The virtue of this, I think, is that the GM can simply choose whichever option is best for her players and her game, given that there's nothing telling her what she can or cannot do within the context of the Charm.

And the flaw of that is that the Storyteller must now devote thought to choosing from an extremely broad range of options what will be best for the game and the players, instead of being able to trust that the rules will take this burden away. And many Storytellers will tend by default to devote minimal thought to this, because they assume that using the rules with a minimum of thought will work, and it ought to work. If it doesn't work, then that is a flaw in the system - the easiest interpretation of the rules ought to be one that is good for gameplay, and I would say that "It happens" is a slightly easier interpretation than "Hm, if it just happens there's no counter, best make it happen with some lead time".

EDIT: Heh, Virtue Flaw.
 
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I love how we're arguing so much about two Charms, one of which we've been told is probably at the top of stuff to be cut for the final product and the other's likely in the same space.

Man, it's almost like I was completely right to be worried about this leak!
Well the craft system is tedious and the charm spread is imbalanced heavily.
 
The disasters in question don't just materialize out of thin air. They're all natural phenomena that are possible for the setting and the area the people are in. At the very least, I don't think a Volcano materializes out of nothing ala Black and White.

That's fine. But barring magic (which is rare), Creation doesn't have the infrastructure to effectively do disaster monitoring. Maybe I'm wrong and Enlightened Meteorology is totally something that you can easily get

I was actually checking a bunch of stuff about volcanoes and hurricanes just to see lead times-and they're pretty long, but we only know about them because of advanced technology that doesn't exist in Creation. It's certainly possible that there are equivalents, but this is the kind of stuff that should be stated if they might be important. And if you have the Allied Weather Control Machine as a Solar Charm, they become important.

I'd prefer it were handled that way, but right now I'm just arguing against the idea that there's no counter or defense against it.

You're arguing orthogonal to what Chung and I are saying. Both of us are saying that you can interpret it as 'your kingdom gets wrecked, no save unless you're lucky.'

The virtue of this, I think, is that the GM can simply choose whichever option is best for her players and her game, given that there's nothing telling her what she can or cannot do within the context of the Charm.

A good GM is going to know that they can bend the rules of the game and still be faithful to the rules because they exist for a reason and as long as she's faithful to that reason she's faithful to the rules. Helping good GMs is less important than designing a game to provide assistance to mediocre GMs, who are capable of writing plots and making things work in context but are still a lot less comfortable with houserules and just making shit up than the good ones.

I love how we're arguing so much about two Charms, one of which we've been told is probably at the top of stuff to be cut for the final product and the other's likely in the same space.

Man, it's almost like I was completely right to be worried about this leak!

Would you prefer we argue about the 600+ dice trick charms @Roadie mentioned make up the majority of all charms? Because we can argue about those and how they make the game virtually unplayable over IRC (a common way of playing) and make it even more aggravating for people who aren't math whizzes to calculate the probability curves on the fly.

And probability is super duper important. Knowing if you're taking a 30% chance or a 90% chance is kiiind of important when you make a decision. The same goes for the ST. The ST needs to be able to easily figure out the probability of a player succeeding or failing at a task so they can create appropriate challenges. With the sheer number of Dice Trick charms that exist now, Exalted 3E should probably come with an extra free supplement on probabilities.
 
The charm doesn't even say if it happens too quickly for anyone to react to it or not, just that 'a disaster happens.' I'm assuming yes, you're assuming no, and we're both fucked.
Where do you game and how many people do I have to murder to game there?

Seriously, if you can just assume "yes" to this sort of question, you clearly live in some unearthly paradise where DM's are always mechanically competent, willing to talk things out with their players, and capable of worldbuilding on the fly. Also, where players don't randomly nuke things for kicks and giggles and actually consistently stay In Character and on plot.

where is this amazing place and how do I get there?
 
Well the craft system is tedious and the charm spread is imbalanced heavily.

I've already said why I actually think the Charm spread being heavily favored towards Ability 5 is appropriate rather than a flaw.

And while the craft system isn't a complete work of art, it's a good deal better than the 2e one IMO and actually has me interested in playing a crafter.
 
Would you prefer we argue about the 600+ dice trick charms @Roadie mentioned make up the majority of all charms? Because we can argue about those and how they make the game virtually unplayable over IRC (a common way of playing) and make it even more aggravating for people who aren't math whizzes to calculate the probability curves on the fly.
I did 90% of the playtesting on IRC, a dice bot that arranged the dice rolls in ascending order was sufficient for our needs.
 
Well actually, the Charm itself says something about that. Oh right...


