Well the problem then is that those seven mortal heroes are going to either tank your DV and make you hurt, or make you spend a ton of essence. Or grab bulwark, making bulwark a kind of combat required charm to do things that all solar warriors are supposed to be able to do. Unless you've got bulwark those seven heroes are not going to get chewed up by your murderblender, not without spending an unholy amount of your essence pool anyway. Onslaught penalties are stupid good and mortals shouldn't get to benefit from them.
Well of course a Solar whose epic talents include "I can defend myself against twenty men as easily as one" is going to be better at fighting multiple opponents than one who learned to hurl his sword the length of a football field and have it flash back to his hand instead. And I don't really think it's a problem if some charms are more broadly desirable than others.

I'd prefer it to be the other way around though. Being able to stand toe to toe against seven of the greatest human warriors ever at the same time is totally unfair, anyone else but a celestial exalt wouldn't be able to stand against two of them.
Come on, man, an experienced DB could handle two no problem, even without an onslaught negator.
 

It's only by applying penalties like onslaught or poison or whatever that mortals can fight a Solar. Unless that solar has literally no combat investment. If mortals didn't benefit from those penalties then the intent that mortals don't matter would be a lot more clear and there wouldn't be this weird disconnect.

As it stands a few elite mortal heroes can use onslaught/environment/whatever penalties, in combination with greater numbers, to force a Solar to spend essence or risk death. Exactly one solar charm lets you flip a switch and turn that off.

So like, if you're a solar brawl guy and you've got a good investment in solar brawl and you're facing down those seven GoT guys, you're in trouble. If you believe mortals should never be able to threaten a solar, especially a solar who's got combat charms, there's a big problem here. You might actually lose, or be forced to spend a lot of essence, in a 7 vs 1 fight against mortals. That shouldn't happen, why is it only people who have that one melee charm and rely on parry get to ignore mortals? I'm basically saying that no matter what your opinion on the mortals thing is, there's a problem here.

But like I said, I'd prefer it if the problem was that certain mortals in enough numbers do matter a little.
 
It's only by applying penalties like onslaught or poison or whatever that mortals can fight a Solar. Unless that solar has literally no combat investment. If mortals didn't benefit from those penalties then the intent that mortals don't matter would be a lot more clear and there wouldn't be this weird disconnect.
If mortals don't cause onslaught penalties, suddenly nobody has trouble fighting a large group of roughly equal opponents, unless they're not mortals.

As it stands a few elite mortal heroes can use onslaught/environment/whatever penalties, in combination with greater numbers, to force a Solar to spend essence or risk death. Exactly one solar charm lets you flip a switch and turn that off.
Yeah, Solars tend to do that.
Anyway, mortals stacking a shit-ton of penalties on an Exalt and dog-piling is how they should win. I don't have a problem with elite mortals being able to stack penalties on an Exalt and win.

So like, if you're a solar brawl guy and you've got a good investment in solar brawl and you're facing down those seven GoT guys, you're in trouble.
Depends on the charms you pick, but there's an early action-long onslaught negator, so... Not really. It'll cost quite a bit of essence, sure, but applying a charmset not suited to defending against a particular threat tends to do that.

If you believe mortals should never be able to threaten a solar, especially a solar who's got combat charms, there's a big problem here.
I don't think I said mortals should never be able to threaten a Solar, just that average mortals shouldn't be able to.

You might actually lose, or be forced to spend a lot of essence, in a 7 vs 1 fight against mortals. That shouldn't happen, why is it only people who have that one melee charm and rely on parry get to ignore mortals? I'm basically saying that no matter what your opinion on the mortals thing is, there's a problem here.

But like I said, I'd prefer it if the problem was that certain mortals in enough numbers do matter a little.
Dodge can do the same. Actually, I think Dodge can do worse, since later charms let you eat their initiative by dodging.
Also, yeah, Solars can make entire categories of threats irrelevant by activating a single charm. They do that.
 
