Hiding, disguising, or moving too quick for tells is a sign of skill, but there is a non skill based component of landing a hit, generally a mix of muscle reaction speed and perception. I've seen black belts differ widely in their ability to land a hit on another, and I would put them on a similar level of skill. At the end of the day, what is being represented isn't "fast", but a mixture of coordination and reflexes. Some people have a greater grasp of the intuitive concept of space, while others struggle with that while still maintaining an advantage through speed.

TL;DR: It's too reductive to argue that accuracy is solely represented by the speed of a strike.

... I'm not entirely sure what you're trying to argue here. Because Exalted's use of Dexterity doesn't represent what you describe. Those reflexes and perception come under Wits and Perception. You can have a Wits 1, Perception 1, Strength 1, Stamina 1 character with Dexterity 5 and they will still be better at hitting you than someone who isn't an inattentive, half-blind, weakling with no stamina.

I would certainly support someone else going for a separate fix for Exalted's Dex bug. Of course, that bug's existed since V:TM 1e, so it's been in the wild for a long time.

The purpose of a game-system is to simplify the complexities down into something which can actually be handled reasonably without getting nonsensical output out from optimal play. The way Exalted encourages high Dex, low Strength and Stamina combat characters is nonsensical output.


This is true, but Talent is a thing that exists. There are people that, regardless of having the exact same level of physical conditioning will simply always be better than someone else with the same level of training.

You can represent this by setting some people Skill level higher than the same person, despite the same level of training. Or you can give them the same level of Skill but give the more talented person an inherent bonus, which is functionally no different then an Attribute.

RPG systems, as commonly implemented, deny "will always be better" for the sake of gameability - or at least restrict it to the story level. At a narrative level, sure, Heroic Mortal Bobo will always be better with a blade than Heroic Mortal Gili. But we're talking about the system layer here, where the reason that Gili is worse than Bobo is that they have a lower dice pool. In the case of the example you cite when looking at it from our system hax perspective, if you assume they have the same Attribute and the same training but Bobo is better, then Bobo and Gili have the same Physique, the same rating in their Style, but Bobo has a better Melee rating.

In fact, if you really want an example of how we represent "some people are just better", Enlightenment 0 characters are capped at 3 in an Ability. Enlightenment 1 characters can buy an Ability up to 5. So Bobo, if he's Enlightened, is simply better than Gili because he has an innate talent that lets him achieve his full potential.

Sorry, but this contains only a bit of truth.
There are examples of realistic characters who are dextrous but weak, to varying extent. Consider the following types of sports, all of which value dexterity, but which are ordered by descending focus on strength:
Wrestling, decathlon, artistic and acrobatic gymnastics, rhythmic gymnastics.
The first has Dex and Str develop nearly hand in hand, though mostly because of the existence of weight classes.
The second lacks weight classes, but cares about Dex more than Str because many of its events are prioritising coordination over strength; they still require having a reasonable Relative Strength, though!
The third pair gets even more focused on Dex, but you can't do it without Str 2 meaningfully; some go for Str 3, but that's about it - anything more will require too much muscle mass, and too much muscle mass is too hard to handle dextrously with the human neural system.
Finally, the last can go for Str 1, because it's all about Dex, and has very few actual tests of strength - it kinda requires enough Relative Strength to do stuff like handstands, but that's about it; it totally ditches Absolute Strength.

You have an important point about there being a difference between Dex and skill. However, I have personally seen enough evidence of Dex being a thing (both my parents were into sports). I've seen the example of Str 1, Sta 2, Dex 3-4 (mostly Dex 3 now that she's getting old), and I do mean Dex 3, not high skill+Dex. I say Dex and not skill because I saw her try out things she never trained to do, and each and every time she looks more coordinated than most people, and occasionally even does Dex-based stuff that other people studied for a couple of years and she didn't study at all better than those experienced people. Conversely, my father was into Track & Field, but had a notoriously low Dex, likely 1 in system terms, despite reasonable Str and Sta, and it was, once again, seen through the actions in which he wasn't well-trained (training did help him compensate his low Dex in sports). IOW, these couple of anecdotes confirm the theoretical, scientific studies of the topic.