Given that the Solar is just spawning this disaster into existence in the first place by sheer force of their "I'm a Solar so fuck you", it is hardly a given that it needs to have anything resembling conventional ideas of plausibility.

The ghostly army comes from the Shadowlands, Tsunamis can't sink battleships unless you're near the sea, etc. etc. It's not a wild leap to make that assumption, or at least not anymore of a leap than to jump to the most absurd worst-case scenario.

Where do you game and how many people do I have to murder to game there?

Seriously, if you can just assume "yes" to this sort of question, you clearly live in some unearthly paradise where DM's are always mechanically competent, willing to talk things out with their players, and capable of worldbuilding on the fly. Also, where players don't randomly nuke things for kicks and giggles and actually consistently stay In Character and on plot.

where is this amazing place and how do I get there?

Is it really that unusual? Yes, I always make sure to ask my players for input and feedback. I'm willing to change details around to suit them, within reason. I like improvising wildly whenever players try to throw me for a loop. I think it's ultimately their game and I want them to have fun. I like running stuff for them, it's very fun.

My players do nuke things at random and go out of character. I guess I just like them? As people.

I did 90% of the playtesting on IRC, a dice bot that arranged the dice rolls in ascending order was sufficient for our needs.

Anecdotally, I can at least confirm that our slowest counter had significantly less trouble with 3E than 2E, rerolls and all.
 
I think "Lore, Brawl, Craft, and Socialize each have (slightly) more charms than War and Archery combined" qualifies as lopsided, regardless of the Ability weightings.

IMO it is moot, given that you're not expected to get every single charm in a tree. War and Archery have less options overall but still more than enough in terms of what is realistically available to players.
 
Honestly?

I had to resist the urge to take the Shrike from creation, mostly because any nation state I could find a weeks worth of information about to dig into would be close enough that the disaster in question would splash upon the country we want to build. I mean I'll still take the charm eventually, but only because the defination of disaster is flexible enough to be fun to play around with!

"Those are some nice anti creature of darkness wards you have there Whitewall, be a shame if something happened to them!"
 
IMO it is moot, given that you're not expected to get every single charm in a tree. War and Archery have less options overall but still more than enough in terms of what is realistically available to players.

By the time you hit Essence 2, you can easily have taken every single War Charm in the game. It's possible to take every single War Charm in the game at character creation, although that leaves you pretty poor elsewhere, but by the time you're, oh, five or ten Charms past chargen it's far from impossible for your Supernal War character to be without further options for advancement. Archery has substantially more, particularly counting repurchases (of Searing Sunfire Interdiction), but War looks pretty damn sad compared to the big trees.
 
I've already said why I actually think the Charm spread being heavily favored towards Ability 5 is appropriate rather than a flaw.

And while the craft system isn't a complete work of art, it's a good deal better than the 2e one IMO and actually has me interested in playing a crafter.

"Is better than the 2e crafts system" is pretty damning with faint praise. Similarly, the Charm spread being heavily favored towards Ability 5 is a terrible idea because it means that if you get out of chargen and you suddenly decide "hey I need X charms I didn't plan for" it's several sessions of slowly grinding your Ability up to the peak of human potential before you can unlock any cool magic trix.

I did 90% of the playtesting on IRC, a dice bot that arranged the dice rolls in ascending order was sufficient for our needs.

Fair enough. The probability point still stands. Exalted 2E has intuitive probability curves. A one-die advantage means you've got an edge, a 2-die one is pretty large, a 3+die one is huge. Dice pool systems are like that, so that's not something I'm going to fault a dice pool system for having. Exalted 3E? Probability curves all over the place with all the dice trick gambling rules. I liked that I could just set someone's dice pool numbers in o/nWoDs or Exalted at a glance and have a fairly reasonable fight.

If we have other things we can gripe about we can talk about some of the Merits, like the +1 to Join Battle one, which are both incredibly boring and incredibly important for a dude who wants to fight dudes. Or the solution to Martial Arts being "well it's now Craft 2.0: This isn't a Craft Ordinary Humans Can Use" with a bonus extra special feat tax merit that exists solely to unlock the power of Martial Arts (which amusingly also makes Martial Arts increasingly useless for mortals). Or how Craft is still really about 10 different abilities. Or just some of the hilarious unexamined 2Eisms which make me worry like how you can get the numbers for the Solar personal/peripheral mote pools by assuming a minmaxed 2E build (the Personal Essence pool is the absolute funniest because it's literally 'this is what you would have gotten if you minmaxed in chargen for 2E.')