So like, if you're a solar brawl guy and you've got a good investment in solar brawl and you're facing down those seven GoT guys, you're in trouble. If you believe mortals should never be able to threaten a solar, especially a solar who's got combat charms, there's a big problem here. You might actually lose, or be forced to spend a lot of essence, in a 7 vs 1 fight against mortals. That shouldn't happen, why is it only people who have that one melee charm and rely on parry get to ignore mortals? I'm basically saying that no matter what your opinion on the mortals thing is, there's a problem here.
Not really? Solar Brawl is super deadly against a single opponent, but struggles against large groups; I'm sure this is deliberate. A Solar Brawler is't nearly as good at fighting large groups as a guy who uses the best fight-against-large-groups ability. I don't see the problem here.

I mean, yeah, it goes against "Mortals can't threaten Solars at all", but it's a matter of areas of expertise. A Solar whose area of expertise includes fighting large groups can stomp all over large groups of mortals; one whose expertise doesn't can't.

(Also the Brawl onslaught negator is only 3m/round; it's totally manageable if he has it.)
 
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Not really? Solar Brawl is super deadly against a single opponent, but struggles against large groups; I'm sure this is deliberate. A Solar Brawler is't nearly as good at fighting large groups as a guy who uses the best fight-against-large-groups ability. I don't see the problem here.

I mean, yeah, it goes against "Mortals can't threaten Solars at all", but it's a matter of areas of expertise. A Solar whose area of expertise includes fighting large groups can stomp all over large groups of mortals; one whose expertise doesn't can't.

(Also the Brawl onslaught negator is only 3m/round; it's totally manageable if he has it.)

Exactly, it's still manageable but you've got to be spending essence every turn to keep it up. It also doesn't protect against any penalties that aren't onslaught, which can be huge.

I've got no problem with a solar winning that fight, my only problem is that you spend five motes to become immune to all mortals, first circle demons, elementals, ect.
 
Basically because mortals and people who are very very much like mortals are 99.9% of the setting, and being able to completely ignore them and any effects from the environment or anything else just irks me. Maybe that's just what Solars do but it's like that pre-errata DB charm where it was permanent, and prevented anything with essence less than five from affecting you in any way.
 
Basically because mortals and people who are very very much like mortals are 99.9% of the setting, and being able to completely ignore them and any effects from the environment or anything else just irks me. Maybe that's just what Solars do but it's like that pre-errata DB charm where it was permanent, and prevented anything with essence less than five from affecting you in any way.
If you ignore that it's actually nothing like that, yeah.
  1. Simple action activation.
  2. Costs 5m, 1wp
  3. Only supports your Parry defense.
  4. Doesn't touch on environmental effects.
  5. Doesn't actually prevent most of the people important to the setting from doing things to you.
Yup, it's like a permanent charm that makes you immune to anything with less than Essence 5.
 
If you ignore that it's actually nothing like that, yeah.
  1. Simple action activation.
  2. Costs 5m, 1wp
  3. Only supports your Parry defense.
  4. Doesn't touch on environmental effects.
  5. Doesn't actually prevent most of the people important to the setting from doing things to you.
Yup, it's like a permanent charm that makes you immune to anything with less than Essence 5.

No it's definitely way less stupid. It does ignore environmental penalties though, it says all penalties.

It does still mean that if a flock of Garda Birds dives out of the noonday sun to attack you, you activate one simple charm and win the fight. Or a bunch of ogre bears come bursting out of the woods, you're not going to need to use melee charms past your onslaught penalty negator. So from a ST standpoint, what's the point in putting my players up against them? I might as well pit them against a bunch of grass elementals that do nothing but gnaw on their daiklaves.

At that point I'm pretty much relying on enemy exalts to do anything. If an abyssal shows up flanked by a pair of spine chains, eh, might as well just be the abyssal really, unless spine chains have dice adders.
 
No it's definitely way less stupid. It does ignore environmental penalties though, it says all penalties.

It does still mean that if a flock of Garda Birds dives out of the noonday sun to attack you, you activate one simple charm and win the fight. Or a bunch of ogre bears come bursting out of the woods, you're not going to need to use melee charms past your onslaught penalty negator. So from a ST standpoint, what's the point in putting my players up against them? I might as well pit them against a bunch of grass elementals that do nothing but gnaw on their daiklaves.

