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.
Except XP just doesn't exist, and NPCs don't have XP. Heck, Charms don't even exist as discrete, quantifiable things you train into.
The system is not intended to model NPCs. It is not intended to model the Primordial War or the Usurpation. It no longer is supposed to be a faithful representation of the setting, just an abstraction you use for modeling the adventures of your very own Circle of PCs. Not the Circle a thousand leagues from you, or the Elders at the Calibration banquet. As far as it does not interact directly with your story, it doesn't even exist mechanically, nor does Ex3's system care to represent it in any way, shape or form. Elder Killfuck Soulshitter had a daiklave with transperfect Evocations in the First Age? Cool. If it doesn't make for an interesting story in my campaign, then good luck on making those Evocations (and it probably would not make a good story to be played with PCs, so nope, they don't get the special snowflake powers, too bad).

I'm not outraged at the narrative effects butting in the more 'solid' parts of the system. I'm miffed at the lack of in-depth, easy to refer to, context for adjucating those effects. It's wordcount that should have been better spent, IMHO.

On the other hand, yummy sorcery. Delicious idea on paper - has anyone tested/broken it yet?
If it works even halfway, then 3rd Edition will be the only Exalted game ever for me.

Further, rule 0 does not teach STs how to resolve these issues, only experience does.
As with anything. A good system doesn't give you the ability to make a good story, or resolve interpersonal conflict between your players. You gotta break your teeth on a few things before learning how to chew. That's a false argument IMHO.
Now, chargen traps, paranoia combat and no easy difficulty setting for antagonist make Exalted a rather poor game for an inexperienced ST (as I was when I first started GMing it), but we still had fun. Unfortunately, lack of a translated version made it hard for players to get into it (we only got the 2nd corebook translated in 2012, and six books in total for 1st ed).
Maybe it's me being old school. I mean, I can even enjoy playing Rolemaster (as long as somebody else does the chargen :p ). And it's a game where a level 1 character can create the equivalent of a protoshinmaic vortex and destroy a region tens of miles wide (according to what another player told me - it's a level 1 spell in the Chaos Mage spell lists or something).
 
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?

Er, sorry, I deleted my post because I made it before I saw your edit.

I agree. It is not impossible for the GM to decide to go along with a version that is favorable for the players. At least in whatever weird world Chloe thinks I live in, I believe the GM ought to go for the harsher interpretation when it's used against NPCs while leaving PCs a chance to avert whatever disaster's headed there way when it's used on them. The thing is, in MJ12's example I am perfectly okay with burning the Kingdom of Antagonistia to the fucking ground at the mad whims of my PCs, because I'm convinced that I can still run something good of that. YMMV, but after years of running Exalted 2E I'm very used to players breaking my plans in half, so I don't plan that far ahead regardless.

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.

If I am reading correctly, you're saying that a GM might kill his players on accident by throwing this charm at them? If so, I agree, a GM might be able to just wipe out her PCs completely with it if they were so inclined. It's GMing 101 that you're not out to win against your players, you're out to challenge them, and it's true that some people don't get that. The thing is, it's also trivially easy to kill your players regardless. In some systems it's entirely possible to do that by accident, such as a player failing a Save or Die in D&D, or just 'building the wrong sort of antagonist and getting a badtouch' in 2E Exalted. At the very least, with this Charm a conscious choice is made. And if a GM consciously decides to kill their players with this, then they don't need that charm to pull it off.

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.

This is just my personal belief, but I think it's only a fuckup if the GM decides to TPK his players with it. If the PCs want to ravage a city or two? I'm not stopping them, at the most I'm just adding 'yes, but' clause to the end of it and leave something for them to interact with even after all the havoc.

I'm going to play up just how gristly and horrifying their actions were too, see if I don't.
 
On the other hand, yummy sorcery. Delicious idea on paper - has anyone tested/broken it yet?
If it works even halfway, then 3rd Edition will be the only Exalted game ever for me.

It's easily the best part of the new system, no lie.

Well, that and the combat and social system. And Evocations. And, and...