Some of the recycled language bugs me (like why are the Limit conditions 'Virtue flaws' when Virtues are no longer a thing? Didn't we change 'Malfean' around because 1E had the Malfeans, who were the Neverborn, who were a separate thing from Malfeas, and shouldn't we have learned a lesson from that?), and I'm aggravated that we were promised 'no charm bloat' yet we have 900+ Charms and many of them are 'reroll a certain number on the dice' or variations thereof.

@horngeek, people complain about the two charms because they're low-hanging fruit, not because they're the only thing they can complain about.
 
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A lot of people are still stuck in a pre-Internet mindset about how RPG's work. These days, the problem is as often the DM as it is the players. Which is why I hate any game system that say "Welp DM's discretion," and doesn't even remind the DM to let players have fun and not shut them down too much.

I've had more than enough trouble with passive agressive DM's who aren't willing to put in the effort to gain system mastery and yet insist on trying to "fix" the balance of the PC characters with various mesovoric BS. "Demons come in the night and steal your holy symbol - also, you can't carve a spare out of found materiels" is a classic example.

This is why DMP and GKS as written set off alarm bells in my head. Becaus they seem entirely like the kind of things that bad gamemasters will use to crap on any sense of player agency and make the game unfun.

AssumIng that Players and storytellers will put in some effort is appropriate. Assming that they'll come in with high mechanical or narrative competence is BS, because anyone who's played pick up games or in multiple groups of varying background can tell you that this isn't always, or even often, the case.

DM's have enough hard work thing to craft and maintain a coherent, engaging plot, so the less you call on their "discretion" for mechanics, the better, even without the shanenigans previously mentioned.
 
Fair enough. The probability point still stands. Exalted 2E has intuitive probability curves. A one-die advantage means you've got an edge, a 2-die one is pretty large, a 3+die one is huge. Dice pool systems are like that.
The most common dice trick by far gives you 2 successes for every 9 you roll. If you could do the math when a Sidereal or Infernal tweaked a target number you can do it here.
 
I've found that a useful metric for evaluating whether something is going to be likely to cause problems is "a group of 13-year-old friends decide to play RPGs for the first time"; they lack the emotional maturity to not let issues simmer and hurt their friendship, they lack rigid knowledge of math and statistics, they're friends doing this as a social activity, so they don't want to bar players who create problems, they have no experience with RPGs and are unaware of problems that may occur, and their only instructions on how to play and ST are those given in the rulebook.

Then you make an RPG that does its best not to create situations that will mar the friendship of these bright-eyed teens.

(Then note that these 13-year-olds are not very different from adults, or else their problems wouldn't frequently happen to adults.)

Methods of reading a Charm that doesn't apply to bright-eyed teenagers, then, is not an effective solution to the problems posed because, in short, it won't work.

The most common dice trick by far gives you 2 successes for every 9 you roll. If you could do the math when a Sidereal or Infernal tweaked a target number you can do it here.

Variable Target Numbers is one of the dice mechanisms that was complicated and probably undesirable. In Exalted 2E it meant that every roll had three input variables which work in ways unsuited for fast calculation of probabilities. In E3E you can modify dice size, dice number, and the sucesses of the various numbers on a die. Possibly also the number of successes necessary and the target number too, I haven't checked.

This makes probabilities a headache to calculate.
 
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MJ12 Commando said:
You're arguing orthogonal to what Chung and I are saying. Both of us are saying that you can interpret it as 'your kingdom gets wrecked, no save unless you're lucky.'

All sarcasm aside, this is essentially the issue, Deations. You're taking the, hm, most acceptable possible reading of the Charm, let's charitably say. This shouldn't be necessary, is my point. When I point out how you are inventing restrictions and limitations that don't exist in the Charm itself, this is what I mean. You don't have to read that, say, the Meteor attack doesn't come in instantly, because the Charm's duration is instant, but instead hangs in the sky for however much time it is necessary for the victims to find a way to deal with it.

That is certainly something I can do, but it is not present in the Charm's rules. The Charm itself specifies no such mercy, and it is a reasonable reading of the rules text to go "okay, the Charm has resolved, the effect is to drop a meteor which annihilates the region, so a meteor has dropped and annihilated the region, anyone in the AoE radius pop your perfect defenses in order to not die, everything without a perfect defense gets to experience an extinction event".

To reiterate again, the issue is that this situation should be flat impossible. The GM should not have to insert the mercy clause. The game should not require him to do it. The reading I am using should not be possible to make, get it? If it is possible to make such a reading, if it is possible to have this capability at all, we have a system problem, and a blanket "if the rules make weird shit happen feel free to ignore them" disclaimer does not solve the problem.
 