At that point I'm pretty much relying on enemy exalts to do anything. If an abyssal shows up flanked by a pair of spine chains, eh, might as well just be the abyssal really, unless spine chains have dice adders.
Environmental effects is more than environmental penalties. Like, the damage from a bonfire can't be parried.

Also, after thinking on my previous Clash idea, I'm pretty sure that it would make sense for even mortals/non-Exalts to forgo attacking the 5BS Parry wall and instead biding their time to force a Clash.

From my quick look, there aren't any Melee charms that boost attack/damage dice for a scene/one cost. Whenever the Dawn has to boost his attack, he's paying motes each time. His enemies, let's say rocking between 8-14 dice to attack, probably can't easily overcome his 14-15 dice (depending on artifact weapon or not) all the time, but their odds are probably better than the constant Parry. Moreover, unless the Dawn is supremely confident that he's RNGesus's best bud, he'll want to start spending motes to give him some breathing room, and that can get pricey fast if he has to spend even 1-2 motes for each Clash, for each opponent.
 
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The point I believe @Shyft has already made is that, given this fact, the Charm is trying to give you an incentive to tell stories that centre not around whether your character can defeat a flock of Garda Birds diving at them out of the noonday sun, or a bunch of ogre bears that come bursting out of the woods - because they are Exalted, and thus defeating these foes, despite it being far beyond the power of any mortal, is well within their power. Instead, the Charm is trying to incentivise you to tell stories that centre around why the Garda Birds are diving at you out of the noonday sun - what greater god or elemental has commanded them to, what sacred nest are they defending, etc - and how you are going to deal with the consequences of having a) killed them all or b) beaten the shit out of them and left them strewn unconscious and bleeding on the ground.

Whether or not this is a good or desirable thing is another matter entirely, but the Charm as a thematic statement, if it is as powerful as you say it is, is saying "the combat itself doesn't matter. What matters is the repercussions and consequences of your victory. That's what the story should be about." You may agree or disagree, of course, but if it was intentional rather than a balance fuckup then you should probably be disagreeing with the thematic statement, rather than the mechanical implementation.
 
The point I believe @Shyft has already made is that, given this fact, the Charm is trying to give you an incentive to tell stories that centre not around whether your character can defeat a flock of Garda Birds diving at them out of the noonday sun, or a bunch of ogre bears that come bursting out of the woods - because they are Exalted, and thus defeating these foes, despite it being far beyond the power of any mortal, is well within their power. Instead, the Charm is trying to incentivise you to tell stories that centre around why the Garda Birds are diving at you out of the noonday sun - what greater god or elemental has commanded them to, what sacred nest are they defending, etc - and how you are going to deal with the consequences of having a) killed them all or b) beaten the shit out of them and left them strewn unconscious and bleeding on the ground.

Whether or not this is a good or desirable thing is another matter entirely, but the Charm as a thematic statement, if it is as powerful as you say it is, is saying "the combat itself doesn't matter. What matters is the repercussions and consequences of your victory. That's what the story should be about." You may agree or disagree, of course, but if it was intentional rather than a balance fuckup then you should probably be disagreeing with the thematic statement, rather than the mechanical implementation.

True, but you can have it both ways. Also really keep in mind that I'm not saying every flock of Garda birds should be a life or death situation, just that if you're not careful you might end up with a cast mark or an anima up by the fights end.

Then after standing over the ashy remains of the Garda birds, with your anima flickering around you, you tell the story of why those Garda birds were there and what killing them means. It's like when the exalted defeated the primordials. The story of "well now the world is ours and there's this new Underworld thing." Is still there, even though the war itself was far from a forgone conclusion.
 
No it's definitely way less stupid. It does ignore environmental penalties though, it says all penalties.
Yeah, that's why I said "effects" instead of "penalties".

It does still mean that if a flock of Garda Birds dives out of the noonday sun to attack you, you activate one simple charm and win the fight.
If this is, for whatever reason, a problem for you, the answer is simple: EXPLOSIONS!
Light 'em up!
BURN EVERYTHING!
They can't really parry "you're standing in a wildfire".

