In prior editions there were ways to track down a manse if you possessed the hearthstone. I believe it was a minor artifact called a hearthstone compass, or maybe it was something in the Art of Geomancy.
 
In prior editions there were ways to track down a manse if you possessed the hearthstone. I believe it was a minor artifact called a hearthstone compass, or maybe it was something in the Art of Geomancy.
Right. I was more thinking about the other way around: you have the manse, but the hearthstone is missing/stolen.

Edit to add so-as not to double-post: Looking at White Veil Style, the first Charm (Birdsong over Blades) allows you to choose to do no damage, but "the target can still suffer wound penalties" and other effects that I don't care about for this question. Later, it mentions, "Some effects use the number of health levels lost to determine their extent, and for such purposes, the damage done is zero." Are you supposed to roll damage to determine how many health levels down it puts them for wound penalties, or not? Or is the "wound penalties" reference only useful if you have Charms like Kiss of the Whip (which isn't even a White Veil Charm)?
 
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On all the things I expected to do in exalted. We are currently using Feng Shui to kill a behemoth while we take it on parade through our town.

We are having our sidereal buddy invoke the five elements in a specific path along this parade route. The behemoth is basically a child that thinks its the ruler of everything (And packed with so much essence it will need a legion to kill). So we are giving it a 'election parade' and weakening it at the same time.

FENG SHUI STRONK and Lunars are fun as heck to play.
 
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Bit of a random question, but does anyone know any good Exalted vs WoD fics/quests to read?

I've already got Seventy Seven Ways to Kill a Vampire and Hell is Other People on my watch list.
 
Bit of a random question, but does anyone know any good Exalted vs WoD fics/quests to read?

I've already got Seventy Seven Ways to Kill a Vampire and Hell is Other People on my watch list.

Well, there's always this. And if we shout at @ManusDomini enough, he might even update it like he keeps on promising to do on Discord.

forums.sufficientvelocity.com

Hell is Other People (Exalted/World of Darkness)

The sun is dying, dying like you. Slowly ascending, it looks more like it’s descending to you...
 
Well, there's always this. And if we shout at @ManusDomini enough, he might even update it like he keeps on promising to do on Discord.

forums.sufficientvelocity.com

Hell is Other People (Exalted/World of Darkness)

The sun is dying, dying like you. Slowly ascending, it looks more like it’s descending to you...

I mean, I have that one on my watch list already.

It's just a matter of waiting for @ManusDomini to update it, which is something that takes a while.
 
Looking through the Scroll of Errata, I found the Claws of the Silver Moon greatly improved overall, but there's just one element that makes me ask, "What were they thinking?" This is, I believe, the Ink Monkeys' work, and I KNOW they're more mechanically savvy than this, so maybe I'm missing something.

The Claws gain an Overwhelming value of 2.

There is no way to get Claws of the Silver Moon without being at least Essence 2; the Charm even has that as a prerequisite (unlike some which, weirdly, have E1 as a prereq, despite literally every way of learning Lunar Charms - being a Lunar, an Eclipse-alike, or via Sharing the Gifts of Luna - giving you Essence 2 if you didn't already have it). Minimum damage is always at least your Essence. All Overwhelming does, to my knowledge, is set your minimum damage if your Essence is lower than that. What is the point of an Overwhelming value of 2 on something that can't be obtained without Essence 2? Am I missing something? I mean, this is the crew that I know KNOW these rules, not some remnant from earlier in the edition!
 
Looking through the Scroll of Errata, I found the Claws of the Silver Moon greatly improved overall, but there's just one element that makes me ask, "What were they thinking?" This is, I believe, the Ink Monkeys' work, and I KNOW they're more mechanically savvy than this, so maybe I'm missing something.

The Claws gain an Overwhelming value of 2.