I get that you have certain experiences, and those experiences look reasonable. But some of the conclusions seem hasty and missing the big picture and variety.

Sorry, but that text dump is irrelevant to how Exalted mechanises Dexterity. Given the primary impact of Dexterity as mechanised is at the combat level, the fact that it encourages aphysical builds like "Str 1, Dex 5" is a defect. Exalted is not an athletics simulator, so we don't need a full representation of human physicality. What we need is a system which doesn't mechanically encourage low Strength archers, which is bluntly ridiculous.

I am entirely willing to sacrifice the capacity to mechanically represent your parents in the level you desire if it means I don't need to see another Dex 5 character who bluntly shouldn't even be able to pick up their weapon, and we can disarm the Dex trap where people who don't know the system naively assume that a 3/3 Str/Dex character should be a better fighter than a 1/5 one.


Uh, not really. D&D divides attributes into Wis/Int/Cha too, but people generally don't, IME.
It's more that the Str/Dex/Sta split is vaguely reminiscent of the scientific Strength/Coordination/Quickness/Flexibility/Endurance split, but people conflate Coordination, Quickness and Flexibility for some reason.

That doesn't actually refute my point at all. The fact that the Strength/Dex split is unexamined legacy code from early D&D which made it into VtM 1e which made it into Exalted 1e doesn't mean everything is legacy code from D&D.

In the physique-stamina pair, this leads to very interesting and also aphysical behavior-a heavyweight fighter, due to having higher physique and stamina, is actually more capable of landing blows than a smaller fighter with equivalent training. I am pretty sure if you went through sports science, this would also make very little sense.

No, it means they're equally capable of landing blows, until the fight goes on and the lower-Endurance character starts getting tired and either has to skip actions to take a breather, or starts taking penalties because they're getting tired.

That's not quite representative, true, but at the level of granularity of a 5 dot system it's within margin of error.

(And actually, I'd consider the larger fighter's reach advantage to be more meaningful. Which is basically just an example of how at a certain point, you just have to draw a line to what you try to emulate. That, or play Phoenix Command, eh @Eukie?)
 
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Sorry, but that text dump is irrelevant to how Exalted mechanises Dexterity. Given the primary impact of Dexterity as mechanised is at the combat level, the fact that it encourages aphysical builds like "Str 1, Dex 5" is a defect. Exalted is not an athletics simulator, so we don't need a full representation of human physicality. What we need is a system which doesn't mechanically encourage low Strength archers, which is bluntly ridiculous.

An alternative fix would be to make Strength or Fitness or whatever fit in more places in the actual combat resolution. Most weapons should not have Str 1 minimums, and the weapons which do should be super shitty. Failing strength minimums should lead to fairly crippling penalties. I don't think the problem is inherently part of the split-I think the problem is part of how minimums and weapons were set up.

For example, if Armor Penalties and Fatigue Ratings keyed off of, say, Strength + Stamina in the core system, with each dot in either minimizing penalties by 1 and applied to attack rolls as well (if you're not 'ard enough to move around effectively in the armor, you're not going to be hitting anything either), you'd have a sudden incentive to buy up Strength and Stamina if your basic Breastplate had a Penalty of -4. Str 1 Dex 5 Sta 1 guy is now, wearing one of the lightest armors in the game, running a -2 dice penalty on attacks as well as a direct -2 DV penalty.

Meanwhile, Str 2, Dex 3, Sta 2 guy has no penalty, which means that he's hitting just as often, but dodging much more effectively, and his attacks are also stronger-and he's better at soaking damage (I've been a fan of giving everyone-Exalts and Mortals-half Stamina lethal soak and representing superhuman toughness somehow else, like extra -0 HLs or directly adding your magic stat to soak, because it means high-Stamina mortals are better at surviving being attacked by teeth and claws, which they should be).

