the only alternative that was both fun and thematic was EarthScorpion's. Beyond this, I'm done arguing about grammar and dealing with your incessant need for gratification/credit for something you didn't do. In case it still isn't clear to you, I'm saying that your original alternative wasn't fun. That was the qualification it was missing.
 
You current position, based on your most recent statement, is that both backgrounds should exist Not that Requisitions should replace or be an alternative background to Artifacts but a separate new background. Do you not realize the difference of those two positions? Beyond that, I'm didn't say you didn't came up with an alternative. I just said that the only alternative that was both fun and thematic was EarthScorpion's.

My consistent position was that both backgrounds should exist. Let's actually look at what I said, instead of what you have misconstrued my post as.

So Alchemicals are restricted from getting the Artifact background without paying Bonus Points or something, so players can have their trademark bling if they really want to. Instead, they get the Requisitions Background, which lets them Requisition up to X dots of mass-produced artifacts per dot and you can switch it out when you have access. As an Alchemical you have tons of mass produced shit to do your job better. That's what it's for.

In context, it's obvious that "instead" refers to "instead of having easy access to their really powerful Artifact background" they're expected to get most of their day-to-day tools from Requisitions. Let's match it with the more recent statement. The post is obviously talking about reducing the power of the Alchemical artifact background and giving them a way of getting mass produced artifacts relevant to their missions and role to make up for it.

The more I think of it, the more I think that Alchemicals should have the Solar artifact background (without any double cost penalties for 3+ maybe if we're being super generous) to represent how they can get their Own Personal Property that will never be taken away, and then a Requisitions background which is much more efficient for mass-produced artifacts when they need it.

Which is the same thing, the interpretation is just "giving them the shitty Solar/Lunar Artifact background" instead of "they get personal artifacts via Bonus Points."

Beyond this, I'm done arguing about grammar and dealing with your incessant need for gratification/credit for something you didn't do. In case it still isn't clear to you, I'm saying that your original alternative wasn't fun. That was the qualification it was missing.

My "original alternative" is identical to the illusory "current position" I hold. Because they're the same thing. Nerf Artifact for Alchemicals and reserve it for toys, give them a background which represents access to the socialized fruits of industrial labor. This is also @EarthScorpion's position. Apparently one of these is fun and another is not, despite all of them being identical. "Alchemicals have access to something which represents them being heroes of an industrial nation-state's military-industrial-religious complex which lets them get access to versatile but mass-produced equipment and assets as their primary method of acquiring magical equipment but can buy Artifact if they really want something that's 'theirs'."

If you want to apologize for misinterpreting what I said, you could do so. Or you can keep doing mental gymnastics and making passive-aggressive insults to refuse to acknowledge that you might have misinterpreted an ambiguous statement.
 
I will apologize to you for misinterpreting your statement, and to the forum users in general for waste of time that resulted from it
.
In context, it's obvious that "instead" refers to "instead of having easy access to their really powerful Artifact background" they're expected to get most of their day-to-day tools from Requisitions. Let's match it with the more recent statement. The post is obviously talking about reducing the power of the Alchemical artifact background and giving them a way of getting mass produced artifacts relevant to their missions and role to make up for it.
I assumed that the instead here referred to the Artifact background itself, and not what you have said here. So again, I apologize to you for accidentally misinterpreting your statement, and thus making an argument against a non-existent viewpoint.

Beyond that though, I do see a difference in framing Requisitions as an altered Arsenal, vs an altered Infamy/Liege with benefits for getting Artifacts. I prefer the latter because it gives more of a viewpoint of Alchemicals have access to all the resources of their nation from being its champion, vs just access to Artifacts for their job. It leads to a more interesting stories than just allowing the player to have any tool they would need to accomplish their goal and gives player a more interesting puzzle to solve.
 
I like that Creation is a setting where "Possibly anima, possibly flying shark attack" is a reasonable thing to be uncertain of.
I really appreciate that.
 