There is no way to get Claws of the Silver Moon without being at least Essence 2; the Charm even has that as a prerequisite (unlike some which, weirdly, have E1 as a prereq, despite literally every way of learning Lunar Charms - being a Lunar, an Eclipse-alike, or via Sharing the Gifts of Luna - giving you Essence 2 if you didn't already have it). Minimum damage is always at least your Essence. All Overwhelming does, to my knowledge, is set your minimum damage if your Essence is lower than that. What is the point of an Overwhelming value of 2 on something that can't be obtained without Essence 2? Am I missing something? I mean, this is the crew that I know KNOW these rules, not some remnant from earlier in the edition!
The Ink Monkeys made plenty of mechanical gaffs in their time.
 
The Ink Monkeys made plenty of mechanical gaffs in their time.
Sure, but this one is... basic. I mean, it doesn't hurt anything, or break anything. It's just weirdly pointless as a waste of digital ink. Surely, they had something in mind when writing it. I just don't know what it was. Maybe they thought it increased minimum damage by that much?
 
Sure, but this one is... basic. I mean, it doesn't hurt anything, or break anything. It's just weirdly pointless as a waste of digital ink. Surely, they had something in mind when writing it. I just don't know what it was. Maybe they thought it increased minimum damage by that much?
In 2.5(which scroll of errata function on) minimum damage was decoupled from essence(see on page 9). Overwhelming or similar mechanics are the only ways to boost your minimum damage.
 
In 2.5(which scroll of errata function on) minimum damage was decoupled from essence(see on page 9). Overwhelming or similar mechanics are the only ways to boost your minimum damage.
I knew I had to be missing something. Thanks!

...of course, the very next section after they explain the change to minimum damage, they refer to "(Essence ping)", but I'll accept that mistake as being just a mistake.
 
The thing you should do for sanity's sake when trying to work with Exalted 2's rules is to assume that the rules are always going to be fucked, and that you have to fix every instance of them not making sense. Trying to give them any respect will just lead to losing more SAN points. If something doesn't make sense, toss it. If something does something stupid, toss it. Rewrite that shit liberally. RAW approach quickly leads to the conclusion that usually, whoever wrote the thing had no idea what they were doing.
 
The thing you should do for sanity's sake when trying to work with Exalted 2's rules is to assume that the rules are always going to be fucked, and that you have to fix every instance of them not making sense. Trying to give them any respect will just lead to losing more SAN points. If something doesn't make sense, toss it. If something does something stupid, toss it. Rewrite that shit liberally. RAW approach quickly leads to the conclusion that usually, whoever wrote the thing had no idea what they were doing.
It still is best to know what is there and if there was intent. Changing things works best when you know what and why you're changing.
 
It still is best to know what is there and if there was intent. Changing things works best when you know what and why you're changing.

Their intent really doesn't matter in a lot of cases, heh. You care about what something does, and if that something has a detrimental side effect or leads to degenerate game states, kill it.

The author's opinion is irrelevant, they're definitionally incompetent if they produce material that creates degenerate game states.
 
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The thing you should do for sanity's sake when trying to work with Exalted 2's rules is to assume that the rules are always going to be fucked, and that you have to fix every instance of them not making sense. Trying to give them any respect will just lead to losing more SAN points. If something doesn't make sense, toss it. If something does something stupid, toss it. Rewrite that shit liberally. RAW approach quickly leads to the conclusion that usually, whoever wrote the thing had no idea what they were doing.
So basically I should remove the Exalted rules and keep only the fluff, got it.
 
Their intent really doesn't matter in a lot of cases, heh. You care about what something does, and if that something has a detrimental side effect or leads to degenerate game states, kill it.

The author's opinion is irrelevant, they're definitionally incompetent if they produce material that creates degenerate game states.
I am communicating my point poorly. Knowing what they thought lets me know if there is more merit to the rule than I would otherwise assume.