Now, charms which negate armor penalties and whatever can skew this for Exalted characters, but it gets my point across, I believe?
 
... I'm not entirely sure what you're trying to argue here. Because Exalted's use of Dexterity doesn't represent what you describe. Those reflexes and perception come under Wits and Perception. You can have a Wits 1, Perception 1, Strength 1, Stamina 1 character with Dexterity 5 and they will still be better at hitting you than someone who isn't an inattentive, half-blind, weakling with no stamina.

I would certainly support someone else going for a separate fix for Exalted's Dex bug. Of course, that bug's existed since V:TM 1e, so it's been in the wild for a long time.

The purpose of a game-system is to simplify the complexities down into something which can actually be handled reasonably without getting nonsensical output out from optimal play. The way Exalted encourages high Dex, low Strength and Stamina combat characters is nonsensical output.
I can absolutely agree with the last paragraph, what I'm objecting to is the oversimplification you make, and the incorrect assumption you make about the nature of a physical reaction speed. You assume that because the words are the same the definitions used are the same, they aren't.

There is cognitive reaction speed, e.g. click a button when a box lights green, (Wits) and there is Reflexive action, e.g. hitting a baseball, (Dex/Coordination). Those are two different physical phenomena that we use similar vernacular for. Never the less, they aren't actually connected. Similarly, Perception isn't the same as the intuitive sense of space, a branch of Kinematics, that's supposed to be represented in Dexterity.

The base problem is that Dexterity constitutes far too wide a field to be one attribute by itself. In summary, there is a mechanical issue with how Ex3 uses Dexterity, but it isn't that it is absolutely incorrect in what attribute governs what. It's bad because it includes too many important RL attributes to Dexterity. If you wanted to fix that at the core, I would change the attributes to Fitness, Coordination, and Reflex.

Edit: I want to support that my assumptions of Ex3's definitions of the Attributes in question.
Dexterity is grace, agility, and coordination. In combat, Dexterity determines both the accuracy of a character's attacks and his faculty to defend against enemy attacks, as well as being used for movement that relies on swift or nimble maneuvering across terrain. It's also used for actions that require precise control of physical motions, such as hiding from a patrolling sentry or picking a merchant prince's pocket.
Fine motor control and reaction speed.
Perception rates both the raw quality of a character's senses and his faculty for comprehending what he perceives. Perception is used for noticing details, whether it is a strange plume of smoke over a far-off village, a black-clad assassin TRAITS EX3 149 lying in wait, a subtle tell in a courtier's manner of speech, or a fragmentary clue at the scene of a crime.
Ability to perceive things only.
Wits rates a character's intuition, common sense, and ability to react quickly to new circumstances or while under fire. In combat, Wits is used for the Join Battle roll that determines a character's starting Initiative, and it also factors into a character's capacity to remain unmoved by persuasion that goes against his intuitive understanding of the world, contributing to his Resolve rating.
Ability to make good quick decisions.
 
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Sorry, but that text dump is irrelevant to how Exalted mechanises Dexterity. Given the primary impact of Dexterity as mechanised is at the combat level, the fact that it encourages aphysical builds like "Str 1, Dex 5" is a defect. Exalted is not an athletics simulator, so we don't need a full representation of human physicality. What we need is a system which doesn't mechanically encourage low Strength archers, which is bluntly ridiculous.