God, I remember when there was a time when I thought the 3E corebook consisted of more than just God King's Shrike and Dual Magnus Prana. Good days ;___;7
 
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.
Hahaha, seriously? Wow.

"There are tales that speak of the Solar M-R-L, who in the Age before Ages fought with the tyrants who crafted the world from chaos, and led the charge of the Exalted Host against their terrible rule, and who along with her comrades cast them down and crippled them and chained them within themselves. I, Solar Bob, remember distant echoes of these times, and from them I can assure you now - though I have merely fought off some wolves and spent fifty sessions or so setting up a country-wide baking empire, I have achieved power greater than all but an exceptional few of these ancient heroes."

My lulz. They are overwhelming.
 
Hahaha, seriously? Wow.

"There are tales that speak of the Solar M-R-L, who in the Age before Ages fought with the tyrants who crafted the world from chaos, and led the charge of the Exalted Host against their terrible rule, and who along with her comrades cast them down and crippled them and chained them within themselves. I, Solar Bob, remember distant echoes of these times, and from them I can assure you now - though I have merely fought off some wolves and spent fifty sessions or so setting up a country-wide baking empire, I have achieved power greater than all but an exceptional few of these ancient heroes."

My lulz. They are overwhelming.

Dang, mine too, for entirely different reasons.

PCs are exceptional, NPCs can generally suck it no matter how badass their backstory is.

:cool::cool::cool::cool::cool::cool::cool:
 
If I am reading correctly, you're saying that a GM might kill his players on accident by throwing this charm at them? If so, I agree, a GM might be able to just wipe out her PCs completely with it if they were so inclined. It's GMing 101 that you're not out to win against your players, you're out to challenge them, and it's true that some people don't get that. The thing is, it's also trivially easy to kill your players regardless. In some systems it's entirely possible to do that by accident, such as a player failing a Save or Die in D&D, or just 'building the wrong sort of antagonist and getting a badtouch' in 2E Exalted. At the very least, with this Charm a conscious choice is made. And if a GM consciously decides to kill their players with this, then they don't need that charm to pull it off.

STs accidentally killing their players is one possible bad end, yes. A similar bad end is the PCs using these charms immediately at chargen, and the storyteller being left holding the bag making up how his world reacts to the events authored by the charm. My criticism here is that the Charm does not give enough information to allow players and storytellers to make fully realized decisions, and violates the three points of interaction I outlined earlier.

I as a GM, cannot have NPCs interact with the PCs before they cast the charm, (any time before the week they do the rituals), nor during the time the rituals are going on, because there is no mechanical or narrative 'window' to interact with it.

like, the way it's currently written, if I want to in-game obstruct PCs from using this, I need to justify TO THEM, how Random Parties were either in the area and started interfering with the ritual on a totally unrelated manner. Like, Another warmonger decided to conquer you JUST as you were setting this up. That's lame. I don't want to do that.

The other, is that through some other machination, NPCs figure out what's going to happen and try to prevent the PCs from doing it. The key here is that the prevention isn't guaranteed- t's meant to be played out, but the charm itself doesn't tell me how to do that- I have to make it up. Now I can make it up because I've had experience playing the game and can think more open-endedly, but a NEW PLAYER might not be able to.

This applies in the reverse too: There's no big flashy target that says HARK, SOLARS CASTING DOOM ON YE. INTERACT! That is a failure of design.

Can I interact with them before they cast it, (removing their ability to cast in in the first place?) Not as written unless I metagame.
Can I interact with them during the casting? (The week they actually enact the prophecy, ensuring it doesn't go off). Not as written unless I metagame.
Can I interact with them after the casting (while I'm dealing with the fallout of their foretold disaster)

So, to restate: I'm less worried about the instant death part, and more worried about the fact that this is a "It happens, you fucked. Pick up the pieces." Even in your charitable, ideal reading, it's similar to playing 52 pickup with your players. That's not good design or gameplay.

