Well, yes, that was my point exactly. Aleph was saying that the Style system she and ES are using is more like real-life martial arts, because in real life martial arts doesn't give you superpowers. And I was like "well duh, neither does anything else, including any of the other stuff that does give exalts superpowers".

And entirely shockingly, real life people do not have spiritual superweapons glued to their souls. The power comes from the Exaltation, not the person they were before they got a magical murder weapon handed to them.

Because if you're going to pull out the wuxia card, the Martial Arts system still sucks goat bollocks. If you want the wuxia card in play, your unarmed fighting skill will do nothing to help you with your swordplay and you should be having to learn Melee to get your magical swordplay. It will do nothing to help you with your balance and you should be having to learn Athletics to get your magical balance. And then you'll need to toughen your body with Resistance. And gosh, is this starting to look like a wider Ability-based Charmset? I do believe it is. In fact, remarkably many defences of the Martial Arts system seem to involve waving hands in the air while shouting "wuxia" and "martial arts" while ignoring that wuxia does not imply Martial Arts in the Exalted phrasing of the word, and the martial arts of wuxia are not Exalted Martial Arts.

And of course, such wild flailing also doesn't deal with the mechanical issues of the combinatorial explosion caused by the cross-splat nightmare of the Martial Arts system. If you want a system which actually handles wuxia, you shouldn't be playing Exalted - and bluntly, thematically for it to work you'd need to scrap the Exalted.
 
And entirely shockingly, real life people do not have spiritual superweapons glued to their souls. The power comes from the Exaltation, not the person they were before they got a magical murder weapon handed to them.
I'm sorry, when did mortals stop having super jumping powers?

Because if you're going to pull out the wuxia card, the Martial Arts system still sucks goat bollocks. If you want the wuxia card in play, your unarmed fighting skill will do nothing to help you with your swordplay and you should be having to learn Melee to get your magical swordplay. It will do nothing to help you with your balance and you should be having to learn Athletics to get your magical balance. And then you'll need to toughen your body with Resistance. And gosh, is this starting to look like a wider Ability-based Charmset? I do believe it is. In fact, remarkably many defences of the Martial Arts system seem to involve waving hands in the air while shouting "wuxia" and "martial arts" while ignoring that wuxia does not imply Martial Arts in the Exalted phrasing of the word, and the martial arts of wuxia are not Exalted Martial Arts.
I mean, I have actually written a Martial Art that has Melee as an ability requirement, and I fully support using different abilities for requirements. In fact, I'm doing exactly that with Iron Juggernaut Style! The full set uses Resistance, Athletics, and Martial Arts.

In fact, I'm mostly defending the concept of Martial Arts styles as charm sets because they fill a useful mechanical role, because people are arguing that it should be scrapped entirely without actually replacing it with something.
 
Really, trying to evoke wuxia by having Martial Arts as a discrete ability is dumb as hell from the start. I believe it was Aleph who said something like, "in a kung fu movie, everything is kung fu."?
 
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EDIT: For example, someone with Strength 2 and Athletics 2 can jump 4 yards vertically. That's 12 feet, or 144 inches. The current record is somewhere around 50 inches. The same Creation human can jump 8 yards horizontally, which is 24 feet. This is about the world record for a long jump (currently 29 ft, or just shy of 10 yards).
The book suggests cutting these values in half for a "gritty" game. This gives us a vertical jump of 6 feet (72 inches) and long jump of 12 feet. This is still solidly superhuman, given that this is a somewhat athletic person with average strength.
If we make this person a trained athlete that lacks exceptional athletic talent but is rather strong (Strength 3, Athletics 2, Kangaroo Style +2), they have a vertical jump of 7 yards (21 feet) and long jump of 14 yards (42 feet), thoroughly shattering both records.
If we make it "gritty", they can jump 3.5 yards (10.5 feet) up and 7 yards (21 feet) horizontally.
Someone who is exceptionally talented (Strength 3, Athletics 3, Kangaroo Style +3) can jump 9 yards (27 feet) vertically and 18 yards (54 feet) horizontally. "Gritty" rules drop that to 4.5 yards (13.5 feet) and 9 yards (27 feet).
This is all following the rules for the Style system, by the way; without it, you could have a guy who can jump 3 stories straight up without a specialty.

