I'm curious, was this like a versus debate where it's assumed that the conflict would take the form of a straight fight, or was it more generally "America is in Creation, what now?" Because I feel like in a world of supernatural diplomats, spies, and agents provocateurs, America is just a mass of pain points that its people and leaders wouldn't even be aware they should be defending to the degree they'd need to be until Creation's faction have well and truly sunk their claws in.

The specific point in question was if a machine gun would run an exalt out of motes to defend against or not. At which point Neph barged in with "Mortals don't get to win".
 
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That was one aspect, another aspect to the discussion that got burned into my brain was someone insisting that America would rapidly figure out thaumaturgy and use the public education system to start mass-producing wards to force foreign Exalts who weren't ridiculously high essence to spend wp every 100 yards or so or turn back, mostly because at the time there wasn't a lot stopping the Realm from sequestering off whole cities or regions like that.
 
Yeah, but there's I believe literally one page of one minor book that suggests that thaumaturgy can do that, and zero other content in the entire rest of second edition Exalted that suggests thaumaturgy can do that. I know there's zero hints in third edition that that could happen, and I don't know of anything in first edition, either, although I'm less familiar with the material there, so I feel very comfortable stating that, no, thaumaturgy wouldn't do that no matter if America has disbanded the Department of Education or not.
 
There are some interesting questions buried in this kind of thing about how you handle mortal agency in exalted, and "mortals cannot win" is something I'm kind of allergic to stakes wise even if the mechanics are going to give that resolution to onscreen conflicts a lot. The Exalted v. America thing, though, is a very distracting hypothetical and buried in a lot of the 2E fandom (and sometimes freelancer) fascination with technologically (and sometimes socially) uplifting the setting back to pseudomodernity.
 
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Does anyone remember the Bunraku rules? That was an old setting addition that introduced the Bunraku as Mortal made Warstriders based on giant puppets. General Exalted Thread

It is related to this original fic: Bunraku (Samurai Mecha Quest) Original

I bring this up as they provided a means of allowing mortals to compete with Exalted on the limited level of direct combat. It didn't disrupt the balance of the setting as the Bunraku were extremely expensive and required extensive maintenance from trained professionals. A Mortal dominated city would have as a few squads of them so they could fight off the more physical supernatural champions or break hordes of lesser enemies.
 
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I find that easier in 3e than in past editions. In 2e everything used to be limited to enlightened mortals, but in my current campaign there is material to include almost anything (artifacts atunable by mortals, strange people, magical things from creation, context of the moment, sorcerers, sorcerous workings, etc.), so much so that in the campaign I am currently running I have not even needed to use exalted as antagonists.
 
Interesting. In general I've found non-exalted dice pools quickly lead to situations where non-exalted just cannot be relevant in opposition. especially with the tendency for players to somewhat optimize their dice pools.
 
Generalmente nos interesa más contar una buena historia que arrasar con todo de un solo toque (también ayuda que solo juguemos con terrestres), así que si algo parece defectuoso, a veces lo debilitamos (como la mecánica de choque y limitar los artefactos en la creación de personajes a uno) o si algo es demasiado débil para lo que queremos, no está de más mejorarlo (como una batalla contra un jefe inesperadamente larga entre un soberano y un lagarto tirano invernal). Es algo que ya hice en la 2.ª edición, pero es mucho más fácil en la 3.ª (en la 2.ª edición, básicamente rehice el juego).
 
Oops, sorry 😅. We're generally more interested in telling a good story than wiping everything out in one fell swoop (it also helps that we only play with land-based players), so if something feels flawed, we sometimes nerf it (like the crash mechanic and limiting artifacts at character creation to one), or if something is too weak for what we want, it doesn't hurt to buff it (like an unexpectedly long boss fight between a suzerain and a winter tyrant lizard). This is something I did back in 2nd Edition, but it's much easier in 3rd (in 2nd Edition, I basically remade the game).
 
Generalmente nos interesa más contar una buena historia que arrasar con todo de un solo toque (también ayuda que solo juguemos con terrestres), así que si algo parece defectuoso, a veces lo debilitamos (como la mecánica de choque y limitar los artefactos en la creación de personajes a uno) o si algo es demasiado débil para lo que queremos, no está de más mejorarlo (como una batalla contra un jefe inesperadamente larga entre un soberano y un lagarto tirano invernal). Es algo que ya hice en la 2.ª edición, pero es mucho más fácil en la 3.ª (en la 2.ª edición, básicamente rehice el juego).
What? I didn't say I wasn't interested in telling a story or that I wanted things solved in one swoop so the first part, or at least a translation of what you said doesn't seem to apply. I can understand buffing NPC's so that they can compete, but given how 3ed is set up, I don't think those kinds of buffs really end up being different from what you need to make mortals relevant in 2e, at least in terms of dice pools and supplemental charms.