This is just my personal belief, but I think it's only a fuckup if the GM decides to TPK his players with it. If the PCs want to ravage a city or two? I'm not stopping them, at the most I'm just adding 'yes, but' clause to the end of it and leave something for them to interact with even after all the havoc.

I'm going to play up just how gristly and horrifying their actions were too, see if I don't.

Again, this comes back to how the charm is written. You're not supposed to stop your players from ravaging a city in a narrative sense, and you are very much supposed to play up how grisly and horrifying their actions are when they unleash their WMDs. That's fine!

The problem is, you cannot create a 'Race to stop the clock' scenario with this charm that has anything to do with the casters. You can only inject the mercy clauses into the event itself, but the event WILL happen. The casters are safe, they can bomb anyone with impunity.

Deations, I implore you- this has nothing to do wtih the usability of the charm, and everything to do with the fact that it cannot be interacted with outside of injected mercy.

Here's how I'd write the charm just to give you an example. I admit I'd put it more at Essence 7 myself but we'll just run with it.
Name: [God King's Prophecy]
Minimums: Lore 5, Essence 5
Type: Simple, Dramatic Action (One Week)
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisites: Not sure, but assume 'Deep'

The Solar Exalted are wise sages, able to read the skein of the land and predict with great accuracy the most foul of occurrences, and arrange fell omens against their enemies.

This charm is a dramatic action that takes one week to perform, where the Solar either meditates on a targeted region in an auspicious podium like an oracle, or loudly proclaims doom upon a people in the presence of their lands and citizenry. If he manages to do so successfully for one week, he makes an [Intelligence + Lore] at Difficulty 5.

If the Solar is successful, a blight falls upon the land with a severity equal to the threshold successes rolled. A threshold of one is enough to ruin a road, cause a river to dry up, or for a season's crops to wither and die. Two to four successes are enough to ensure that several cities within a nation suffer greatly, due to sudden plague, unseasonable storms and the like. Five or more successes ensure an awful calamity, one that is enough to remove several unprotected cities from the map.

Defenders can roll [Wits+Occult] as they read the portents that build over the week. The defender is usually the leader of an organization or nation in the region the Solar targets, and has the highest Permanent Essence. If the defender rolls any successes, they become aware that someone is casting doom upon their lands, and can move to counteract it. If the Solar is interrupted for longer than one day- forced to run from his stately oracle or to cease his preaching, his prophecy is foiled.

With success or failure, the Solar can only attempt this feat once per season.

That's a super rough draft version and I'm not happy with it BUT it satisfies my conditions of being Interactive and is better elaborated as to prevent the issues I'd see. I'm sure it's not perfect though.
 
I'd really unironically prefer a charm that was a bit more Ten Plagues of Egypt and less sudden doom, yes. As it is, I'm worried God King's Shrike might encourage passivity in the PCs rather than a desire to just get out and do something.
 
Name: [God King's Prophecy]
Minimums: Lore 5, Essence 5
Type: Simple, Dramatic Action (One Week)
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisites: Not sure, but assume 'Deep'

The Solar Exalted are wise sages, able to read the skein of the land and predict with great accuracy the most foul of occurrences, and arrange fell omens against their enemies.

This charm is a dramatic action that takes one week to perform, where the Solar either meditates on a targeted region in an auspicious podium like an oracle, or loudly proclaims doom upon a people in the presence of their lands and citizenry. If he manages to do so successfully for one week, he makes an [Intelligence + Lore] at Difficulty 5.

If the Solar is successful, a blight falls upon the land with a severity equal to the threshold successes rolled. A threshold of one is enough to ruin a road, cause a river to dry up, or for a season's crops to wither and die. Two to four successes are enough to ensure that several cities within a nation suffer greatly, due to sudden plague, unseasonable storms and the like. Five or more successes ensure an awful calamity, one that is enough to remove several unprotected cities from the map.

Defenders can roll [Wits+Occult] as they read the portents that build over the week. The defender is usually the leader of an organization or nation in the region the Solar targets, and has the highest Permanent Essence. If the defender rolls any successes, they become aware that someone is casting doom upon their lands, and can move to counteract it. If the Solar is interrupted for longer than one day- forced to run from his stately oracle or to cease his preaching, his prophecy is foiled.