You know, this reminds me of a vague idea I had once for a Shard/system hack.

In Creation, baseline humans with no particular training are essentially wuxia ninjas.

Everything else in the setting scales up from that.
 
And entirely shockingly, real life people do not have spiritual superweapons glued to their souls. The power comes from the Exaltation, not the person they were before they got a magical murder weapon handed to them.
Wait, is this with respect to enlightened mortals? Okay, yeah, "why do enlightened mortals get magic kung-fu powers when they don't get magic anything-else powers" is a valid criticism.

On the other hand, it does raise the question of what kind of powers they should get, in the case of non-godbloods. Because if they can't raise their Enlightenment high enough to learn sorcery, and martial arts charms are gone, and they can't learn spirit charms because they're not godblooded, that kind of leaves them with nothing to spend their motes on. I suppose you must have an answer to this that hasn't come up yet, though.

Because if you're going to pull out the wuxia card, the Martial Arts system still sucks goat bollocks. If you want the wuxia card in play, your unarmed fighting skill will do nothing to help you with your swordplay and you should be having to learn Melee to get your magical swordplay. It will do nothing to help you with your balance and you should be having to learn Athletics to get your magical balance. And then you'll need to toughen your body with Resistance. And gosh, is this starting to look like a wider Ability-based Charmset? I do believe it is. In fact, remarkably many defences of the Martial Arts system seem to involve waving hands in the air while shouting "wuxia" and "martial arts" while ignoring that wuxia does not imply Martial Arts in the Exalted phrasing of the word, and the martial arts of wuxia are not Exalted Martial Arts.
Yeah, the Martial Arts ability is kind of a thematic clusterfuck; no argument here. This is actually one of the things 3e's Martial Arts does better; every style is its own ability, so someone with Snake Style and Steel Devil Style did in fact learn to fight unarmed and fight with swords separately. (Snake Style still gives you unarmed and several form weapons all at once, of course, but, well, it's no broader than Melee.)

And of course, such wild flailing also doesn't deal with the mechanical issues of the combinatorial explosion caused by the cross-splat nightmare of the Martial Arts system. If you want a system which actually handles wuxia, you shouldn't be playing Exalted - and bluntly, thematically for it to work you'd need to scrap the Exalted.
Really? I don't actually know a whole lot about wuxia; how do the Exalted fly in the face of its themes and tropes?
 
On the other hand, it does raise the question of what kind of powers they should get, in the case of non-godbloods. Because if they can't raise their Enlightenment high enough to learn sorcery, and martial arts charms are gone, and they can't learn spirit charms because they're not godblooded, that kind of leaves them with nothing to spend their motes on. I suppose you must have an answer to this that hasn't come up yet, though.

Why do Enlightened Mortals need to be a thing?
 
Their jumping powers are part of the 'mundane' creation. Just like their ability to parry stuff that shouldn't be parryable or the like. They don't get charms or anything for jumping, though. Which is what would happen if that line of thought was accurate.
Why shouldn't martial arts charms be considered part of "mundane" creation?
 
Ok, but by what merit should the martial arts be mundane? As it stands, being supernatural in nature is extremely ingrained(hell, it's in the name).
To diversify the effects that can be easily brought to bear by mortals or Exalts, and make combatants that use different styles are distinguishable beyond their weapon choice.
 
To diversify the effects that can be easily brought to bear by mortals or Exalts, and make combatants that use different styles are distinguishable beyond their weapon choice.

The Aeon trilogy did that before Exalted was a thing. If you learned Kendo, for example, you'd get bonus initiative and accuracy with swords or other bladed weapons. If you learned zero-G fighting, you had bonuses to grappling, damaging people in a grapple, and ignored penalties for fighting in zero-G or low-grav.

Does this sound like the @EarthScorpion/@Aleph style system? That's because it basically was. Also, if we're diversifying the effects, why are these effects all fighting-related? Why shouldn't you be able to get Generic Cooking Charms or Generic Debating Charms or Generic Asparagus Appraisal Charms?