I am entirely willing to sacrifice the capacity to mechanically represent your parents in the level you desire if it means I don't need to see another Dex 5 character who bluntly shouldn't even be able to pick up their weapon, and we can disarm the Dex trap where people who don't know the system naively assume that a 3/3 Str/Dex character should be a better fighter than a 1/5 one.
Exalted is not an athletics simulator, but it tries to simulate many athletics actions throughout the possible campaigns, such as jumping over chasms, onto spears (without getting poked by them), throwing things, wrestling, swimming, chasing running thieves, balancing on tight- and slackropes, climbing walls etc.
Some of those things suffer if your Str is less than 2, some should get a benefit if your Str is 3+, and some should become harder if you have too high a Strength because it increases your muscle mass and thus makes you harder to lift (so you get trouble climbing and jumping). The fact that Exalted is the only ST-derived system that uses full 'Str or Dex' for all grappling is something of a bug, for instance; but doing it the 'unbuggy' way would involve looking at the higher attribute and then factoring in a modifier based on the lower one (once the grab is already established, anyway).
The problem with Str 1 archers is largely a combination of (a) Bows getting a too-big damage adder from the bow and arrow itself, making 1-5 dice of Str kinda meh and (b) to-hit successes improving damage and (c) Str only factoring in once.
Make Bows do Str×2 dice of damage (maximum based on bow type), plus a modest arrow bonus (maybe), and halve or eliminate the bonus dice from to-hit successes, and suddenly you've both reduced the lethality level and encouraged Str. Do a similar thing with weapons, and the results will be similar. Oh, and this incidentally reduces the lethality of ambushes - not sure if you want that.

That doesn't actually refute my point at all. The fact that the Strength/Dex split is unexamined legacy code from early D&D which made it into VtM 1e which made it into Exalted 1e doesn't mean everything is legacy code from D&D.
It could be explained as VtM 1e legacy, but the link to D&D seems a bit far-fetched, given how the other six attributes are handled very much unlike the way D&D handles its non-physical attributes. Particularly once you factor in things like Presence/Composure/Resolve.
 
No, it means they're equally capable of landing blows, until the fight goes on and the lower-Endurance character starts getting tired and either has to skip actions to take a breather, or starts taking penalties because they're getting tired.

That's not quite representative, true, but at the level of granularity of a 5 dot system it's within margin of error.

(And actually, I'd consider the larger fighter's reach advantage to be more meaningful. Which is basically just an example of how at a certain point, you just have to draw a line to what you try to emulate. That, or play Phoenix Command, eh @Eukie?)

The heavyweight character is both stronger (higher physique) and tougher (higher endurance) than the middleweight. This is what I mean-the heavyweight's blows hurt more and he can soak more damage, as is expected and is a massive advantage, but he also lands hits more often, which is not what one would expect.
 
Agreed in general, though I would like to note that in a game like Exalted, the purpose of a separate Quickness attribute is still of use, as it could be applied to handle the following things:
Join Battle, Dodge DV and possibly Parry DV, action Speed, attack Rate, Move and Dash distance, calculations for number of Iron Whirlwind actions, maximum number of non-magical Flurry actions etc.
Generally speaking, moving quickly has very little to do with dodging or parrying. Much of the skill is learning to move the minimum amount necessary, instead of scrambling three feet away.
 
Generally speaking, moving quickly has very little to do with dodging or parrying. Much of the skill is learning to move the minimum amount necessary, instead of scrambling three feet away.
Quickness, amusingly, generally has very little to do with the speed and force of muscle contractions and more to do with how quick you can react to stimuli. In which case it is extremely helpful with parrying or dodging.
 
Generally speaking, moving quickly has very little to do with dodging or parrying. Much of the skill is learning to move the minimum amount necessary, instead of scrambling three feet away.
I'm using Quickness to cover all aspects usually bundled under Quickness in (at least CIS-derived traditions of) sports science, which includes simple physical reaction, complex physical reaction (the most relevant to DV), quickness of performing a single motion, and quickness of cyclic (repetitive) motions (e.g. running). These are definitely different biological capabilities, of course. You can split that into sub-attributes if you like, but IMHO that would be too complicated for Exalted.

Now, you made a very fair argument about performing a movement in such a way as to only offset one's body a minimum required distance out of the way of the attack, which is indeed closer to Dex. The problem is we can't afford to make two-attribute calculations, as it would complicate the game too much.