With success or failure, the Solar can only attempt this feat once per season.

That's a super rough draft version and I'm not happy with it BUT it satisfies my conditions of being Interactive and is better elaborated as to prevent the issues I'd see. I'm sure it's not perfect though.

Personally, I'd make it explicit that the Solar is predicting a great disaster that provides him or his allies with opportunity. He makes the roll and designates who he wants the opportunity to be against, then the ST provides the disaster within the parameters of the roll...

And the trick is, the disaster doesn't have to be directed at the target. It can actually be directed at a third party who the Solar can then gain as an ally by providing aid.

The Solar knows this in advance, but he explicitly doesn't control it.
 
Personally, I'd make it explicit that the Solar is predicting a great disaster that provides him or his allies with opportunity. He makes the roll and designates who he wants the opportunity to be against, then the ST provides the disaster within the parameters of the roll...

And the trick is, the disaster doesn't have to be directed at the target. It can actually be directed at a third party who the Solar can then gain as an ally by providing aid.

The Solar knows this in advance, but he explicitly doesn't control it.

That could def work, really I just wanted to prove my point of interaction and clarity in design.
 
To be clear, I do agree with the people saying God King's Shrike isn't a particuarly good Charm, I just disagree with the people saying it's representative of the edition as a whole, and more to the point, I'm sick of the arguments and negativity.
 
To be clear, I do agree with the people saying God King's Shrike isn't a particuarly good Charm, I just disagree with the people saying it's representative of the edition as a whole, and more to the point, I'm sick of the arguments and negativity.

Well I just think it's workable but could be better and furthermore allow me make a bunch of posts about thi-
 
Elegance in core probability mechanics is its own reward.
I'm not sure I agree with this in context.
The dice mechanics you have an issue with are calibrated to the ability/circumstance in question and I find them a welcome change from 2e's forced symmetry with it's excellencies and post-excellencies that ignore the fact that different dice pools are used to achieve different ends.
Not to mention the newbie trap presented by the Third Excellency as pretty much anything other than a late step DV booster or the fucking stupid way that First Excellency interacted with static values.
 
Ideally? 13 year olds should not be playing White-Wolf/OPP games, given that it presumes a much heavier subject matter by default.

You'll notice I also mention adults. For example, hormonal 18-year-old friends deciding to play RPGs for the first time. Maybe those 13-year-olds wanted to play the anime kung-fu game about playing glorious God-Kings. Maybe a 15-year-old player's mother read through the book, found that the sex and violence wasn't too excessive, and cleared her son or daughter to play, ignorant of how the game assumes socio-mechanical competence most adults don't have. (Maybe making an anime kung-fu game about playing glorious God-Kings and then insisting only adults can play is pretty silly...)

A good system doesn't give you the ability to make a good story, or resolve interpersonal conflict between your players.

But a bad system hampers your ability to create a good story, and causes interpersonal conflict between players.
 
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To be clear, I do agree with the people saying God King's Shrike isn't a particuarly good Charm, I just disagree with the people saying it's representative of the edition as a whole, and more to the point, I'm sick of the arguments and negativity.

If it was just this Charm, sure. But it's not. There are multiple mechanical issues that have been brought up. The ever-present stench of the Rule 0 fallacy used in defense of said issues doesn't particularly inspire confidence, either.
 
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Hahaha, seriously? Wow.

"There are tales that speak of the Solar M-R-L, who in the Age before Ages fought with the tyrants who crafted the world from chaos, and led the charge of the Exalted Host against their terrible rule, and who along with her comrades cast them down and crippled them and chained them within themselves. I, Solar Bob, remember distant echoes of these times, and from them I can assure you now - though I have merely fought off some wolves and spent fifty sessions or so setting up a country-wide baking empire, I have achieved power greater than all but an exceptional few of these ancient heroes."

My lulz. They are overwhelming.
Hmmmm.