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The most common dice trick by far gives you 2 successes for every 9 you roll. If you could do the math when a Sidereal or Infernal tweaked a target number you can do it here.

It's 'by far' the most common but there are plenty of Charms that do other things, like reroll 6s, make 10s on the opponent roll give you successes, make 1s subtract, and other miscellany. And multiple of these charms can be applied to a single roll, leading to a situation where you roll 8d10, and reroll 10s, 6s, and 1s, versus an enemy that rolls 10d10, who gets double 9s, 8s, and has 1s subtract, etc etc.

Elegance in core probability mechanics is its own reward.

EDIT: Also, I thought Variable TNs was an annoying mechanic in 2E that could probably have stood to be excised but it's now the Sidereal hat so...
 
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And the book even mentions that even in the First Age, Essence 5, one of the prereqs for Dual-Magnus Prana and God-King's Shrike, was very uncommon. These are not powers just anyone can access. These are not things even everyone who technically fulfills the criteria will be capable of.
Yeah, this falls somewhat flat when they've made Essence automatically rise with experience, and we are thus expected to believe that over the course of literally thousands of years, most First Age Solars never amassed more than about 300xp or so.
 
Then you make an RPG that does its best not to create situations that will mar the friendship of these bright-eyed teens.

(Then note that these 13-year-olds are not very different from adults, or else their problems wouldn't frequently happen to adults.)

Methods of reading a Charm that doesn't apply to bright-eyed teenagers, then, is not an effective solution to the problems posed because, in short, it won't work.

Ideally? 13 year olds should not be playing White-Wolf/OPP games, given that it presumes a much heavier subject matter by default.

All sarcasm aside, this is essentially the issue, Deations. You're taking the, hm, most acceptable possible reading of the Charm, let's charitably say. This shouldn't be necessary, is my point. When I point out how you are inventing restrictions and limitations that don't exist in the Charm itself, this is what I mean. You don't have to read that, say, the Meteor attack doesn't come in instantly, because the Charm's duration is instant, but instead hangs in the sky for however much time it is necessary for the victims to find a way to deal with it.

Initiating something instantly does not mean the charm is over in a flash, only that the magic is there for a single action, however long that action may last. Wyld Shaping Technique is Instant Charm, it still takes multiple die rolls and potential random encounters raksha, behemoths, or whatever else takes issue with you Wyld Shaping, and whatever you shaped out of the Wyld remains. Chaos Resistance Preparation is an instant charm that still takes a minimum of one hour of work, and results in a permanent immunity to the Wyld. Prophet of Seventeen Cycles is also an Instant Charm, yet it lasts for about as long as the players and the GM agree to it, going into effect whenever somebody violates the predictions.

I can accept that perhaps the Charm would get the ball rolling, but I firmly maintain that having the dead pour out of Shadowlands to attack a city, going by the precise description of the Charm, means they still have to cover the intervening distance between Shadowland and city.

Unless they built the City in the Shadowland, but the poor fuckers wouldn't need a Solar to do prediction magic to fuck them over then.

That is certainly something I can do, but it is not present in the Charm's rules. The Charm itself specifies no such mercy, and it is a reasonable reading of the rules text to go "okay, the Charm has resolved, the effect is to drop a meteor which annihilates the region, so a meteor has dropped and annihilated the region, anyone in the AoE radius pop your perfect defenses in order to not die, everything without a perfect defense gets to experience an extinction event".

Disagree. The charm neither specifies neither mercy nor lack of mercy. I realize I'm being very stubborn about this, but there is sufficient precedent that my interpretation is valid and the rules don't come out and say it one way or another. So as far as I know, it's left up to the GM rather than being an instakill.

To reiterate again, the issue is that this situation should be flat impossible. The GM should not have to insert the mercy clause. The game should not require him to do it.

Every game presumes the GM is working under a mercy clause. The GM has endless capacity to fuck over the players, whatever the system. But it's not an issue where a GM is killing the players by accident. This isn't a 'whoopsie, my monster rolled way too many damage successes, let me take a few away.' This is the GM making a conscious effort, to decide what's a challenge and what is a slaughter within the bounds of a specific scenario.

The reading I am using should not be possible to make, get it? If it is possible to make such a reading, if it is possible to have this capability at all, we have a system problem, and a blanket "if the rules make weird shit happen feel free to ignore them" disclaimer does not solve the problem.