Exalted is full of math at least as complex as that, so you're playing the wrong game if this is true.
I am aware. However, the fact the game has a consistent problem with this is not an excuse to say that this is fine.
...how does this matter? Nothing in the background limits you to weapons. It specifically says it includes equipment and can represent stuff like income from a trading company and other effects. Saying that people don't want to step on each others toes by purchasing Arsenal is like saying they don't want to step on each other's toes by purchasing Artifact.
Shockingly, when all the fluff text of the Background, including the name and sidebar, bring to mind military resources, that's how people treat it. Also, there are many, many less combat related artifacts, and most of those that do exist are frankly thing you'd want to purchase with Artifact because their a general capability boost that you use fairly consistently. Its disproportionally useful for military/leader types, who can use it to pull out things like implosion bows or vehicles when they need them, and much less so for everyone else who is more personal scale focused.
I haven't looked at the background in almost three years, maybe even four. It took me literally seconds to figure out how it worked.
Good for you. Wait, I think you said something about this...
The plural of anecdote is not data.
Your experiences are not the only ones that matter here. I mentioned those threads to show that my experiences where not unique.
Again, I have to conclude you did not actually read the background since you seem to be constant asserting something that is simply not supported by a reading of the text.
Oh for fucks sake. I literally posted the damn text of the background a page or so back. What I am asserting is that the background is a pain in the ass, no matter how useful it is, which tends to scare people off using it. Further, your reading of it is not one that I've commonly see storyteller's, much less players, use. You on, the other hand, are cherry picking to to try and prove its utility. Alright! I concede, it's useful. Its also such a pain that your better off using a rewrite.
This is because Command comes with preequipped troops (you use the elite soldier template). Yes, Arsenal alone isn't going to give you an entire legions worth of Perfect Equipment. That is not exactly a weakness... considering I could use Arsenal to hire 100 mercenary armies, this strikes me as not a problem.
Nice goalpost shifting. Also not my point: I was saying Arsenal doesn't give you enough dots to outfit your soldiers (who per the elite solider template in the Core, do not get exceptional weapons) provided you invest in Command at all. Which I assume would be the point of converting dots (given the fairly craptastic state of mundane gear, there isn't much point if you can't outfit everyone).

Also, how the fuck are you going to hire mercs, that is literally supported nowhere in the Background (beyond the 'ST may allow additional uses as they see fit'), there are no rules for using the background in that manner (since Resources 50 is blatantly not a thing) , and lastly, where in Autochthon are you going to find those mercenary armies. I mean, there's Estasia, but that's a huge can of worms, and I'm pretty sure that they don't go hiring out a hundred mercenary armies.
You're not just wrong, you're consistently wrong. You keep making claims which simply aren't true. I ran a campaign for a couple of years with this Background, so I know it works just fine. The fact you never managed to get it to work says nothing about the Background.
You got it to work! Good for you! Wait, I recall something again...
The plural of anecdote is not data.
You know, the fact that you accuse me of the same bloody thing you are doing is annoying.

Also, these weren't campaigns I was running. These are campaigns I was a player in. If I was running, it would be reworked.

I'm not denying you can make the Background work. It is useable, which is more then some can say. But its annoying to make work well, and on the players end it can be annoying when you buy something and don't get what you were hoping for out of it, which is very easy to happen with Arsenal as written.
Yes, maybe someone could have made the math clearer. That doesn't mean that it was not a perfectly fine answer to the original problem which was "Alchemical Artifact makes no goddamn sense, either from a rules or theme perspective."
Alchemical Artifact makes perfect sense, provided you not looking at this in a vacuum. Theme wise, the intent is obvious: Autochthonia has a lot of artifacts, alchemicals as very important heroes of the state have access to that. Rules wise, it causes some issues potentially depending how you handle Raising Backgrounds in Play, but that ones a bit messy in general.

Alchemicals Artifact background might not be perfect but it works, and doesn't require a background that eats three quarters of a page, and could really use a rewrite for clarity and cutting down the word count. Space is a concern for things like the MoEPs (hence why the writers were a bit peeved about the Encounter Suit: 'we burned wordcount on this?'). Could they have used an Infamy type background? Probably, but they never had a Broken-Winged Crane type expansion, and quite frankly everyone could use that type of background. So we should be cursing out the Core as usual here, it seems.
 
However, the fact the game has a consistent problem with this is not an excuse to say that this is fine.

THIS.

I also agree that the use of Arsenal for equipping armies is just dumb as written Because technically, one dude with resources 4 can buy enough to equip a full wing with exceptional gear. Whereas parsing Arsenal to try and get mundane gear is both frustrating and low output.
 