Really, much of this discussion will hinge on the amount of Phoenix Command-like fiddliness we're willing to let into our lives. I'd prefer to stay on the simpler side of it. Certainly nothing more complicated than the Tick System. ^_^
 
The heavyweight character is both stronger (higher physique) and tougher (higher endurance) than the middleweight. This is what I mean-the heavyweight's blows hurt more and he can soak more damage, as is expected and is a massive advantage, but he also lands hits more often, which is not what one would expect.

Acceptable compromise when this is done as part of cutting the Attributes down to 5 and moving to a no-flurries one-roll system. The assumption in work here is that the roll is not for a single attack, it's for a phase of combat with both parties trading blows for a bit [1]. Which means that the higher Physique heavyweight is better at hurting you in a combat encounter, which is perhaps a more natural way of looking at what it means.

Now, what this does suggest is that Reaction should play more of a roll than "just" Initiative. Under some of our drafts, Reaction is used in your rolled-per-turn DV (which means that characters roll twice per turn, once for their attack and once for their DV), but that's still floating around - and we do have to stop Reaction becoming the new Dexterity.

And at least that "the person who's put more dots in both Physique and Endurance is better at fighting" is more desirable from a system perspective than the current Exalted "the 1/5/1 character is better than the 5/3/5" character". Because the heavyweight here has invested more in combat skills and so should have an advantage over the mediumweight.

[1] Which is also why Endurance can quickly become meaningful because fighting is exhausting, yo. And why a sufficiently brave mortal force who don't break and run from an Exalt can exhaust them by keeping on pushing them and not letting them catch their breath, which means they have to burn motes to negate the penalties on top of everything else they're spending.
 
Question, what was the name of the Third Circle Demon that makes/is a collesium and who holds tournaments within it?
 
Holden has really lost my respect over his reactions to stuff. I'll note that much of it was due to the base concept of withering attacks and initiative.
Holden said:
The Exalted chargen schema is set up to value customization (within the bounds of reason) above other concerns, but closely following values are ease-of-use and feel-over-course-of-play. Any character creation / character advancement scheme is going to have drawbacks and benefits, and that applies across the board-- it applies to arrays, flat assignment, mixed assignment, random-roll, build-with-XP, whatever. We wanted a very adaptable and easy character creation set-up and a progressive advancement set-up, things which we didn't feel were one and the same and so needed to be different. To compensate, the rest of the system is as robust as we could make it-- it's very difficult to actually screw up your character in EX3 and make something that just can't do what it was built for-- and then tossed in advice in the character creation chapter detailing how to get the most bang-for-your-buck for the benefit of the number monkeys and the people who get hung up on math disparities.
I mean, I was already cautious when he said he didn't want people to know their probability of success, but really, "easily customizable" and "difficult to actually screw up"? Demonstrably false, not to mention egotistical.

@EarthScorpion, I'm curious as to how you would redesign equipment and artifacts in the homebrew you mentioned. Also, is there a place where this is being discussed in more detail?
 
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Past a certain level of abstraction, you really might as well throw your hands in the air, abandon any attempt to link traits to actual areas of linked capability, and start using approaches or archetypes instead. Fallen London's set of "Dangerous", "Shadowy", "Persuasive" and "Watchful" isn't especially less coherent than a system which tries to tie itself to literal, realistic human attributes.
 
Question, what was the name of the Third Circle Demon that makes/is a collesium and who holds tournaments within it?
Kashta. Had to do some digging for that one.

CoCD: Malfeas said:
The Third Circle demon Kashta, 18th soul of
Isidoros, stands out as Hell's greatest patron of gladiatorial
games. She can erect a fabulous coliseum anywhere
in Malfeas she wants. Local demons find themselves
sitting in the stands… or on the field. Kashta divides
the demons into teams who battle for her favor. She
couples with the last survivor in the middle of the
blood-soaked field. Either this act turns the victor into a
behemoth, or Kashta bears the victor's behemoth child
through her scream of fulfillment. Only when Kashta
has created this child of battle-fury does she withdraw
her coliseum and release her audience.