"Enlightened Mortals get Spirit Charms" plus a style system that gives minor bonuses to certain actions seems like it does exactly this without charm bloat.
 
The Aeon trilogy did that before Exalted was a thing. If you learned Kendo, for example, you'd get bonus initiative and accuracy with swords or other bladed weapons. If you learned zero-G fighting, you had bonuses to grappling, damaging people in a grapple, and ignored penalties for fighting in zero-G or low-grav.

Does this sound like the @EarthScorpion/@Aleph style system? That's because it basically was. Also, if we're diversifying the effects, why are these effects all fighting-related? Why shouldn't you be able to get Generic Cooking Charms or Generic Debating Charms or Generic Asparagus Appraisal Charms?

"Enlightened Mortals get Spirit Charms" plus a style system that gives minor bonuses to certain actions seems like it does exactly this without charm bloat.

Again: Why should we allow Sorcery to exist under this paradigm? It's useless Charm bloat as well, according to this.
 
Sorcery does something incredibly different from martial arts or charms in general and because of how each spell is self contained and can't be comboed with other charms has none of the issues that martial arts has.

Also sorcerery is necessary if you want some mechanized method to make large scale magical workings that don't require each splat to have their own strategic level charms.

They're not even close to the same thing.
 
How would one go about making strategic level Charms? I mean, what would you use them for, what essence rating would you start them at?
 
Sorcery does something incredibly different from martial arts or charms in general

Uh, no? Not even close. Name me one effect accomplished by sorcery that can NOT in theory be accomplished by Charms. Any Charms, from any kind of being in Exalted.

One.

and because of how each spell is self contained and can't be comboed with other charms has none of the issues that martial arts has.

"Martial Arts Charms may not be placed in combos with non martial arts Charms."

Problem solved!

Also sorcerery is necessary if you want some mechanized method to make large scale magical workings that don't require each splat to have their own strategic level charms.

The artifact rules exist, Sorcery is superfluous to large scale magical workings.

They're not even close to the same thing.

Your arguments towards that end fail to impress.

How would one go about making strategic level Charms? I mean, what would you use them for, what essence rating would you start them at?

Well, you start with War and Performance and Craft and Lore and Bureaucracy and Socialize and then remember that most of the Charms from those abilities are already strategic level Charms.
 
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Uh, no? Not even close. Name me one effect accomplished by sorcery that can NOT in theory be accomplished by Charms. Any Charms, from any kind of being in Exalted.

One.

All of the mass destruction Sorcery spells cannot be accomplished in a balanced fashion without broken combos like Creation Slaying Oblivion Kick. Unless you're assuming homebrew, your statement basically falls apart on large scales. Also, as I recall there are no actual demon-summoning charms that are available to non-Infernals, which is a minor issue when you have demon summoning being an important part of the game. Moreover, the game has handled sorcery just fine since 1e-it can't be used for face to face fighting, sure, but sorcery was never useful for face to face fighting in Conan or in wuxia. Martial arts has never been handled particularly well in the idea that each style is a self-contained tree of charms.

And furthermore, your argument doesn't actually contradict my point, which is that if you want enlightened mortals to have cool tricks, why not have generically available weak charms that anyone can access that let them be better at fighting, or at bureaucracy, or at being swole... incidentally 'generic charms that anyone can access that do something other than let you punch mans' would describe the variety of sorcerous spells just fine.

I have no problems with generic charm availability. I have a problem with having 20 different martial arts styles, all of which are basically "this is a themed set of charms which often do the same thing (add damage, increase accuracy, provide defenses, make you better at fite)."

In fact, you can have martial arts "styles" made of charms with generic charm availability. Someone using a fast sword style has an accuracy booster that reduces damage dealt, a DV negator, a parry enhancer, and a magical flurry. Someone using a slow hammer style has a charm that increases damage, a soak booster, a knockback charm, and something that enacts penalties against enemies he hits because they're stunned from the force of the blow.

These charms are generic "spirit" charms that a third party might have a different set of.

"Martial Arts Charms may not be placed in combos with non martial arts Charms."

Problem solved!