Or a bunch of ogre bears come bursting out of the woods, you're not going to need to use melee charms past your onslaught penalty negator. So from a ST standpoint, what's the point in putting my players up against them? I might as well pit them against a bunch of grass elementals that do nothing but gnaw on their daiklaves.
... In your creation, do ogre bears hide in the woods waiting for random travelers to ambush? Do Garda birds dive-bomb everyone they see?
The point is to create plot hooks. Yes, combat is important, and balancing it is important, but combat can be a means to an end. Throwing weak opponents at your players and letting them say "this is how we defeat them" instead of acting out the combat is fine, if the fight wasn't the point of the enemies.

At that point I'm pretty much relying on enemy exalts to do anything. If an abyssal shows up flanked by a pair of spine chains, eh, might as well just be the abyssal really, unless spine chains have dice adders.
Or the spine chains attack whatever the Solar is defending. Y'know, non-stabbing objectives. Like I mentioned were my suggestion for handling my own Dr. Murderblender.
 
No it's definitely way less stupid. It does ignore environmental penalties though, it says all penalties.

It does still mean that if a flock of Garda Birds dives out of the noonday sun to attack you, you activate one simple charm and win the fight. Or a bunch of ogre bears come bursting out of the woods, you're not going to need to use melee charms past your onslaught penalty negator. So from a ST standpoint, what's the point in putting my players up against them? I might as well pit them against a bunch of grass elementals that do nothing but gnaw on their daiklaves.

At that point I'm pretty much relying on enemy exalts to do anything. If an abyssal shows up flanked by a pair of spine chains, eh, might as well just be the abyssal really, unless spine chains have dice adders.

I know this all started out with complaints about how battle groups made fights too easy on an exalt, but here it actually is the solution, too. If you can't stick your onslaught penalties, you can just reap size bonuses and dice from Order actions instead.

If this is, for whatever reason, a problem for you, the answer is simple: EXPLOSIONS!
Light 'em up!
BURN EVERYTHING!
They can't really parry "you're standing in a wildfire".

I mean, Heavenly Guardian Defense is still a thing. :V
 
... In your creation, do ogre bears hide in the woods waiting for random travelers to ambush? Do Garda birds dive-bomb everyone they see?

Gods no, but a Raksha might be tipped off that a wandering band of heroes is headed towards his next targetted town, and could cause...problems for him if they got there, got battle ready and fortified it. So he sends what he's got available to ambush them roadside when they're unprepared. He probably thinks this will work because he hasn't seen a Solar exalt before.

Which just now gave me a better idea to explain my gripe.

Okay if you're a dawn, and you fight an immaculate, you're going to win. I mean the power tiers got flattened for sure, but there's no way that monk is winning without a lot of luck, even if he's really good. BUT you still have to fight him, and it's still a fight and he's still a threat. He's not a threat because he might kill you, because really he's just got a snowball's chance in hell of doing that, but he's a threat because you're gonna have to try when you engage him.

Like you go first because you're a Solar badass, you attack, enhance it with hungry tiger, full excellency and another 4 motes into whatever you like, bam up to full anima, peony blossom for an immediate followup attack and then Invincible Fury of the Dawn to kill him, or cripple him grievously anyway. Like there might be a part of that where he can blow a ton of essence and survive, but he's not in a good position after that.

So you're still winning that fight, but you did it because you were so awesome, not because you have a charm that lets you ignore him because he's not even in your class. He's not in your class, clearly, you just beat him in one turn, but you had to throttle up the V8 inside your soul. It feels less like you no-sold his attacks because he's pathetic, and more like he never stood a chance because you're such a badass, if you get my meaning?
 
It feels less like you no-sold his attacks because he's pathetic, and more like he never stood a chance because you're such a badass, if you get my meaning?
No, I don't. At all.
I don't see how that really relates to what I've been saying.
I mean, if you're taking a Solar and a Terrestrial with equivalent amounts to invest, the Solar is going to win because they're a Celestial Exalt and their base-line is expected to be higher. But that's also ignoring the things that are supposed to make Terrestrials a threat to Solars in modern Creation. They have infrastructure, the dominant religion supports them, there are tons of them (compared to like 300 Solars), they don't need to worry about being the target of religious crusades led by monks trained for decades for the purpose of murdering them...

