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Ascensions and Transgressions by Aleph and Earthscorpion is pretty good.Anyone have recommendations for good Exalted stories? I have read @Gazetteer's stuff and Chainbreaker (like three times).
Ascensions and Transgressions by Aleph and Earthscorpion is pretty good.Anyone have recommendations for good Exalted stories? I have read @Gazetteer's stuff and Chainbreaker (like three times).
It makes more sense when you place it in its historical context: Exalted was originally a White Wolf property connected to the World of Darkness franchise, and even at the time of Ex3's release shared significant overlap in their player bases. One thing about World of Darkness games is that originally, and to a lesser extent over time but still by 2016, they had a player culture that was extremely hostile to and condescending towards mechanical optimization. Having 5 dot in an ability was, in fact, grounds for the ST to reject your character sheet, and would be seen as some kind of a moral wrong, indicative of a powergamer who is going to deliberately sabotage your game.
Obviously the same isn't true of Exalted's player base, but Morke and Holden seem to have imported an expectation of the same behaviour from players, despite having at that point written for the line for years. It's very strange.
3E has the option to negate some of the damage you'd receive by taking a crippling injury instead, but only once per story. Now, those injuries aren't necessarily very meaningful - like, losing one eye doesn't really do much beyond giving the character an excuse to wear a cool eye patch - but I think they're an alright idea for ameliorating the potential lethality somewhat. An idea that'd maybe benefit from some more thought and work put into it and from the injuries having more weight to them, but conceptually solid.Mm, I might be giving the wrong impression there. I'm not saying I want Exalted PCs to be in constant danger of getting their asses kicked. Most fights, the brutality will be heading in the other direction.
That's actually a big part of why I'm not keen on the idea of Fate-style take-outs for Exalted. The people you carve through should get carved up.
But like Kymme said, the current system makes the balance between easy wins and TPKs more delicate than we'd prefer. A little something to ameliorate that might be good. Just in case a Storyteller carelessly gives Heaven Thunder Hammer to a Solar NPC and a player gets to experience its explosiveness first-hand.
3E has the option to negate some of the damage you'd receive by taking a crippling injury instead, but only once per story. Now, those injuries aren't necessarily very meaningful - like, losing one eye doesn't really do much beyond giving the character an excuse to wear a cool eye patch - but I think they're an alright idea for ameliorating the potential lethality somewhat. An idea that'd maybe benefit from some more thought and work put into it and from the injuries having more weight to them, but conceptually solid.
That is how it works in Essence, but the 3e system is much more literal and like, has quite a bit of charm tech anchored onto it at this point.Maybe also having "dramatic" injuries as well. Like, you survive and get away, but you've failed, your plans are ruined and, your enemies are strengthened? You take a physical (wound), social (lost ally), and/or mental (vendetta, intimacy, lost knowledge) injury?
That's been a major motivating factor in the "hot pursuit" and "court scale" subsystems I've been building: laying out explicit mechanics for retreating from a fight you can't win, which the PCs could then be supernaturally excellent at. Benefits for 'holding the field' after a battle, and for using chases to lead someone into an ambush, so even someone who could run them down might reasonably choose not to, purely as a matter of strategic self-preservation.A potential solution to this is something that's been proposed many times before: a way to take death off the table and establish alternative stakes for any given conflict. Incapacitation can remain meaningful, and something players will want to avoid, without it meaning their characters die. In a situation like that there would be a lot less pressure on Storytellers to carefully tune their opposition to an ideal Goldilocks Zone where fights are just challenging enough to thrill the players without being so challenging that there's a serious risk of a total party wipe. You can take more risks with overtuning your opposition if the fight losing means that, say, the Player Characters have to flee, or lose an artifact/the approval of their citizens/their aura, etc.