Though given what you wrote, I guess I should clarify: 'optimize their dice pools' means, in my experience, that players generally go for having 4+ in the abilities they consider core to the character and an excellency, which makes a lot of mortals and even spirits in a position of needing a lot of luck.
So is it just me or is that the site not translating that?
There is no automatic translation software on SV. Jose7057 wrote in Spanish, so that's what it is.
 
both systems are different enough that the adjustments should be different (giving a mortal martial arts in 2e didn't even help, they still disintegrated at the slightest touch), and while we tend to optimize characters based on the objective (it's common in all ttrpgs) it doesn't affect us that much, limiting character creation to a single artifact helps with that, plus we use the unified experience system (crucible of legends) so there's less incentive to level everything to 5, and the mechanics are consistent enough to avoid abuse (in combat I can add more enemies, or put enemies that force them to spend motes to defend, and in social I can make them spend willpower if dramatically possible or increase and decrease resolve values thanks to intimacies). and sorry for the last message, I'm a native spanish speaker and since I use google translate to translate the page, I forgot I was on an english site😅
 
Does anyone know where the question of artifact dot ratings(they have relevance for evocation design) for the purpose of charms like glorious solar saber or exquisite relic bow for abyssals is answered(assuming an answer exists)?
 
both systems are different enough that the adjustments should be different (giving a mortal martial arts in 2e didn't even help, they still disintegrated at the slightest touch), and while we tend to optimize characters based on the objective (it's common in all ttrpgs) it doesn't affect us that much, limiting character creation to a single artifact helps with that, plus we use the unified experience system (crucible of legends) so there's less incentive to level everything to 5, and the mechanics are consistent enough to avoid abuse (in combat I can add more enemies, or put enemies that force them to spend motes to defend, and in social I can make them spend willpower if dramatically possible or increase and decrease resolve values thanks to intimacies). and sorry for the last message, I'm a native spanish speaker and since I use google translate to translate the page, I forgot I was on an english site😅
Well, no, the principle issue I've found in both is that the mortal dice pools are generally small so the adjustments would largely be in the same direction, even if the specifics would have some difference. Artifacts certainly ramp numbers up eventually, but I haven't really had people with massive panoply's at the start and I've seen the same issue even then. Stats are a bit more all over the place, but even with a unified experience system starting without a 4 is decidedly abnormal in my experience(and it's certainly not something that the game assumes given it directly encorages going up to 5 if you want to). In some ways attributes are even worse, since raising them in play can be so painful.

And it's not just the excellencies, though those are some of the starkest divides. But a lot of charms enhance actions to such a degree that without charms use on the other side it's incredibly hard for mortals to matter mechanically. Battlegroups can help, but it both limits things(it's hard to justify why every battle seems to have large elements of field armies present), but also Exalts tend to have a lot of means to really punish battlegroups. Sorcery can be especially nasty in this regard. They are, at the end of the day, a supplemental thing, especially thanks to how they work with initiative. But socially things are much, much worse. Intimacies can help, but in my experience with even a only somewhat social focused character(3/3 in terms of attribute/ability with a couple of charms) the only way to meaningfully resist for 'normal' mortals was to rely on very strong intimacies. And for a character with a bit more investment they basically might as well not have statistics. And on the flip side, if the mortal is trying to influence the characters, well, you can run into the same dynamic, just where the only way is to massively metagame and constantly utilize the players intimacies in a way that seems to punish them for it. About the only way I could see it, without massively bending what mortals can do (and thus no longer really being in 3e mechanically), is for some sort of attrition play but that's basically just 'what if we reinvent 2e social combat from first principles'.
 
Does anyone know where the question of artifact dot ratings(they have relevance for evocation design) for the purpose of charms like glorious solar saber or exquisite relic bow for abyssals is answered(assuming an answer exists)?
Arms of the Chosen gives bad advice. Don't let Evocations do Exalt style dice tricks or just-better-attacking in general, give them cool flashy stuff and utility effects they can't get elsewhere and sick finisher moves. The bread and butter needs to be MA and their own Charms otherwise DBs just get Solar Melee in a daiklave and things go badly.
 
Bueno, no, el principal problema que encontró en ambos es que las reservas de datos mortales suelen ser pequeñas, así que los ajustes irían en la misma dirección, aunque los detalles específicos variarían. Los artefactos, sin duda, aumentan las cantidades con el tiempo, pero no he conocido a gente con una panoplia enorme al principio, e incluso entonces he visto el mismo problema. Las estadísticas son un poco más variables, pero incluso con un sistema de experiencia unificado, empezar sin un 4 es decididamente anormal en mi experiencia (y ciertamente no es algo que el juego asuma, ya que anima directamente a subir hasta 5 si se quiere). De cierto modo, los atributos son aún peores, ya que aumentarlos en el juego puede ser muy complicado.