So, yeah. A Solar will beat a Terrestrial at an equal experience level in a 1v1 duel.
But if an Immaculate gets into that situation, they fucked up.
 
No, I don't. At all.
I don't see how that really relates to what I've been saying.
I mean, if you're taking a Solar and a Terrestrial with equivalent amounts to invest, the Solar is going to win because they're a Celestial Exalt and their base-line is expected to be higher. But that's also ignoring the things that are supposed to make Terrestrials a threat to Solars in modern Creation. They have infrastructure, the dominant religion supports them, there are tons of them (compared to like 300 Solars), they don't need to worry about being the target of religious crusades led by monks trained for decades for the purpose of murdering them...

So, yeah. A Solar will beat a Terrestrial at an equal experience level in a 1v1 duel.
But if an Immaculate gets into that situation, they fucked up.

I agree, I'm giving a big thumbs up to that. Okay so now if there was a scenelong 5m charm that said actions taken against the Solar by a single terrestrial exalt have their dicepools reduced to zero, what would that change about this encounter? Well the outcome wouldn't change, a single terrestrial exalt isn't winning this thing anyway. All it does is let you completely outclass somebody that had no real chance against you in the first place, if you spent essence on killing him like the legendary sun chosen that you are.

It's the same sort of thing with blood apes/heroic mortals/beastmen/wyld beasts and stuff and bulwark stance. Without it you win because you're a solar and awesome. You can even do the same thing, dash forward, crash one, peony blossom, crash another, and then Invincible Fury of the Dawn and kill at least half of them right there. When you're heavily outnumbered by the greatest non-chosen fighters in the world, or ravenous demons, or twelve foot tall chaos tainted beasts it would be nice if absolutely ensuring victory meant powering up.


To be clear I don't think you should be encouraged to do it when you get jumped by a bunch of scummy bandits on the roadside, or get in a bar brawl, or fend off a bunch of random conscripts/militia or something.
 
I agree, I'm giving a big thumbs up to that. Okay so now if there was a scenelong 5m charm that said actions taken against the Solar by a single terrestrial exalt have their dicepools reduced to zero, what would that change about this encounter? Well the outcome wouldn't change, a single terrestrial exalt isn't winning this thing anyway. All it does is let you completely outclass somebody that had no real chance against you in the first place, if you spent essence on killing him like the legendary sun chosen that you are.

It's the same sort of thing with blood apes/heroic mortals/beastmen/wyld beasts and stuff and bulwark stance. Without it you win because you're a solar and awesome. You can even do the same thing, dash forward, crash one, peony blossom, crash another, and then Invincible Fury of the Dawn and kill at least half of them right there. When you're heavily outnumbered by the greatest non-chosen fighters in the world, or ravenous demons, or twelve foot tall chaos tainted beasts it would be nice if absolutely ensuring victory meant powering up.


To be clear I don't think you should be encouraged to do it when you get jumped by a bunch of scummy bandits on the roadside, or get in a bar brawl, or fend off a bunch of random conscripts/militia or something.

Or you could just get them together into a battlegroup (you know, like the rules tell you to) and suddenly they're relevant again.
 
Or you could just get them together into a battlegroup (you know, like the rules tell you to) and suddenly they're relevant again.

Doesn't it work the other way around? Sticking people in a battlegroup makes them less effective doesn't it? Although I guess if you're just trying to boost attack to the point where you've got a chance of overcoming a crazy high DV, so the size bonus does help there.
 
Doesn't it work the other way around? Sticking people in a battlegroup makes them less effective doesn't it? Although I guess if you're just trying to boost attack to the point where you've got a chance of overcoming a crazy high DV, so the size bonus does help there.

If you have someone giving orders, and your opponent has an onslaught negator, battlegroups are far better. If your opponent doesn't have an onslaught negator, then individuals are the way to go.
 
Ok, this is fun. We have a circular argument. Now serious question time: did anyone bother to check the math before asserting invincibility?

No? Well then. Lets do that.

Fivefold Bulwark Stance lets you, assuming optimal pools, maintain a Parry of 7. Due to the way 3e combat works, this is the 2e equivalent of DV6: you need 7 successes to beat that.