It's almost as if this were a problem that would be solved by breaking down the assumption of the "chargen Solar" as a weak, fumbling character fighting wolves and baking cakes - such as, for instance, giving them the potential to shape the course of the heavens and bring terrible disaster on the nations of their enemies.

This is related to the point Jon Chung raised above - the idea that "a chargen Solar shouldn't drop meteors." The problem is the assumptions built into the word "chargen." God King's Shrike is the height of a Solar's Lore ability (or at least of the part of that Ability that does not involve Wyld-Shaping Technique). It's powerful - but it's the cap of how powerful that Ability gets. As the Solar Astrologer gains xp, he will invest in other Abilities, he will gain more Charm, he will gain breadth in his capabilities, and his growing Essence will allow him to put more raw power behind his skills, and perhaps in time he will equate the heights he reached in Lore in other Abilities, getting other apex Charms such as Ascendent Battle Visage...

But he is not going to get a better version of God King's Shrike; he made a conscious decision, starting the game, to have a character embodying the ultimate power of Solar Lore. Chargen or not, he is at the apex of this power from day one; he will not grow more powerful in this domain - though his power will increase in breadth and versatility, and he may reach a similar apex in another domain.

As a side note, the killing of the titans was the first deed of the Exalted; it was not their most noteworthy. Though the beginning of history, it is not its climax. M-R-L did much greater and more famous things, once the makers were cast down. You might have chosen a better example.
 
As a side note, the killing of the titans was the first deed of the Exalted; it was not their most noteworthy. Though the beginning of history, it is not its climax. M-R-L did much greater and more famous things, once the makers were cast down. You might have chosen a better example.

Solar Bob's a real contender anyways. He's gonna cast down Mask of Winters and free Thorns, just like the every PC should do at least once. :p
 
I'm not sure I agree with this in context.
The dice mechanics you have an issue with are calibrated to the ability/circumstance in question and I find them a welcome change from 2e's forced symmetry with it's excellencies and post-excellencies that ignore the fact that different dice pools are used to achieve different ends.
Not to mention the newbie trap presented by the Third Excellency as pretty much anything other than a late step DV booster or the fucking stupid way that First Excellency interacted with static values.
?

I've found the 3rd ex really useful, myself. Am i doing something wrong?
 
?

I've found the 3rd ex really useful, myself. Am i doing something wrong?

Not actually saying you're wrong, but I feel like chipping in re: 3rd Excellency.

The Third Excellency is best used on rolls that you have to pass, but don't care about how much you pass by. A difficulty 1 dex+athletics roll for example, is ideal fodder for 3rd excellency. The 3rd ex is good for staunching bleeding and resisting poisons as well.
 
Not actually saying you're wrong, but I feel like chipping in re: 3rd Excellency.

The Third Excellency is best used on rolls that you have to pass, but don't care about how much you pass by. A difficulty 1 dex+athletics roll for example, is ideal fodder for 3rd excellency. The 3rd ex is good for staunching bleeding and resisting poisons as well.
That makes sense. Me and my friends generally avoid the Third because we'd always invariably get a lower amount of successes than the first roll.
 
I condensed my original post.
But yes the 3rd Excellency is very situational and I've lost count of the number of times someone wanted it for say Archery because they thought "try again" suited their character's ideology better only to waste a charm purchase.
 
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.

This, for example, is an example of one of the worse problems, and it's as inextricable from 3E as paranoia lethality was from 2E, being a systemic trend in the set of exception-packets. There appears to have been a deliberate effort to obfuscate the probability curves as much as possible, which does newbie players no favours and does not prevent anyone who's taken a half-assed statistics class and has a copy of R from figuring out the exact odds anyway.
 
?

I've found the 3rd ex really useful, myself. Am i doing something wrong?

Attribute X, Ability Y. Without any Excellencies, you have a probability of success given by P(successes >= 1) = 1-0.6^(X+Y), and an expected value E(successes) = 0.5(X+Y)

With the First Solar Excellency, you have a probability of success with an upper limit of P(success >= 1) = 1-0.6^(2*(X+Y)), and an expected value E(successes) = X+Y.