Except that doesn't solve the problem, because you can still combo martial arts between styles, and in fact makes the problem worse because now every martial art has to have viable offensive and defensive options, lest martial arts become useless and this means that a martial arts style with weak defensive charms because it has strong offensive charms now has to be balanced with the understanding that someone might pick up a strong defensive style to back it up.

The artifact rules exist, Sorcery is superfluous to large scale magical workings.

The artifact rules fail once you try to actually do anything involving one-shot effects with them (despite the fact that most large-scale magical workings are one-shot things that are one and done) and the crafting rules suck worse than the sorcery rules. If anything, this is an argument for removing the artifact crafting rules and replacing them with sorcerous rituals, not the other way around.
 
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All of the mass destruction Sorcery spells cannot be accomplished in a balanced fashion without broken combos like Creation Slaying Oblivion Kick.

So no Third Circle Demon, no high Essence war god, no elemental of storms, no hekathonkire, no Raksha lord can possibly inflict damage on the scale of Sorcery.

Heck: Dragonblooded, can do the same thing as most Sorcery spells.

Your argument is already failing.

And then we get into stuff like World Scarring Solar Glory and other high Essence Solar Charms which make meager Sorcery Charms utterly and completely pointless.

Unless you're assuming homebrew, your statement basically falls apart on large scales.

Since I'm talking about removing Sorcery, yes, I'm talking about homebrew.

Also, as I recall there are no actual demon-summoning charms that are available to non-Infernals, which is a minor issue when you have demon summoning being an important part of the game.

Thaumaturgy and Social Charms.

Moreover, the game has handled sorcery just fine since 1e-it can't be used for face to face fighting, sure, but sorcery was never useful for face to face fighting in Conan or in wuxia. Martial arts has never been handled particularly well in the idea that each style is a self-contained tree of charms.

Invulnerable Skin of Bronze, Virtuous Guardian of Flame, Unbreakable Bones of Stone and the list goes on. There are a hell of a lot of extremely useful direct combat spells. Heck, I've seen more PCs take out Dragonblooded with Thunder Wolf's Howl than with Peony Blossom Attack.


And furthermore, your argument doesn't actually contradict my point, which is that if you want enlightened mortals to have cool tricks, why not have generically available weak charms that anyone can access that let them be better at fighting, or at bureaucracy, or at being swole... incidentally 'generic charms that anyone can access that do something other than let you punch mans' would describe the variety of sorcerous spells just fine.

Because generic Bureaucracy-fu is not as important to the game as generic kung fu. Witness wordcount devoted to combat over social engineering. Further 'generic' is the kind of thing you want to avoid.

I have no problems with generic charm availability. I have a problem with having 20 different martial arts styles, all of which are basically "this is a themed set of charms which often do the same thing (add damage, increase accuracy, provide defenses, make you better at fite)."

I have no problem with it if I plan to have more than twenty fights in my campaign.

We have non-generic Charms because they are interesting.

If I wanted to have generic effects, I'd play either Mutants and Masterminds or FATE. Both are immensely better balanced for generic effects than Exalted would ever be.

Except that doesn't solve the problem, because you can still combo martial arts between styles, and in fact makes the problem worse because now every martial art has to have viable offensive and defensive options, lest martial arts become useless and this means that a martial arts style with weak defensive charms because it has strong offensive charms now has to be balanced with the understanding that someone might pick up a strong defensive style to back it up.

The exact same argument can be made about Thrown, Melee and Dodge.

If the "strong defensive Charm" is buried eight Charms into another style and you're aiming to pick up a strong offensive Charm eight Charms into another style...

Well, go ahead and buy 16 Charms to accomplish what you could with probably six Melee or Brawl Charms.

Remember, in my conception martial arts is always weaker than native Charms. You'll be spending massive resources to do what a non Martial Artist can do natively for cheaper and better.

Martial Arts exist to give an all-in-one package, a simple step-by-step guide to fighting for players who don't want to invest in five other combat abilities.

The artifact rules fail once you try to actually do anything involving one-shot effects with them (despite the fact that most large-scale magical workings are one-shot things that are one and done) and the crafting rules suck worse than the sorcery rules. If anything, this is an argument for removing the artifact crafting rules and replacing them with sorcerous rituals, not the other way around.