Blood apes were brought up, so lets look at them: 11 dice in their attack pool. That gives a 31% to hit. That's not great, but it certainly going to happen. Course, its a bit of a false impression, since the nature of Melee charms means your generally burning 1m for the +1 to Parry via Dipping Swallow Defense. So Defense 8, dropping the chance to hit to 18%. That's really not good for Mr Blood Ape, but there is still a solid chance (about 1 in 5) that you can hit them. Course, Excellency burn can reduce that to effectively zero, given you can add 4 more to Parry for a total of 12 (chance to hit at that level is 0.62%), but that gets expensive as hell fast. Hail-Shattering Practice is more mote efficient, but dependent on what your opponent rolls (why does anyone think that charm is underpowered, its ludicrous). So yeah, you can make yourself effectively invincible, if you don't mind paying around 5m a attack. There goes your mote regen, given your near certainly going to be burning motes to attack as well.

So yeah, a lone blood ape is a speed bump, but its one your going to need to burn power to ignore. Fivefold Bulwark Stance's main power is when attacked by a gang of blood apes ninjas you can effectively negate their advantages for attacking you individually to a large extent by ignoring onslaught, though you are still burning motes to assure your invincibility: a group of five or so will probably land at least one attack per round if you don't. On the plus side, lots of Init punching bags (Blood apes have a Parry of 4).

If a blood apes are in a battlegroup though, they tend to wind up with things like a hefty boost to Accuracy, Defense and Health. Lets say an established gang of a half dozen or so blood apes: that's Size 1, so +1 to accuracy, raw damage, magnitude, and soak. As they are established and know how to work together they have Average Drill: no penalty to command rolls and +1 to Defense. Because they are 1CDs, they get Might 2, for a +2 to Accuracy and +1 to Defense. So that takes their attack pool to 14, and their Parry to 6. That's a substantial boost, going to 60% against a unenhanced Defense and 40% against one enhanced with just Dipping Swallow Defense. You can still become probably invincible, but your burning a lot more motes to do it.

You throw a commander in, it tilts further towards the battle group hitting you and causing you problems. Lets say they're on the high end of average: 6 dice. That's going to average another 3 dice added to the Blood Ape gang, giving them 17 total. That's the point where your burning motes just to maintain a defense: they're beating your base 80% of the time, and beating your Dipping Swallow Defense 70% of the time. Even at full power to defense they still have a 7% chance to hit, and given the prior attack pools were less then 1% that's a fair jump!

So yeah, still not a massive threat, but your going to get hit, which is going to make the fight rather more exciting. Further, it puts some tactics back in the fight: as opposed to killing blood ape 1, 2, 3, you instead need to decide if your going to kill the battle group first or the commander behind them (I'm assuming behind them: not being in melee range of a Dawn is a really good idea for commanders). This is also a bog standard encounter: basic small group of blood apes, average commander. You start throwing things like larger armies, better fighters or supernatural commanders (note those commanders probably have big enough pools to flurry Command/Attack actions, so their shooting at you with enough dice to threaten to hit while also buffing the hell out of their armies) and suddenly those battle groups start being scary. Or you split the battle group in two, one with bows, one with melee weapons, use the melee guys to bog down the melee solar while the archers shoot the hell out of him.

Side note: there are not a lot of static boosters Defense, and most of those that exist are over in MA, where they do not cross apply to Melee Charms. I strongly advise you keep it that way, even with scene long boosters, lest you have to deal with a Steel Devil user running around with a fixed Parry of 9+. The Evasion boosters on the other hand are written with Dodge charms in mind, or so it mostly seems. The one big static booster to Solar Defense is Black Fathoms Blessed over in Sail, which only functions on the Solar's ship. That one, especially on high Maneuverability ships like Imperial Trireme's could potentially trigger invincibility mode, but not fighting a Solar sailor on their ship strikes me as serious common sense.
 
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You know what was Grabowski's baby in 2nd edition? The Panoply Chapter.