CALL TO BATTLE
Kashta's summons to her coliseum affects
every sentient demon or mortal within eight
miles that has a lower Essence than her own rating
of 8. The infernal stadium is large enough to
seat as many spectators as necessary. Audience
members can leave if they can find some way
out. The coliseum has no doors, however, and
the outer walls arch inward for 20 yards. For her
gladiators, Kashta selects the 50 to 100 entities
with the greatest combat skills. She supplies them
with weapons suitable for their two highest-rated
combat Abilities, but no armor.
A character can resist Kashta's call to battle
if his Dodge MDV exceeds his highest combat
Ability rating. Any character that can stunt may
attempt to, as a way to increase his Dodge MDV.
Those who end up on the field of battle suffer
a Servitude effect to fight and kill. Resisting
this urge costs one Willpower point per action.
The unnatural mental influence ends when a
character spends four Willpower points in this
manner. Of course, the character is still in an
arena with dozens of bloodthirsty demons.
The last survivor can fight Kashta herself or
couple with her. (She considers either choice
a fit reward for her tournament's victor.) The
former course most likely ends in the character's
death. In the latter case, the character
avoids transformation into a behemoth if he is
immune to Shaping effects or can spend three
Willpower points to resist a Compulsion effect
to accept the transformation. Kashta does not
hold such resistance against a character. (She
fondly remembers a Solar champion who won
and coupled with her three times to sire the
Three Golden Terrors.) The behemoth offspring
clearly shows its parentage.
 
So I had a thought, which may or may not be fun.

Suppose the Neverborn and Abyssals complete their goal, destroy the Elemental Poles and sink Creation into Oblivion. But then Oblivion seals up without the Neverborn, or perhaps the Yozis are able to resist it. However it happens, the Demon City is now the only realm of existence.

Assuming the defenders of Creation were able to evacuate a stable population to the City (and that the noxious-miasma issue is gone), how might things change? Malfeas isn't obligated to allow them all to live in him, but he could probably extort some good deals in exchange for their continued survival. Would there be a "Creation Layer" where humans would live on some kind of self-governing preserve, or would they be divvied up between Third-Circle patrons? Would the celestial exalted attempt to conquer Hell entirely, starting a huge war in the middle of hostile territory? Would the gods and Incarnae even be allowed in? The Ebon Dragon would greatly appreciate the sight of Sol pleading on behalf of the mortals.

Would the creation-born have any chance in the City? The exalted would surely defend them as best as they could, but they're such a small population in comparison. A game run in this setting could be a political drama where the players try to extract patronage or set up a territory of their own, perhaps dabbling in the endless wars between 2nd-circles. The Yozis might grumble a lot more with exalts running around inside them. The little gods (everything not Incarnae) might be offered up in a gruesome deal to save the mortals. Maybe Lytek offers a percentage of every type of exaltation, so we see Hellish Sidereals and Lunars running alongside Infernals, being the intermediaries between Hell and the Refugees, protecting demons from cunning Solars or protecting humans from tricky Peers.

What might happen to the Abyssal shards without the Deathlords or Neverborn? Their connection to death is no more; do they automatically revert to "curseless" Solars, or do they need cleansing first?

Or would everything just be as in the Age of Primordial Glory, with the titans running amok like always, with the humans trying to avoid getting stepped on by hiding behind a different titan?
 
In regards to quick hacks that reduced the influence of dex I've had reasonably good success with the combination of adding sta mins to armor, high sta directly giving extra -0 HL's, increasing str mins for most weapons to 2-4, and getting rid of extra successes on the attack roll adding to raw damage(charms which increased the multiplier would now allow extra successes to be added to damage).

The last one was the most significant since it drastically reduced the amount damage dealt in many cases. To bust through high soak someone either needed to be very strong or accept accuracy penalties for called shots to gain piercing on the attack. It also sped up attack resolution a lot for two of my players. It did require reworking some weapon and armor stats as well.