But the second problem is the way that battles and other such conflicts resolve in Exalted Third Edition are designed points players towards all-or-nothing battles where life is on the line. You fight your enemies until they are all incapacitated, or you are. Barring the use of houserules or optional rules like the ones on pg.73 of Crucible of Legend, being incapacitated by lethal damage means you are either dead or dying, and it's a matter of Storyteller fiat what happens to your character afterwards. This means that, generally, people will NEVER want their characters incapacitated, and Storytellers plan around that. The risk of accidentally overtuning opposition is the death of all the PCs and the end of the chronicle. That's generally not a good outcome.
I think this is a misunderstanding of what crash represents both narratively and like, mechanically. It doesn't mean "they've lost the fight and are now choosing to fight to the death", it means that they've been caught on the back foot, that they're at a disadvantage in the fiction. It's something they can recover from. And mechanically, it makes them vulnerable, but like... It's not a state you can never remove yourself from, and there's even a built in dramatic reversal mechanic for if you crash someone while you're in crash -- which is very easily done if, say, they've just taken advantage of the situation to make a decisive attack and reset to 3 initiative themselves.It's one reason that I would generally suggest that an NPC who is crashed will try to get away.
By having NPCs act like retreat is an option, it can signal to players that it is okay for them to retreat.
I have run into some people who will espouse the whole "players taking 5s is bad without a Good Reason" thing still and get very defensive about it, but it does not seem like the predominant mode of thinking.
There is no assumed default mechanical optimization that the enemy statblocks were designed with. Morke came from a culture of "people will just grab 3s" and wrote a sidebar going "you should feel free to take 5s", and then wrote a game system assuming people will mostly take 5s (the Solar set's prereqs are mostly 5). The game does not improve if people don't optimize, it just makes it harder to track people's capabilities. What makes antagonists disintegrate is that Solar Charms are unmanagably powerful. The system will force you to have 5s in your specialties before long, and then Solar Charms will start obliterating any opposition.I mean, if the overwhelming majority of the game's officially statted antagonists implode the moment a character with higher-than-the-assumed-default degree of mechanical optimization makes a threatening gesture in their direction, then taking more 5s than the system assumed you would is putting avoidable extra workload on your ST, which is like... a bit rude, so I can totally understand where that thinking is coming from.
(Of course, the correct way to handle that is to make character creation work on the V5/Essence paradigm and make those implicit assumptions explicit in the ways a character can look like at chargen, but ah well.)
There is no assumed default mechanical optimization that the enemy statblocks were designed with. Morke came from a culture of "people will just grab 3s" and wrote a sidebar going "you should feel free to take 5s", and then wrote a game system assuming people will mostly take 5s (the Solar set's prereqs are mostly 5). The game does not improve if people don't optimize, it just makes it harder to track people's capabilities. What makes antagonists disintegrate is that Solar Charms are unmanagably powerful. The system will force you to have 5s in your specialties before long, and then Solar Charms will start obliterating any opposition.
There is nothing wrong with telling players "if you want your character to excel in combat, put 5/5/3 into your physical attributes", or even getting more elaborate than that.
The failure mode is that a Solar with Dex 3, no actual specialty, and Strength 5 can rip Ahlat limb from limb with Essence 1 and 2 effects without trying very hard at all.You can, in fact, have Dex 3, (combat ability of your choice) 5, no specialty, and no Artifact weaponry, and still have access to every Charm printed for your ability of choice. If you do so, and if "being challenged in combat" is the specific play experience you're looking for, I would wager that you're probably going to have a better time than you would if you went 5/5/3 in your physical attributes and rounded your character out with a matching set of Artifacts, specialties, and 5s in all of the supplementary abilities that neatly plug in the holes of your primary combat set!
Solar Charms are powerful, yes, but I'm kind of struggling to square the circle of how all of the following design goals can be accomplished at the same time in a system built on the bones of Storyteller:
- Players should be able to feel like a Big Deal even if they have built their characters with low system mastery
- A Dawn fresh out of chargen should be able to throw down with in-setting heavyweights like Ahlat or Ma-Ha-Suchi and have a reasonable chance of coming out on top
- You should have a dizzying amount of build variety and all of those builds should be viable even if they're not necessarily all on even footing
- And, while maintaining all of the above, high-optimization, high system mastery players building their blorbos for maximum efficiency should also be able to feel challenged by officially statted opposition
Honestly, given the constraints above, "the splat that defines the absolute ceiling of power for the game line has access to effects that are too powerful" is probably among the least bad of the possible failure modes we could have?