With the Second Solar Excellency, you have a probability of success P(successes >= 1) = 1, and an expected value E(successes) = X+Y. (With the second and first excellencies, it goes to E(sux) = 1.5(X+Y))

With the Third Solar Excellency, you have a probability of success P(successes >= 1) = 1-0.6^(2*(X+Y)), with an expected value that's a bit difficult to calculate, but it's probably around E(successes) = 0.625(X+Y).

If you're looking to succeed, Third Solar Excellency offers the same probability of succeeding as First Solar Excellency, for a flat cost of 4 motes. However, the expected value (which is important in combat) is benefits more from the First Solar Excellency. When X+Y > 4, it benefits you to use Third Solar Excellency on Difficulty 1 rolls.

However, when X+Y > 4, your probability of succeeding is already over 92%. In addition, spending 4M with 1SE gives a better expected value than rerolling with 3SE for any reasonable X+Y. Since you need 2SE to get 3SE, you can also use those 4 motes to effortlessly succeed at Difficulty 2 tasks. In combat or other situations where you want high expected values, the upper limit for the Expected Value of 1SE+2SE is 1.5(X+Y), while still only 0.625(X+Y) for 3SE.

In essence, it's basically never worth it to use the Third Solar Excellency. Either use First Solar Excellency to get the high probability of success and high expected value, or the Second Solar Excellency to guarantee success and a high expected value.

The Third Excellency is best used on rolls that you have to pass, but don't care about how much you pass by. A difficulty 1 dex+athletics roll for example, is ideal fodder for 3rd excellency. The 3rd ex is good for staunching bleeding and resisting poisons as well.

To address this specifically, no. The Third Solar Excellency costs 4 motes. With 2 motes, we can activate Second Solar Excellency and have an automatic success on the Dexterity + Athletics roll. Furthermore, for 4 motes we can also add 4 dice to a roll with First Solar Excellency, which gives a probability of at least 98% to succeed on a Difficulty 1 roll anyway. (For Dexterity + Athletics ≥ 4. Though even Dex+Ath = 2 lets 1SE increase the probability to succeed to over 87%.)
 
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Hmmmm.

It's almost as if this were a problem that would be solved by breaking down the assumption of the "chargen Solar" as a weak, fumbling character fighting wolves and baking cakes - such as, for instance, giving them the potential to shape the course of the heavens and bring terrible disaster on the nations of their enemies.

As a side note, the killing of the titans was the first deed of the Exalted; it was not their most noteworthy. Though the beginning of history, it is not its climax. M-R-L did much greater and more famous things, once the makers were cast down. You might have chosen a better example.
> Aleph: "This is rather stupid; my Solar of a few dozen sessions who has spent most of that time setting up a baking empire spanning two or three countries can be higher-Essence and more mystically potent than the people who wrestled the Primordials and defeated the uncountable armies of demons and Primordial-loyal races who ruled Creation and had access to a Third-Circle-designed infrastructure which was probably on par with that of the First Age."
> Omicron: "No, see, they were more awesome than that, and your chargen Solar should start at that sort of level and rapidly rise to exceed them!"
> Aleph: "Oh right, well. That clears that right up. Much verisimilitude, very WSOD, so believability, wow."

See, you're fucking over your own point here. Firstly, my point is that my Solar Bob can hit E5 after a few dozen sessions of making my fuckawesome baking empire, and yet I am expected to believe that he has reached heights that the Exalted of the First Age struggled to attain, even though they started out wrestling the Empyreal Chaos and went up from there. But secondly, and perhaps more importantly, even ignoring my hyperbole, no matter what I have Solar Bob do, it is probably less awesome than what M-R-L did. Sure, I can fight gods and bring disaster on a country or two, but she and her comrades fought the things that forged Creation, defeated them and then went on to greater things.

