Wasn't there a charm that gives you a single success if you are underground and if there is wind blowing? I think it was 2m cost or so.
But ya, I don't mind waiting for the release but a lot of the charms were kinda boring and repetitive.
... see, now I'm tempted to write a General Charm that's basically "when you fulfil the specified niche condition, you can reroll [number]s" and go through the book to see how much wordcount they could have saved by writing that and then just referencing it with the niche condition and number for every dice trick charm that fits it. I figure three, maybe four templates like that could probably account for 10-20% of the Charms in the leak.Couldn't you just collapse those charms into one charm, too? Like, just a charm that let you reroll one number per roll? Because it sounds odd that you would have multiple charms that are so close in function.
Yes, a lot of charms, especially the rerollers, could have easily been rolled into one charm with repurchases that enhanced the effect or even just be attached as upgrades ala the Infernal Charm tree. Or even certain parts of the Solar tree in 2E.... see, now I'm tempted to write a General Charm that's basically "when you fulfil the specified niche condition, you can reroll [number]s" and go through the book to see how much wordcount they could have saved by writing that and then just referencing it with the niche condition and number for every dice trick charm that fits it. I figure three, maybe four templates like that could probably account for 10-20% of the Charms in the leak.
That's almost certainly my plan if I like some of the basic mechanics of the system.... see, now I'm tempted to write a General Charm that's basically "when you fulfil the specified niche condition, you can reroll [number]s" and go through the book to see how much wordcount they could have saved by writing that and then just referencing it with the niche condition and number for every dice trick charm that fits it. I figure three, maybe four templates like that could probably account for 10-20% of the Charms in the leak.
I've found that ripping out some of the more stupid charms or making them a single charm with a repurchase cascade, makes the game much more bearable. But there isn't much I can say about Crafting system other than that its bullshit.That's almost certainly my plan if I like some of the basic mechanics of the system.
A thing to consider is that the Infernals are being powered by the guys who invented Sorcery. The Primordials were the ones to discover/create sorcery and as such they are the most skilled at it, with only them and the Solars and think Third Circle Demons, their souls, being capable of using all the three circles. And they created Creation, the rules and laws that govern it are of their making, and as such I think that the Green Sun Princes should have an easier time with Sorcery than anyone else.Need more help/advice. 2E Sorcery is... really, really bad, so I'm trying to backport 3E Sorcery into 2E. My problem is that 2E Infernals gain their sorcery through Sorcerous Enlightenment of Yozi Charm while 3E gains it by Sorcerous Initiation/Patronage of Whatever. I've got ideas on how to handle it, but I'd like to hear the opinions of the more enlightened members before I commit on a system hack.
Treat each Sorcerous Enlightenemt of Yozi charm as an Initiation Style with the pros and cons. So, if say... Sorcerous Initiaion of TED, you get the mix of... Mara's(?) Gift, the restrictions of Sorcerous Enlightenment of TED, and some other benefits.
You can also take other Initiations so you're not restricted, but you would need to design more styles. Normally, this would be an XP sink, but I'm using some of the house rules that @Alexander89 uses for his quest.
My thought on the Charm wordcount is that just removing the pointless sentence of fluff text at the beginning of every. single. charm. could have cut down on that tremendously.
Yeah, I'd agree with this. My general stance on 3e is that it definitely has problems, but those problems are less than the problems 2e has, both in scope and severity. You can fix or at least ameliorate problems like charm bloat with measures such as the one proposed by Aleph, but lethality and paranoia combat require drastically larger solutions, with commensurate difficulty.Eh, in general I like 3e, and I think many of the systems are a significant improvement over what we currently have. The charm bloat is an unfortunate problem, but not an insurmountable one, and I suspect that I'll still enjoy the game once I start playing.
A thing to consider is that the Infernals are being powered by the guys who invented Sorcery. The Primordials were the ones to discover/create sorcery and as such they are the most skilled at it, with only them and the Solars and think Third Circle Demons, their souls, being capable of using all the three circles. And they created Creation, the rules and laws that govern it are of their making, and as such I think that the Green Sun Princes should have an easier time with Sorcery than anyone else.
An idea for the Infernals to have an edge in Sorcery is that they don't need to roll to gather motes, they can instead convert their normal motes of essence into sorceross motes on a one to one basis without a roll. Of course having a means of generating more Sorcereus motes is always an advantage, so of course they would try forge pacts or create artifacts that allow them to gather more with less cost.
The Yozi initiations are powerful as they are, with only a few restrictions on their usage, they greatly enhance a spell. For example Malfeas adds half of a destructive spells damage to it's base power, so Death of Obsidian Butterflies, already one of the more powerful offensive spells in the terrestrial circle, gains 4 levels of lethal damage to bring it up to a total of 12L overall. Not to mention that there is no skill requirements on the Infernals sorcery, so an illiterate barbarian Slayer is just as capable of initiation into Sorcery as a Occult 5 Twilight.