Arsenal makes perfect sense when you consider it as 'this is what you are allowed to carry or requisition from a central authority.' It's just that that is not how it's implemented.
 
THIS.

I also agree that the use of Arsenal for equipping armies is just dumb as written Because technically, one dude with resources 4 can buy enough to equip a full wing with exceptional gear. Whereas parsing Arsenal to try and get mundane gear is both frustrating and low output.

That's because the resources rules as written are kind of silly when combined with bulk purchases.

When I was working with the Aberrant rewrite, I dealt with this by having +1 resource dot equal to roughly ~1 order of magnitude more in your disposable income, which meant that if you bought 10 of something, it added +1 resource dot to the cost, 100 of something added +2, and so on.

So equipping a thousand soldiers with a bunch of things that costs 3 dots per is actually cost 6, beyond most single people's ability to afford.

The concept works just fine in Exalted even without the rough ~1 OoM per dot equivalency. "Buying lots of stuff costs more than buying one thing."
 
That's because the resources rules as written are kind of silly when combined with bulk purchases.

When I was working with the Aberrant rewrite, I dealt with this by having +1 resource dot equal to roughly ~1 order of magnitude more in your disposable income, which meant that if you bought 10 of something, it added +1 resource dot to the cost, 100 of something added +2, and so on.

So equipping a thousand soldiers with a bunch of things that costs 3 dots per is actually cost 6, beyond most single people's ability to afford.

The concept works just fine in Exalted even without the rough ~1 OoM per dot equivalency. "Buying lots of stuff costs more than buying one thing."
i wonder how the resource dots balance out in economies with different levels of advancement.
 
That's because the resources rules as written are kind of silly when combined with bulk purchases.

When I was working with the Aberrant rewrite, I dealt with this by having +1 resource dot equal to roughly ~1 order of magnitude more in your disposable income, which meant that if you bought 10 of something, it added +1 resource dot to the cost, 100 of something added +2, and so on.

So equipping a thousand soldiers with a bunch of things that costs 3 dots per is actually cost 6, beyond most single people's ability to afford.

The concept works just fine in Exalted even without the rough ~1 OoM per dot equivalency. "Buying lots of stuff costs more than buying one thing."

My rule was similar except it was based on the Magnitude Chart. So if a shortsword costs 1 dot, it costs 2 to equip a Magnitude 1 unit and so on. Made it very easy to track expenses since you just went (Magnitude + Resources cost).

Oh, and there was some stuff in there about making Bureaucracy rolls and so on an so forth.
 
I've tried playing FATE. With teenagers. FATE is terrible when you have players who are new to RP-ing and can't come up with kicky descriptions on the fly or figure out how to set up aspects to define a character. That sort of stuff requires significant competency in narrative and planning and thinking in terms of character motivation. In short, FATE is great for people who have already played clunkier RP systems and are looking to streamline. It's terrible for people who have not learned basic RP competencies and need scaffolding to support their play.

Sometimes, you want a crunchy system. I feel exalted should keep a fair degree of crunch - it's easier to pare down or convert to a rules-lite system than convert the other way. It's also actually easier to induct people new to RP into a rules-moderate system.
 
QUESTION:ALCHEMICALS
Exemplar tagged Charms give permanent Clarity, but how much?
Is it additive, or does the highest tag apply?

For example, Fair-Spoken Rishi has installed the charms Man-Machine Weaving Engine[Exemplar 1], God-Machine Weaving Engine[Exemplar 1] and Thermionic Orthodoxy Array[Exemplar 1].
How many points of permanent Clarity does he have?
Clarity 3 or Clarity 1?

And can I get a canon reference, if possible, for the answer?
 
QUESTION:ALCHEMICALS
Exemplar tagged Charms give permanent Clarity, but how much?
Is it additive, or does the highest tag apply?

For example, Fair-Spoken Rishi has installed the charms Man-Machine Weaving Engine[Exemplar 1], God-Machine Weaving Engine[Exemplar 1] and Thermionic Orthodoxy Array[Exemplar 1].
How many points of permanent Clarity does he have?
Clarity 3 or Clarity 1?