I agree! If the rules outright said 'this is a meteor strike, everyone is dead gg no re' I would not be bitching so hard about this. The thing is the Charm doesn't come out and say it one way or another, leaving it entirely up to GM discretion as to whether this is a TPK or something else entirely. Just like every time she thinks of a challenge for the players.

Yeah, this falls somewhat flat when they've made Essence automatically rise with experience, and we are thus expected to believe that over the course of literally thousands of years, most First Age Solars never amassed more than about 300xp or so.

One could, ah, almost presume that PCs and NPCs operate under different rules.
 
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It's 'by far' the most common but there are plenty of Charms that do other things, like reroll 6s, make 10s on the opponent roll give you successes, make 1s subtract, and other miscellany. And multiple of these charms can be applied to a single roll, leading to a situation where you roll 8d10, and reroll 10s, 6s, and 1s, versus an enemy that rolls 10d10, who gets double 9s, 8s, and has 1s subtract, etc etc.

Elegance in core probability mechanics is its own reward.

EDIT: Also, I thought Variable TNs was an annoying mechanic in 2E that could probably have stood to be excised but it's now the Sidereal hat so...

This got lost in the rest of the response, but someone did make a probability generator for Exalted 3E. I'll see if I can't find it again.
 
This got lost in the rest of the response, but someone did make a probability generator for Exalted 3E. I'll see if I can't find it again.

That's not my point. My point isn't that it's not incalculable-people cracked even the Cthulhutech dice poker system. My point is that it's aggravating to not be able to know roughly how likely you are to succeed without having to look it up. Being able to, in nWoD, take a look at my penalty and my dice pool and go "yeah I will maybe/probably/almost certainly succeed on this" is super convenient.

Also, there are some really strange dice behaviors that can happen with a lot of dice manipulation stuff that can show up and frustrate people when it does.

oWoD had that because of variable TNs and 1s subtracting where it was sometimes safer to roll fewer dice because of the chance of botching going up with larger pools at certain high TNs. This is the kind of undesirable emergent behavior that happens when you have seven or eight different probability modifiers that can be applied to a single roll.
 
Disagree. The charm neither specifies neither mercy nor lack of mercy. I realize I'm being very stubborn about this, but there is sufficient precedent that my interpretation is valid and the rules don't come out and say it one way or another. So as far as I know, it's left up to the GM rather than being an instakill.

Sigh. Sure, should the GM wish to add all those caveats in they are entirely free to do so. Point is, your (extremely lenient) version should be the only possible interpretation it is possible to make. If it's not, the rules are fucked. To repeat, the one I and MJ12 are using should in fact be impossible to make at all. Should it not be impossible to make, the rules are fucked.

Therefore, the rules are fucked, because that isn't the case, as shown by a majority of active posters in this thread actually going along with the orbital bombardment strategic nuke reading. It is the reading that many players would go for because that is the most advantageous possible to them. It is not impossible to do so. Do you understand?
 
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Not entirely fucked. Sometimes you really just gotta run a session where your guys try to outrun a meteor at the last minute. Yanno, if that's your thing.

Shrug. If you want to run a session where the players try to deal with Sephiroth using the Black Materia, do it, you're the GM. This has nothing to do with the chargen-available RAW character build, which should never be able to drop extinction meteors.
 
Not entirely fucked. Sometimes you really just gotta run a session where your guys try to outrun a meteor at the last minute. Yanno, if that's your thing.

Well, I might run it once and see how it goes.

That's not the point we've been trying to make. The point we're talking about is purely design based. It says "Because you can put in garbage values (instakill) the system is not working to specification."

That we can use our meatbrains to include an instakill-is-bad-state of 'No that's dumb' is irrelevant to the fact that the charm does not prevent mistakes like this. It should! Rule 0 is, such as it is, a space saver, but not a solution. Further, rule 0 does not teach STs how to resolve these issues, only experience does.

Everything you've said is 100% legit and possible, it's just that the bad interpretations are equally possible and this is a result of poor design.

you're making an argument of usability, which is fine! You've proven at least to me the charm is usable, I disagree that the charm is not badly written, because if it were properly written, I wouldn't need to worry about informing would be STs and players about how badly it could fuck up your game.
 
Yeah, this falls somewhat flat when they've made Essence automatically rise with experience, and we are thus expected to believe that over the course of literally thousands of years, most First Age Solars never amassed more than about 300xp or so.
First Age Solars were NPCs (in fact, not even NPCs; they do not exist in the game, and are more like "backstory features"); they do not accumulate xp at all. The xp/Essence rules are there to model the growth of the PCs, which is not intended to represent the universal growth of all Exalted characters, or in fact the growth of any character beyond the PCs themselves.
 
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