Now, as for the pacts and such that you can use to gain Sorcerous motes, remember what an Infernal is and where they are; Hell is filled with demons of nearly limitless amount, and more than a few of them are as strong or stronger than Mara. And remember that Mara is a Second Circle Demon, and her initiation is already pretty powerful as it is, a Third Circle Demon could provide knowledge and powers that make her's look soft.
And I won't even start on what a Yozi could grant, if you were stupid or brave enough to directly draw it's attention.
*blinks*
Holy shit. I just got my download link. Exalted 3e is mine.
Integrity was buffed pretty nicely. There's also a Bridge keyword that lets you qualify for certain charms without buying the rest of the tree. You can, for example, buy the meditation charms in Integrity without needing to get the social defense stuff if you have a bunch of martial arts charms instead.Typos aside (please gather those and send them in, that's in part the purpose of the backer-PDF after all), I'll comment on stuff that's different from the leak too:
- Artifacts now have more benefits than Evocations. Some example grant nice benefits on attunement. Beloved Adorei for example forms an intimacy towards it's wielder, the stronger it is the larger the benefit (+1 Accuracy, later one automatic success on all withering damage rolls, finally the intimacy becomes unbreakable).
- At first glance, there apparently was some charm-consolidation. Based on counting though, I might be mistaken.
Solar Charms aren't necessarily a known commodity in the world of Exalted. It may be that they don't exist.
Simply put, we talk about Charms as power and magic and techniques, but it may be that the Solars are unaware of such codifications.
Charms are a way of describing the Solar's capacity for mythic feats and incredible actions, but they only exist as a codification to help describe the Solars themselves.
Probably not, but it'd depend on what the Exalts were actually made to do, in this setting. If they're the original "supersoldiers of the gods" design, it's very unlikely, because their buffs were based around fighting, in an army where logistics amounted to "get these guys to a healer".What to they have outside of combat? Does their AoE buffs make clerks just as good at running the country as it makes soldiers at fighting?
Exalted has a terrible system, or so I've been led to believe. Besides, an aura of True Sight to defend against demonic assassins is kind of cool.Most assassins in Exalted will neither be invisible or intangible. A "See Invisible Things" power doesn't let you find the person hiding behind a bush, and if it does, then you start to have system problems.
Access to basic Anima tools, a couple of healing abilities, and, perhaps most pertinently, any Skills they can copy. Copied Charms, too, if I keep that.
No. I'm familiar with (large parts of) the fluff, but wasn't really exposed to the mechanical problems.NONONONONONONONONONONONONONO
HAVE YOU NOT READ ANY OF THE COMPLAINTS ABOUT HOW HARD ECLIPSEOID CHARMSHARE MAKES BALANCE?
Thank you, I'd sort of had a similar idea, but was busy almost all day yesterday. The main reason I'd wanted Charm Copying was to allow (expensive) ways to fight armies of Essence users, so maybe just fluff it as part of their Perfect Defense?Good name or theme for a charm, but given what most of the craters came from, this charm sounds more like a defend other+counterattack charm. Meteoric Interception Method sounds nice and evocative, don't you think?
Yes, yes, and not much. I think the real limit is that they have to find them and add them to their libraries. (And maybe pay health levels for the free/cheap summon without a model version.)Again, this is pretty cool, but can I make a sailboat out of my anima? What about a warstrider? How much does it cost to shift my anima from one form to another?
Gameplay wise, it's probably a bad choice. Fluffwise, I like the idea that the guys who got their powers from the Genetic Lottery are limited to those powers.Those charms had better not be counting excellencies, and I sure hope they aren't tied to abilities, because you've just made it so that if a DB wants anything that wasn't locked in at chargen, they need Sorcery and Martial Arts like crazy.
Just a mission statement.
I'll note that I'm probably using the term "Charms" broadly. Not many dicetricks, just basic powers, like "I spend X amount of Essence to give myself rapid swimming/firebreath/aimbotting skills/whatever", with a lot of room for stunting. And there's going to be a skew towards permanent or semipermanent ones, too.The issue is if you're running a mixed splat game, but you've made it so that DBs are locked to a single path of advancement without investing heavily in Sorcery and MA.
Hadn't thought about the Sidereals at the time, but I do have some ideas now. Same for Abyssals. Infernals will probably take a bit longer, because they seem like they'd need individual tailoring to each Yozi. No "no, really, Solars are so good we'll all take one, even if the entire usurper pantheon made their own Exalts, doing that ourselves would be effort" here.I also note you left out the Sidereals. And what of the other Solaroid splats?