Dex was still very important, but a str 1/dex 5/sta 1 character wouldn't be able to get a decent soak or penetrate armor without using a lot of charms. The more balanced character would have decent soak and damage along with holding off the death spiral for longer so they could afford to take a few hits thanks to reduced overall damage.
 
The way Exalted encourages high Dex, low Strength and Stamina combat characters is nonsensical output.
In part, this is because Storyteller never hits the point where buying up Strength and Stamina becomes more effective than buying up Dex. Now, since I'm pretty sure I recognize @vicky_molokh from the SJGames forums, I'm going to use GURPS as the example. All else being equal, someone with 12 ST, 12 HT, 16DX is probably going to win against someone with 10ST, 10HT, and 18DX, because the difference at the higher end of the scale gets small, and so eventually one hits the point of diminishing returns.
"easily customizable" and "difficult to actually screw up"? Demonstrably false, not to mention egotistical.
I do know of one game that did that fairly well. Yes, it was sort of a D&D clone, but a major thing it did was say "The abilities you use to attack and defend depend on your class". No longer do Dex and Str dominate offense (Though I think there's only one class that gets Con as offense), and Dex and Con aren't as important for defense. Further, you can't use the same stat for offense and defense.
 
Question, what was the name of the Third Circle Demon that makes/is a collesium and who holds tournaments within it?
Could also mean Suntarankal, the Crucible of Brass and Iron, though he's more a trainer than a tournament.
So I had a thought, which may or may not be fun.

Suppose the Neverborn and Abyssals complete their goal, destroy the Elemental Poles and sink Creation into Oblivion. But then Oblivion seals up without the Neverborn, or perhaps the Yozis are able to resist it. However it happens, the Demon City is now the only realm of existence.
Pretty sure this is an idea that's been floated before, if you dig through the archives. Or it might have been back over on one of the SB Exalted threads. I will say that you're probably not going to see Hellish Lunars for the same reason you're not going to see Abyssal Lunars - twist a Lunar Exaltation into another form like that, and it will stay that way until it gets bored and stops being a Creature of Hell in favour of being a Creature of the Wyld, or a Creature of Death, or anything else that takes its fancy. They're too fluid to be reworked like that; Luna naturally has a foot in every world. As for Sidereal Exaltations; they're too tied to the Loom. Any attempt to rework them would be more likely to break them than change them, and so I'd say neither is possible.
 
Could also mean Suntarankal, the Crucible of Brass and Iron, though he's more a trainer than a tournament.

Pretty sure this is an idea that's been floated before, if you dig through the archives. Or it might have been back over on one of the SB Exalted threads. I will say that you're probably not going to see Hellish Lunars for the same reason you're not going to see Abyssal Lunars - twist a Lunar Exaltation into another form like that, and it will stay that way until it gets bored and stops being a Creature of Hell in favour of being a Creature of the Wyld, or a Creature of Death, or anything else that takes its fancy. They're too fluid to be reworked like that; Luna naturally has a foot in every world. As for Sidereal Exaltations; they're too tied to the Loom. Any attempt to rework them would be more likely to break them than change them, and so I'd say neither is possible.

The Sidereal get screwed in general in that kind of setting - they're simply too tied to the engines of Creation to thrive without them. Oh, they'll still be mighty, but they'll be a shadow of what they once were.

Just like the Yozi.
 
As for Sidereal Exaltations; they're too tied to the Loom. Any attempt to rework them would be more likely to break them than change them, and so I'd say neither is possible.
Lunars make sense, but what about tying Sidereals into the mythos of a given Yozi? A mythos is basically a personal Loom anyways. That way each one could have a couple of agents ensuring that crazy Solars weren't murdering souls to try and reform it into something else.
 
Could also mean Suntarankal, the Crucible of Brass and Iron, though he's more a trainer than a tournament.