Defining an Estate
An Estate in context of Exalted 2e is a Resources 4 purchase. The thing is, they don't really describe what an Estate looks like.
I can tell you that they mean an old, manorial, old-world/old-money style demesne (the term for property, not the magical background), which usually encompasses the manor-home itself, as well as the outlying lands with which it derives wealth from.
Under the manorial definition, an Estate is a plot of land the
owner does not work themselves. They instead have a host of employees- likely housed in a private village they lease out to their employees for the purposes of tending the lands.
I must reinforce this- you could have
dozens of people, maybe a hundred, completely unrelated from a Followers Background under your employ as part of the Resources Background. Their job is to play up the grandness of your vast holdings, the wealth you direct at your fingertips.
(You could buy Followers and declare them as the villagers, and then use their explicit loyalty for other purposes in addition to working your holdings to 'pay' for themselves'.)
A good example of such a place is Mulan's family home from the Disney film about her- the walled garden with the portal out onto the street, and the implication of tracts of land behind for it to grow crops and raise livestock (like the chickens.) Granted if you dig into the actual historical factors behind ancient China and similar cultures, they really made up for costs with
bride price. (Money paid by the groom to the bride's family, as opposed to dowry, which is the other way around.)
Another good example in my opinion, is Villa Auditore from the Assassin's Creed series- the walled community with the stores and infrastructure Ezio invests in over the course of the game is very much in-theme with the
idea of Resources as a background.
Regardless of what it looks like, your Estate
costs Resources 4 to buy, and is likely worth Resources 4 in output wealth. Your estate generates capital to be spent on other things.

Now, not all Estates look like that- perhaps you have a townhouse manor in an urban area. Instead of acreage, the corebook gives a fantastic example in the opening paragraphs of the panoply chapter- you have a home full of priceless works of art.
These items are themselves valuable if sold, but players don't want to sell their stuff! Instead, owning this art, hosting it in your home means you have
collateral, which in turn means you can take out a line of credit from other financial institutions.
Part of the reason I'm bringing this all up, of estates and their meaning, is that players of Exalted don't necessarily understand what
value means. It's a side-effect of living in a supermarket culture- which is y'know, pretty awesome for day to day living. Going to a store for groceries doesn't really dig into the effort and money that went into providing all that produce. of the huge land area dedicated to making it. Of all the upward-trickling costs that lead to it's final price at the point of sale.

Buying in Stages
It's not something that comes up often, but one asks- how do you pay for a palace that costs Resources 5, and then furnish it for another Resources 5 expense? By the rules, you can't, because when you make a purchase that costs dots equal to your rating, your rating goes down by one- there's no Resources 6 per se.
So you buy your unfurnished palace and drop to Resources 4… The books never tell you this, but it's pretty basic- take actions to raise your Resources rating back up to 5! Once you've done that, you buy the furnishings, and repeat until satisfied!


Multiple Resources, Location and Availability
One thing that gets glossed over a lot in 2nd edition is that Resources require you to define what they are when you buy them at character generation. This is usually a cooperative thing between the players and storytellers, where determine if it's a mine, estate, or other source of wealth.
The other important thing, is that the resources system itself is designed to be very hands-free. If you can afford it, you can afford it, and Resources 2 covers a
lot of stuff in the setting.
Anyway, the five-dot scale is pretty effective, but it falls apart when trying to do
really big things. I think something people forget, is that you can have multiple instances of nearly every background.
If you own two gemstone mines worth Resources 4 each, you don't get Res 4+4 or Res 5 from their combined value (though you could argue for that if you want). Instead, each mine generates it's own Resources Value and thus means you can have
two Resources 4 entries on your sheet. This suddenly means you can make two Resources 4 purchases at once! Faster/more often if you are savvy at business and can bolster them back up after a big expenditure.
Secondly of note, is that most Resources are based on Locale. You cannot bring Resources 5 of Cash across the world- your holdings are
usually tied down to physical things or places. Professionals with tradeskills like doctors and such can bring their talents with them, which gives them an advantage in finding work and securing a new Resources Rating, but it's not the same as saying 'my mines in the South pay my way during my trip to Haslanti'.
This is important, because 90% of the time, Resources and such aren't meant to be a hurdle or complication. The 10% of the time they
are is when a player is out in the middle of nowhere with just whatever they were carrying on hand, and Storytellers are allowed to rule they might be missing something if they happen to not have a way to carry it.
Now there are banks and money-transference in Creation in the Second Age, but they take
weeks to resolve normally. It is not an easy task, nor quick, nor safe. When you go far afield, you will not have your huge bankroll to see you through.
So, implicitly, you are encouraged by the system to maintain multiple Resources Backgrounds across many locales and industries in Creation.