And can I get a canon reference, if possible, for the answer?
According to the description of Exemplar(Page 119 of the MoEP:Alchemicals), it should be additive.
So the character in your example should have three clarity.
Exemplar: As long as a Charm with this keyword is installed, the Alchemical gains the listed number of points of permanent Clarity. Champions afflicted with Gremlin Syndrome gain permanent Dissonance points instead.

Other beings who somehow acquire these Charms gain a Clarity (or Dissonance) track like an Alchemical, adding the appropriate permanent points to it.
 
I've tried playing FATE. With teenagers. FATE is terrible when you have players who are new to RP-ing and can't come up with kicky descriptions on the fly or figure out how to set up aspects to define a character. That sort of stuff requires significant competency in narrative and planning and thinking in terms of character motivation. In short, FATE is great for people who have already played clunkier RP systems and are looking to streamline. It's terrible for people who have not learned basic RP competencies and need scaffolding to support their play.
Well, yes. Fate forgoes mechanical complexity in favor of having the player spend time figuring out the story and character they want; Exalted (most crunchy games, really) doesn't really care who your character is, just what they can do. I don't think you need to move from clunkier to simpler to make it work, or anything like that. You just can't explain it to people like a 'standard' RPG. In fact, I think Fate would work better with people who haven't played RPGs at all than with people who have minor experience playing a crunchy system - in my experience, it's a lot harder to get people to think out of the box (to make decisions about what they want to do without a list of mechanical actions they can undertake) once you've taught them to think on it.
 
Well, yes. Fate forgoes mechanical complexity in favor of having the player spend time figuring out the story and character they want; Exalted (most crunchy games, really) doesn't really care who your character is, just what they can do. I don't think you need to move from clunkier to simpler to make it work, or anything like that. You just can't explain it to people like a 'standard' RPG. In fact, I think Fate would work better with people who haven't played RPGs at all than with people who have minor experience playing a crunchy system - in my experience, it's a lot harder to get people to think out of the box (to make decisions about what they want to do without a list of mechanical actions they can undertake) once you've taught them to think on it.
As someone who is formally studying pedagogy, I'm going to loudly disagree with this notion. The only way it works the way you just wrote is if the people you are inducting into RPG playing are already highly competent with narrative and structure - eg people who already write stories well. Otherwise, giving people discrete and clear options rather than an open field helps Scaffold the experience for them. Too many options and too few guidelines is overwhelming, prevents focus, and slows play.
 
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Getting Aspects out of relatively new RPG players - even players who are otherwise highly imaginative/creative people - is, in my experience, pretty much like pulling teeth. It requires a particular structure to your thinking, an ability to classify and codify narrative tropes under distinct labels. It's something you can only do with people who have either a large enough literary culture (in terms of quantity, not quality) to have an internal database of clichés and tropes and idiomatic sentences, or people who have learned to write as a craft and have a solid awareness of the mechanical aspects of writing.
 
I hope its ok to bring this here:

I am relatively new to Tabletop RPG's. Other then Quests here and on SB, the only RPG I actualy got to try is Exalted. I joined a group with my brother (who is also new), and have been learning the game on-the-go mostly. Its 2E, with some minor homebrew elements to the setting but nothing much in terms of core Charms.

Anyway, my character (a Night Caste Solar ninja) has recently aquired 2 Sun's Fist Chakrams during gameplay. Now, from just looking at the things, they look awsome, but now I am looking into what else I can do with it and noticed a charm called Cascade of Cutting Terror, which creates massive amounts of duplicates of a thrown weapon.

Would such a charm normaly work with Sun's Fist Chakrams?
 
I hope its ok to bring this here:

I am relatively new to Tabletop RPG's. Other then Quests here and on SB, the only RPG I actualy got to try is Exalted. I joined a group with my brother (who is also new), and have been learning the game on-the-go mostly. Its 2E, with some minor homebrew elements to the setting but nothing much in terms of core Charms.

Anyway, my character (a Night Caste Solar ninja) has recently aquired 2 Sun's Fist Chakrams during gameplay. Now, from just looking at the things, they look awsome, but now I am looking into what else I can do with it and noticed a charm called Cascade of Cutting Terror, which creates massive amounts of duplicates of a thrown weapon.

Would such a charm normaly work with Sun's Fist Chakrams?
CCT works with them. It also works with improvise Thrown weapons leading to such phenomenons as "Flight of the Yeddims" with the essence copies vanishing after a bit.
 
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