No they don't. One shot artifacts are not inconceiveable outside context problems. And frankly, I think that a system which allow you to build a manse without one dot in Craft is kind of ridiculously broken and needs to go. If a player wants to defeat an Army, he picks up WAR CHARMS. You want to travel to Gem? You grab Ride or Sail or Athletics.

Why should I be allowed to travel faster, safer and more reliably with my Twilight than my Eclipse? Why should my Twilight be faster than my Night? Why should my Twilight have tougher skin than my Zenith? Why should we be looking to my Twilight to kill an army rather than my Dawn?

Sorcery runs around tromping all over the design space of other Abilities all over the place. It's frequently used to overshadow other concepts and remove a lot of interesting options from the game because they're just weak.

If I want to burn my enemies city to the ground I can either recruit some fire elementals/dragonblooded/train a bunch of elite mortal saboteurs... or cast a single spell. Why is that more interesting?

Imagine an Exalted where instead of wiggling your fingers and chanting words your Twilight studied the habits of fire elementals, captured and broke their will and bound them in elaborate agreements and then called on their powers to unleash conflagarations on your foes. Or I suppose you could learn a single spell. *yawn*

Stating your conclusion as fact does not actually make it factual. It just makes you look like a prat.

Pot. Kettle.

Further, I'm just pointing out that your logic, when applied to other parts of the game, renders them superfluous.
 
How would one go about making strategic level Charms? I mean, what would you use them for, what essence rating would you start them at?

Well, 'Strategic Level Charms' exist along a couple axis. Aaron already pointed out that War, Bureaucracy, Socialize and Performance are already fairly strategic abilities- especially for Solars, who get them at Essence 2-3! Those charms can affect thousands of people at a time if used properly.

But this question is more like... How can I make a Charm that equals Rain of Doom in scope? Scope is the big deal here.

Well, general rule of thumb is this- the more people/area a given Charm affects, the higher it's Essence Rating. So an Essence 2-5 Charm probably still uses the Magnitude Scale from corebook. There is a Solar Integrity Charm- Sun-King Radiance, that instead focuses not on magnitude, but people who hold a positive intimacy towards you, which can be an arbitrary number of individuals... Anyway

Magnitude 10 is 5,001 to 10,000 people, the scale ends there, simply because Exalted isn't really worried about modeling concrete numbers past that point. Keeping that in mind...

Alright, here's my rough concept of a charm- Plowshares to Swords Prana. I want to make a Solar Charm that basically speeds up the switch from wartime to peacetime projects. Important Note: we don't have a bureuacracy system per se, so the charms ARE the system- keep that in mind.

One of it's Prerequisites is going to be Speed the Wheels. I'm going to call it Essence 6, because I want it to target an arbitrary group of any size that my Solar leads. If I made it Essence 5 or less, it would have probably affected some Magnitude social unit or number of units.

Plowshares to Swords Prana (Rough Draft)
Cost: 50m
Minimums: Bureaucracy 6, Essence 6
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Compulsion
Duration: Instant
Prerequisites: Speed the Wheels, [Probably another charm that doesn't exist].

The Solar Exalted raise the industries of war in the blink of an eye.

This Charm supplements a dramatic action to organize a Solar's nation- large economic, social, or other group the Solar leads. It takes 1 week to perform. The Solar's player rolls [Intelligence + Bureaucracy] at Difficulty 1.

If conditions are unfavorable, such as lack of information (from a surprise attack), subtract an external penalty equal to the highest [(Intelligence+War]/2] among characters who are acting against the Solar from the successes on the Bureaucracy roll. The storyteller may declare penalties for other reasons as well, such as a natural disaster. The Solar is aware of all factors that interfere in a general sense.

For one threshold success, all military and logistical actions the Solar's nation takes under her orders has the interval of that action reduced by two-thirds. Training new soldiers takes a third of the time, as does forging the arms and armor to equip them.

For three threshold successes, the Solar's logistical acumen prevents resource shortages and logistical snarls. The citizens of her nation fall under a Compulsion Effect to ignore opportunities for war profiteering, and will act to ensure shipments of raw materials and finished goods arrive on time. This effect prevents food riots, logistical shortages, and negates any penalty on business-related actions taken during times of war. It costs 1wp to resist this Compulsion for one scene, and an individual can shake it off completely after spending a number of WIllpower equal to the Solar's Essence.