Y no se trata solo de las excelencias, aunque estas son algunas de las divisiones más marcadas. Pero muchos encantamientos mejoran las acciones hasta tal punto que, sin el uso de encantamientos por parte del otro bando, es increíblemente difícil que los mortales tengan importancia mecánica. Los grupos de batalla pueden ayudar, pero no solo limitan las cosas (es difícil justificar por qué cada batalla parece tener grandes elementos de ejércitos de campaña presentes), sino que también los Exaltantes tienden a tener muchos medios para castigar realmente a los grupos de batalla. La hechicería puede ser especialmente desagradable en este sentido. Son, al fin y al cabo, un complemento, sobre todo gracias a cómo funcionan con la iniciativa. Pero socialmente, las cosas son mucho peores. Las intimidades pueden ayudar, pero en mi experiencia, incluso con un personaje con un enfoque social mínimo (3/3 en términos de atributo/habilidad con un par de encantamientos), la única forma de resistir significativamente para los mortales "normales" era confiar en intimidades muy fuertes. Y para un personaje con un poco más de inversión, básicamente, bien podrían no tener estadísticas. Y por otro lado, si el mortal intenta influir en los personajes, bueno, se puede encontrar la misma dinámica, solo que la única forma de hacerlo es usar metajuegos masivos y utilizar constantemente la intimidad de los jugadores de una forma que parezca castigarlos por ello. La única forma que veo, sin modificar periódicamente las habilidades de los mortales (y, por lo tanto, dejar de estar realmente en la 3.ª edición mecánicamente), es mediante algún tipo de juego de desgaste, pero eso es básicamente "¿y si reinventamos el combate social de la 2.ª edición desde sus principios básicos?".
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normalmente nos quedamos en el nivel tierra (el nivel celestial nos incomoda un poco) por lo que no hay muchos encantamientos que afecten al combate a ese nivel (aparte de excelencias) y por lo que he leido mucha gente tiende a empezar con un arma artefacto y armadura pesada artefacto para ultra optimizarse en combate (o al menos eso es lo que he leido) por eso lo puse como ejemplo, realmente no hemos tenido ningún problema, incluso pude reducir significativamente el pool de motas del personaje de mi primo usando tropas de élite. y no considero que los grupos de batalla sean particularmente útiles, sirven para simplificar algunos encuentros o en situaciones de guerra pero no para aumentar el poder significativamente (a menos que tengan un general). Y en el aspecto social lo encuentro aún mejor, ya que además de estar ligado a la narrativa, también tiene la mayor cantidad de líneas de vida de cualquier sistema; incluso una tirada de 30 éxitos se puede anular con fuerza de voluntad (si puedes compensar el gasto con otra intimidad), y un personaje de resolución 4 (de los cuales hay varios incluso en el núcleo) con solo una intimidad menor puede alcanzar la dificultad 6 (cerca del nivel donde ya se recomienda usar una excelencia para garantizar el éxito). Y en cuanto a influir en los personajes jugadores, bueno, no todos tienen excelencia en integridad ni quieren gastar motas en este momento, y sus propias intimidades aún pueden usarse en su contra. Al menos esa es mi experiencia, normalmente jugamos partidas con un solo personaje principal (no tenemos muchos amigos) (y el sistema social de la 2.ª edición apesta).
 
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Yeah, but there's I believe literally one page of one minor book that suggests that thaumaturgy can do that, and zero other content in the entire rest of second edition Exalted that suggests thaumaturgy can do that. I know there's zero hints in third edition that that could happen, and I don't know of anything in first edition, either, although I'm less familiar with the material there, so I feel very comfortable stating that, no, thaumaturgy wouldn't do that no matter if America has disbanded the Department of Education or not.
I know that.

Interesting. In general I've found non-exalted dice pools quickly lead to situations where non-exalted just cannot be relevant in opposition. especially with the tendency for players to somewhat optimize their dice pools.
I think the main problem non-exalts have this edition is that the combat engine only wants a certain number of solo combatants at a time before you're going to want to turn them into trivial opponents or a battle group for the sake of everyone's sanity.
 
Its all over for America when we get the first Solar Twitch streamer. Were making whales out of everyone 🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳🐳 Gonna get the entire treasury as a super chat when playing fortnite.

Thanks I always strive to make the worst possible posts for VS arguments.
WHALE FACTS WHALE FACTS THE SPOKEN ARE STILL ALIVE THE VOICE IN MY MY SHOWER DRAIN TOLD ME SO
 
I feel like mortals having very little meaningful agency as a whole is kind of on-brand for what Exalted is in general.

I'm not saying Mortals should never be able to matter, but that should be on the back of like, some kind of supernatural edge, sorcery, incredible and generational mastery of a craft, or straight up just being an army.

Addendum: I mean agency in the sense of being able to oppose Exalts and Gods and stuff, not agency in the sense of being able to meaningfully act on Creation.
 
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I think the main problem non-exalts have this edition is that the combat engine only wants a certain number of solo combatants at a time before you're going to want to turn them into trivial opponents or a battle group for the sake of everyone's sanity.
Yeah. If you actually ran a combat with lots of singular elite troops you could probably wear characters down at certain points, but the system says not to do that. And it would take probably a week to actually run it.
 
Yeah. If you actually ran a combat with lots of singular elite troops you could probably wear characters down at certain points, but the system says not to do that. And it would take probably a week to actually run it.
The problem here is how nebulously defined a heroic mortal is. There's scople for individual mortal combatants but it's a matter of selling it to your players that these paticular guys have the kind of narrative significance to deserve it because if they're taking the PCs head on they're probably going to get really humbled at best.
 
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