For example, if a rule says, "Don't pick these flowers," and I think whoever made that rule has no right to tell me what to or not to do in a field in the middle of nowhere, but the rule was made because the flowers turn out to be typically drenched in poison ivy oil by some arbitrarily-effective-for-this-example environmental circumstances, that knowledge changes whether I follow the rule or how I choose to behave while ignoring it. If I really want those darned flowers despite knowing they're going to make people who touch them itch, I'll wear gloves and make sure to label them as "soaked in poison ivy" or something like that for the sake of others.

In this case, as another example, asking about what the devil the writers were thinking when they gave the errata version of Claws of the Silver Moon an "Overwhelming 2" tag led me to somebody pointing out the change in the errata to the minimum damage rules that removed Essence Ping. On the other hand, I feel perfectly fine, seeing one section of the rules later a reference to "Essence Ping," in disregarding that as an error in the errata that got overlooked. Reference to an outdated rule is more likely an oversight than is an accidental inclusion of a rule expressly outdating/repealing/replacing said rule.

Before I disregard or change things, I want to make sure I'm not missing anything. I want to know what knock-on effects my changes might have down the line, at least to my best reasonable ability to discover them.

"They can't have meant for defense to always trump offense no matter what," one might say, only to run smack into the supreme lethality of Exalted Combat if one isn't built to handle it and perfect defenses have been house ruled out.
 
So basically I should remove the Exalted rules and keep only the fluff, got it.

Completely without irony, yes, you should. Pick the rules light system of your choice, ideally one which your group already knows and therefore has no learning curve, select what you like from the fluff, enjoy a much better gaming experience than trying to use a very badly constructed complex system.
 
This is why I much prefer 3e. It is infinitely less fucked in terms of rules than 2e.
Pity its charm trees are EVEN WORSE.

I love what 3e did with combat, and it's a huge step further in the right direction on social mechanics (though still a bit stuck in the "combat" mindset). Evocations are brilliant and something I back-port to 2E.

In fact, recently I wrote up Evocations for a pair of Hearthstone Amulets that are a pair of earrings. They're not much, but they do a great job of making the earring hearthstone amulets feel like their own little wonders, not Generic Hearthstone Amulet #s 87089 and 87090. Evocations are great for fulfilling the claim made that all artifacts are unique wonders, when some seem to be barely middling-powered magical items by the rote stats.

But godlings, 3e's charm design is atrocious. Bloated trees, tons of wasted word count on fiddly die-manipulation mechanics that are almost the same as other fiddly manipulations but somehow warrant their own separate Charm, and a crafting system that, while I appreciate what they tried to do, ultimately feels too game-y and not enough like a system usable by anybody who wants to do anything but be THE CRAFTERTM​.

As to the rules-light advice... I haven't found a "rules lite" system that I really like. The closest I've come is BESM (3e being the best of its variants), and that...doesn't do Exalted well. At all.
 
Pity its charm trees are EVEN WORSE.

I love what 3e did with combat, and it's a huge step further in the right direction on social mechanics (though still a bit stuck in the "combat" mindset). Evocations are brilliant and something I back-port to 2E.

In fact, recently I wrote up Evocations for a pair of Hearthstone Amulets that are a pair of earrings. They're not much, but they do a great job of making the earring hearthstone amulets feel like their own little wonders, not Generic Hearthstone Amulet #s 87089 and 87090. Evocations are great for fulfilling the claim made that all artifacts are unique wonders, when some seem to be barely middling-powered magical items by the rote stats.

But godlings, 3e's charm design is atrocious. Bloated trees, tons of wasted word count on fiddly die-manipulation mechanics that are almost the same as other fiddly manipulations but somehow warrant their own separate Charm, and a crafting system that, while I appreciate what they tried to do, ultimately feels too game-y and not enough like a system usable by anybody who wants to do anything but be THE CRAFTERTM​.

As to the rules-light advice... I haven't found a "rules lite" system that I really like. The closest I've come is BESM (3e being the best of its variants), and that...doesn't do Exalted well. At all.
Speaking if this since it's my big with 3e, did Fangs at the Gate fix these issues?
 
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