Loans, Futures and Shares
The panoply chapter of the 2nd edition corebook goes into much more detail about this than I'm going to worry about- I highly recommend those interested give it a read if they want a fairly salient rundown of pre-industrial economies in a magical bronze-age heroism setting. It gets some things wrong I bet, but it's still quite evocative all the same.
Anyway, banks exist in Creation! And they're nothing like modern banks. It's still a world that doesn't have a floating currency- everything is backed by valuables in vaults or some other form of credit. (To be fair, the First Age likely didn't have a floating currency either, because they didn't
need one.)
What does this mean for most players? Not a whole lot, because unless you're really digging into being a landed elite type, most characters are very cash-in-hand during the Second Age. Money is earned and put in hand, then exchanged for good and services.
However, bank notes, cheques and such do exist, as do stocks, buying shares in things that
do not exist yet but are planned, and so on. This is the very essence of investment as a concept.

Get on with it!
So what's the point of me blathering on about all of this? Especially that bit about banks, futures and shares?
Well, details aside, a couple hundred years ago there was this guy by name of Columbus, and he managed to secure the money to charge off across the ocean in order to find a faster route to the East Indies and greater wealth. While I'm admittedly glossing over the specifics, the point is wealth motivated this journey, and wealth resulted from it- but more importantly, it altered the course of history of the world as mankind knew it, and all of us here exist as we do because of it.
The same applies in Creation. Wealth in any form is a plot mover, an understandable, attainable and self-descriptive goal that can change the fate of nations. The pursuit of it can beggar kings and raise paupers to riches beyond their wildest dreams. It can fund vast armies as far as the eye can see, or heartbreaking works of art crafted by the finest artists in the world.
A thousand stories in Creation, in the games you can play of Exalted, start with wealth. Not as quests for greed, though that certainly happens, but because the world is full of people who aspire to more than they have- and that's you, the player characters and Heroic Mortals.
 
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Been browsing 4chan lately and found some cool shit.

What is Exalted?

And what do you do in Exalted?

Go punch important people in the gut, raise an army, raise a city-eating tyrant lizard, raise a cult of orphans who shoot fire from their eyes. Preach about the glories of the Sun and topple the Immaculate Order's grasp on the common man. Topple a Great Dynastic House, get yourself a Sidereal maid. What's a Sidereal? Figure that out, that'll help you a lot. See things nobody has seen in millenia, build things nobody has heard of in two. Fall in love so hard you sink a subcontinent. Marry that brown silver-tattoo'd girl at dawn and hold hands on top of the roofs of the steaming workshops of Nexus. Get fucked. Get fucked by a Deathlord and swear revenge in words so potent your eyes turn white from power. Scream "FUCK YOU!" so hard it makes demons around you explode. Try to bring her back, fail atrociously and curse the forefathers of Creation at the laws they set. Suplex a celestial lion at the gates of Heaven when they don't let you in, make a trip to the Underworld on a boat that sails faster than despair to search for her ghost. Learn to stitch spirit to flesh and turn the armies of your nemesis against him. Ride a motherfucking elemental dragon to battle and dive bomb into the Deathlord's corpse fortress so hard every pious man in the Direction falls over from fear. Go berserk. Lose your shit completely. Find yourself clutching a broken skull, drenched in blood and gore and impotent rage bleeding out of you. Sit on that same roof in Nexus and miss her so much your soul might fall into lethe. Watch the sun rise again and know that it's never going to be over for you.
 
Been browsing 4chan lately and found some cool shit.

What is Exalted?

That's minus.

She almost certainly called the asteroid to earth just so she could hit it with a baseball bat. So, yes, while that is Exalted, it's not the Exalted the person linking it thought it was. It's the "Oh, High First Age Solars, you're so zany with the way you threaten massive numbers of lives just for some cheap thrills, the Sidereals were right to have all of you murdered" version of Exalted.
 
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