For five threshold successes, the Solar's genius leadership reduces the difficulty of all non-combat Dramatic actions her forces take by her Permanent Essence, to a minimum of one, reflecting the fact that the right people are in the right place at the right time with the right tools. This applies to actions like treating wounds for Infection, building weapons, establishing fortifications, and cracking enemy communications.

Alright, now let's go into what I was thinking as I wrote that, and some minor critiques of the system. I should stress that this isn't peer reviewed or anything, I just wrote it as an example.
  • Why Plowshares to Swords?
    • Because Solars have a lot of peacetime bureaucracy magic, but I wanted to make a kind of allusion to Pearl Harbor and how Japan's military said- "I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."
  • Why 50 motes?
    • This is actually kind of a nonsense number. The nature of this charm is that it's a 50 mote expense but the duration of the Charm is instant- that means you spend 50 motes and then immediately start regenerating them. Sorcery works about the same way, where you almost never commit motes to any effect over time.
    • On paper, 1wp is equal to about 10 motes, BUT, if you'respending it over downtime or a dramatic action timescale, it doesn't really matter because you'll regain it over the next few nights sleep. It only matters if your Storyteller makes it a point to have it matter, and most don't.
  • Why Bureaucracy 6, Essence 6?
    • Any Ability at 6 is explicitly superhuman- when you exercise Trait 6+, people can tell you're superhuman, and are performing a feat of such awesome skill. Everything this Charm does actually can be done if you 'expand it' out into a bunch of separate difficulty 1-5 rolls to arrange everything, but the nature of Charms is to condense things into these big sweeping categorical effects.
      As for Essence 6- that was my hedge of 'This affects your undefined Nation, be it 50 people or 5 million.'
  • Keywords: Why Combo-OK, Obvious, Compulsion?
    • Well, to the first, I wanted to make it Excellency-Friendly, and maybe you need another charm in there to negate penalties. (Those already exist but it's an example.
      As to the second, this is such a big grand effect, it HAS to have a fanfare, you HAVE to have solar corona and nimbus flying around as a big visible blessing n all your people. It's stunt fodder at it's best.
      Compulsion is something I admittedly pulled out when groping for a tier 2 effect, it SEEMED reasonable, and there is precedent for Compulsion as proscription on actions- it could be more elegantly phrased!
  • Duration: Why Instant?
    • Because it is conceptually a charm that's a fancy 'I give an Order' to your Nation effect, even if it has lasting buffs. You could easily call this an Indefinite Commit and have it cost a lot less in Motes,or make up for the motes with Willpower cost.
  • Prerequisites: Why Speed the Wheels?
    • Mostly because I knew how that one worked and it seemed relevant- I could have said Bureau Rectifying Method, and some other charm. The point is less that it's about the prerequisites and more about how deep it is in the tree.
  • Now for the actual paragraphs
  • First sentence is fluff- I couldn't fit in the Terrible Resolve quote, but I wanted to, real badly.
  • Second paragraph lays out the terms of the charm- a dramatic action that takes 1 week, so the FASTEST you can get this off is in 1 week- but consider how long it takes for a nation to go onto war footing normally... It also defines that it'sa Difficulty 1 roll before Penalties.
  • The penalties clauses I cribbed and adapted from other Solar Charms as at template, simply because it works- and they already have Penalty Negation Charms exactly for reasons like this.
  • The three tiers of effects are a side-effect of the rough draft process for this example- I'm not saying they're good or balanced ideas, but they hit the notes I wanted to say about an Essence 6 Bureaucracy Charm.
  • Tier 1 is "Nation goes on war footing faster", which if you look at it the right way, is TERRIFYING.
  • Tier 2 is "Nation doesn't suffer passively for being at war." someone ATTACKING you hurts, but your farmers will farm, and people will get their food and their wages and such.
  • Tier 3 is "Suddenly, being at war is EASY. These difficulty 3-5 tasks? Now they're difficulty 1.
 
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