And sure, you can say that no, seriously, Bob's stuff is cooler and he's better than they were, but it falls flat. Because he isn't facing bigger challenges or more terrible threats than them, because if threats like that existed in the Age of Sorrows, Creation would be a smoking ruin. The single most important event in the setting - the thing that killed off the Solars, the thing that apparently left Lunars as the angry Exalted who all harbour burning rage in their hearts but totally aren't oWerewolves yo, the thing that shaped the course of both ages since; the Usurpation - it was the Fall of the First Age. And that's the thing. It was a fall. The Sidereals chose to diminish Creation rather than risk its destruction. By tearing down the First Age, they accepted a lessened Age. And maybe those lost heights will be achieved again, but the Age of Sorrows is a tamer, lesser Age compared to the Time of Glory. You're contradicting your own canon by saying that there are challenges on par or exceeding those of ancient history in the world that the Vision of Bronze left us with, because the whole point of the Vision of Bronze is that there aren't anymore. It was a loss that tore through the world to save it, and while there are fearsome things left in modern Creation, they are not as fierce or terrible as what your predecessors triumphed against.

...

On another note, no longer directed specifically at Omicron, I rather love the varied attempts to get me and those who are similarly unimpressed with 3e to stop saying so. Because you have some nerve saying that when I can toss it right back at you. I have every fucking right to say that I'm disappointed and disdainful of what's been offered to us - I was as invested in Exalted as you before 3e, and I stood to gain as much from it as you did. And now it's come out, late and bloated, effectively forcing me to either keep playing the rife-with-flaws 2e or abandon the gameline, and you say "suck it up and find another RPG" like I'm supposed to just meekly accept the loss of my favourite game? Fuck you very much too, thank you! No, I'm not going to let sycophantic praise be the only feedback that the devs get, I am damn well going to call out flaws as I see them. Not necessarily because I hold out any hope that it will change anything in 3e, but because criticism and customer feedback is actually pretty fucking important in design, and designers can never know if they are driving away a largeish chunk of their fanbase if that chunk "suck it up and deal", as Fenrir and Deations and others seem to want them to.

You don't like that people are criticising the direction the new edition is going? Well, if I may paraphrase a quote from earlier... let me see... "TOUGH. FUCKING. SHIT. Clearly, it's not the game they were hoping for. Some of us feel like 3rd Edition has fallen utterly flat on everything it promised and ruined the line. Plenty of us dislike the new directions. You are not fucking everybody. Not everybody wants what's been given to us. If you don't like the criticism, too bad. Sucks for you." If you don't like the "negativity" being thrown around, then let me give you a long "d'awww" and a sympathetic cuddle, and suggest you go off to RPG.net or somewhere where opinion of 3e is higher than here. But, you know, this is actually a thread for discussing Exalted, and so trying to, uh, stop people from discussing what they think of Exalted in it? Maybe not the best attitude for you to take.

I also like the rather transparent attempt to imply that the problems are only with these two Charms. Nice try, kids, but no. These are the problems that the discussion is focused on at the moment, largely because people keep trying to defend them. If you want us to move the conversation onto other topics, say so. Then we could, for instance, address the way that we were promised less Charm Bloat in the new edition and then given 600 Charms of more or less the same mechanic, and how "it lets you specialise your character at grappling" could have been better implemented with Charms that give you new ways to grapple and add capabilities that interact with and enhance the existing systems, rather than saying "you can use the same copy-pasted dice trick mechanics on this part of the system with this Charm, or that part of the system with that Charm, etc". I suppose we can at least see how they expect Exigent homebrew to be so easy - you just have 60-70% of the Charms as specialised dice trick mechanics and you're golden.