No, it's not rude to design a character so that they function in a way that makes sense with the incentives the system is giving you, and you should not play with any ST who talks like it is. If an ST got angry with me for putting 5s in my character's attributes because they don't want to have to modify undertuned QCs the way everyone running 3e has to sometimes, then I would be very tempted to just find another game. It takes 5 in character months to bring an attribute from 4 dots to 5 after character creation, which is just a truly unwieldy amount of downtime compared to almost anything else.I mean, if the overwhelming majority of the game's officially statted antagonists implode the moment a character with higher-than-the-assumed-default degree of mechanical optimization makes a threatening gesture in their direction, then taking more 5s than the system assumed you would is putting avoidable extra workload on your ST, which is like... a bit rude, so I can totally understand where that thinking is coming from.
(Of course, the correct way to handle that is to make character creation work on the V5/Essence paradigm and make those implicit assumptions explicit in the ways a character can look like at chargen, but ah well.)
Well then it's gonna be very difficult to balance things for the characters whom their players want to be both absolutely jacked and impossibly graceful. Which, y'know, is not gonna be a rarity in any game where you can do that (because games are often about wish fulfillment), never mind in a game like Exalted where being exceptional is part of the advertised point of playing.Yes, but similarly, I also think there's nothing wrong with designing a game around the principle that your blorbo shouldn't need to be both absolutely jacked and impossibly graceful in order to excel in combat? (I'm working with a definition of "excel" here that means "capable of triumphing against officially-statted opposition presented as a credible combat threat", not "the guy with Physical secondary and a 3/3/3 spread should be literally as effective at fighting as the girl who dumped all her BPs into flexing a 5/5/5 straight out of chargen").
The failure mode is that a Solar with Dex 3, no actual specialty, and Strength 5 can rip Ahlat limb from limb with Essence 1 and 2 effects without trying very hard at all.
No, it's not rude to design a character so that they function in a way that makes sense with the incentives the system is giving you, and you should not play with any ST who talks like it is. If an ST got angry with me for putting 5s in my character's attributes because they don't want to have to modify undertuned QCs the way everyone running 3e has to sometimes, then I would be very tempted to just find another game. It takes 5 in character months to bring an attribute from 4 dots to 5 after character creation, which is just a truly unwieldy amount of downtime compared to almost anything else.
Well then it's gonna be very difficult to balance things for the characters whom their players want to be both absolutely jacked and impossibly graceful. Which, y'know, is not gonna be a rarity in any game where you can do that (because games are often about wish fulfillment), never mind in a game like Exalted where being exceptional is part of the advertised point of playing.
A Word On Power Level:
I learned my lesson from Savage Seas. I scaled the First Age ships in there to be somewhat survivable in actual Exalted combat and people howled. So if you are a combat guru, yes, I know. The gods and demons are understatted. They don't have as lush a variety of Charms and they're not really statted to taken on a fully kitted out hero of the appropriate power level. If that's a problem for you, then just add the stuff you know is missing; give them damage doublers and duration defenses and semi-perfect defenses and Combos. I do not want to make everyone who plays the game figure out how to do a 48L attack in order to be adequate.
In general, assume that stats aren't scaled to reflect the stratospheric power you can cram into a Combo or the horrifying sorts of damage you can dish out when you're a Solar in a warstrider with a warstrider daiklave and Melee Charms. I know that Combat Arena is fun, but I can't tailor the game's stats to "what a 550 year old Solar with multiple Essence 6 Melee Charms in a Combo could do while wearing a warstrider". Yeah, in theory, Ahlat should operate in that scale but would he really be all that useful if he did? If you know that that scale exists, dressing gods up to fight in it is easy. If you don't know that scale exists, you probably aren't interested in discovering it.