Oh, or maybe we can address how the "you should play an X if you want to Y" entries for Lunars and Exigents are largely stuff that you can already do with Solars! The pointless legacy code in motepools and chargen might come up, and how Holden is such an oWerewolf fanboy that despite all the other sacred calves they've slaughtered in the name of changing up the formula, they've kept the BP/XP divide and all the potential for insurmountable experience gaps it opens up for newbie players because he personally likes how it gives you a sense of growth, or something. Or we could tackle Evocations and Martial Arts, and how they spent around 18000 words describing the powers of just ten artifacts and another 24000 on eleven styles. We might move from there into how a lot of the decisions in this shining new edition seem to be made less from the perspective of writing a good game that's easy to build on, and more from the perspective of "lets make sure we can easily churn out future supplements full of more Martial Arts Styles and Evocations so that we can keep getting money out of our fanbase". We could debate the various ways that have already been proposed to break the craft system over one's knee, or the ridiculous difficulty involved in building antagonists with a probability curve that's designed from the ground up to be impossible to eyeball.

We could talk about how Solars - the human heroes whose themes are about excellence and unparalleled ability - have Charms that let them do things like literally possess someone by hiding inside their shadow, which I presume they used excellence and unparalleled ability to steal from the Ebon Dragon. Or how their Charm trees are top-heavy in the extreme, incentivising people to minmax in explicit contradiction to the devs statement that they don't want people minmaxing (and failing to explicitly clarify it either way, meaning it's another newbie trap). We could discuss the way that the Project and Social Influence systems essentially boil down to "ST arbitration; throw a couple of obstacles in their way but let them succeed if they handle it personally", and take 12500 words to say so, or the way that the combat system - while apparently pretty good in general - reportedly runs into issues when you're not modelling 1v1 fights. Hell, we could even delve into the realm of pure opinion and try and get some idea of how many people like the new fluff and attitude of "fuck internal consistency and verisimilitude, we don't care if any of these Charms make the Usurpation impossible" versus how many people find that it blows their WSoD out of the water and shatters their immersion and investment in the setting.

So no, it's nothing even close to being just these two Charms, and I apologise if I've given you the impression it was. If you want to move off them and start on any of the above, then please, guys, say so and we'll begin. Don't let me be guilty of keeping us on this one minor topic. I'm quite happy to criticise the rest of the issues as I see them.
 
So no, it's nothing even close to being just these two Charms, and I apologise if I've given you the impression it was. If you want to move off them and start on any of the above, then please, guys, say so and we'll begin. Don't let me be guilty of keeping us on this one minor topic. I'm quite happy to criticise the rest of the issues as I see them.

I've only skimmed most of the charm trees - is there really a "possess someone by hiding in their shadow" solar charm? 'cause that's stretching the themes a bit too far in my mind. That's maybe a Lunar or Abyssal effect at best. Infernal territory definitely.

Well now - I feel quite enthusiastic at trying to 'fix' the charm trees now... :p

Oh, right, anima powers. Specifically, Twilight. It's unfortunate that the "protective shield" effect is still in there. "bind elemental familiars" I do like - it feels a lot more 'Copper Spider' - but what are the limits on that? For that matter, is there anywhere an answer on how many familiars you can have?

Night and Eclipse are... more or less the same. I do like that Dawn has an intimidate effect, and I *really* like the addition to the Zenith's "funeral" anima effect, where the feelings of the departed can be carried to the bereaved. That's a *really* attractive bit to me. And, of course, transmitting the pain someone inflicted on the deceased is likewise really neat. It more or less guarantees any healer Solar I make is going to be Zenith caste, to be honest.

Speaking of which... there's not really been a lot of change in Solar Medicine on my first read. I like that some of the effects are a little closer tied to "this is the work of a supernaturally good doctor" then 2nd felt, but I think all the same boxes are ticked off. That's not entirely unfortunate - the Medicine tree was perhaps my favorite Solar tree from 2nd edition - but I still would've liked to see a bit more time spent on it.

I'm still going to fiddle with Craft first though - it needs it, I think.
 
I've only skimmed most of the charm trees - is there really a "possess someone by hiding in their shadow" solar charm? 'cause that's stretching the themes a bit too far in my mind. That's maybe a Lunar or Abyssal effect at best. Infernal territory definitely.

Well now - I feel quite enthusiastic at trying to 'fix' the charm trees now... :p
Yup. Shadow Replacement Technique, in Stealth. Lets you hide in someone's shadow and control them.
 
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