Pretty sure this is an idea that's been floated before, if you dig through the archives. Or it might have been back over on one of the SB Exalted threads. I will say that you're probably not going to see Hellish Lunars for the same reason you're not going to see Abyssal Lunars - twist a Lunar Exaltation into another form like that, and it will stay that way until it gets bored and stops being a Creature of Hell in favour of being a Creature of the Wyld, or a Creature of Death, or anything else that takes its fancy. They're too fluid to be reworked like that; Luna naturally has a foot in every world. As for Sidereal Exaltations; they're too tied to the Loom. Any attempt to rework them would be more likely to break them than change them, and so I'd say neither is possible.
The Maidens could potentially move the loom over to Malfeas.

Since Yozis aren't allowed into Creation, could the UCS move some large piece of Creation that survived the Abyssals into Malfeas, and could the Yozis do anything about it?
 
Lunars make sense, but what about tying Sidereals into the mythos of a given Yozi? A mythos is basically a personal Loom anyways. That way each one could have a couple of agents ensuring that crazy Solars weren't murdering souls to try and reform it into something else.
Let's say you do that. Do you simply reskin the existing Sidereal powers, or do you come up with twenty new charmsets? How do you preserve the overlooked strengths of the Fivescore Fellowship, their institutional memory and organization, if you scatter them amongst the Yozis?

(Though this could be a neat game, especially if you brought in what are implied to be 200 Sidereal level exaltations still new-in-box.)
 
I do know of one game that did that fairly well. Yes, it was sort of a D&D clone, but a major thing it did was say "The abilities you use to attack and defend depend on your class". No longer do Dex and Str dominate offense (Though I think there's only one class that gets Con as offense), and Dex and Con aren't as important for defense. Further, you can't use the same stat for offense and defense.
It was Legend? Looks like it.
 
Pretty sure this is an idea that's been floated before, if you dig through the archives. Or it might have been back over on one of the SB Exalted threads. I will say that you're probably not going to see Hellish Lunars for the same reason you're not going to see Abyssal Lunars - twist a Lunar Exaltation into another form like that, and it will stay that way until it gets bored and stops being a Creature of Hell in favour of being a Creature of the Wyld, or a Creature of Death, or anything else that takes its fancy. They're too fluid to be reworked like that; Luna naturally has a foot in every world. As for Sidereal Exaltations; they're too tied to the Loom. Any attempt to rework them would be more likely to break them than change them, and so I'd say neither is possible.
I've actually done something like this before; a Titanic Side game of the Gunstar shard. I basically re-skinned the TAW book and called them the Red-Moon Witches.

It worked for the most part; changed it so that they had a reddish anima banner, with silver hints possible and that the main iconography would be Demons , and made it so that the charms that gave them totem animals or the like gave mutations based on Demons instead of animals. The Warden Key-word was a bit tricky, but I figured that it'd be best to keep it; of course now the rest of the Exalted Host and the Deva of Autochcoton count as outsiders now, as well as rogue elementals.

It didn't always work, there were more than a few kinks that showed up, but it was fun for the most part.
 
Let's say you do that. Do you simply reskin the existing Sidereal powers, or do you come up with twenty new charmsets? How do you preserve the overlooked strengths of the Fivescore Fellowship, their institutional memory and organization, if you scatter them amongst the Yozis?

(Though this could be a neat game, especially if you brought in what are implied to be 200 Sidereal level exaltations still new-in-box.)
Having the Maidens hand over the blank exaltations could be the possible "buy-in" for the gods to have refuge in Malfeas. The Yozis will want the mortals praying to them, but they'll be understandably concerned about having exalts living inside them as well. A roughly equivalent amount dedicated to preserving their integrity could resolve such concerns.

As for powers, I'd ideally like charmsets modeled after each Yozi, but that would be a ton of work, so it'd be easier to redesign existing charms with a Yozi-aesthetic.

They'd focus on making sure that higher-circle demons weren't interfered with, that connections between Yozi and TCD weren't broken or mutilated, that Yozi themes weren't changed or sorcerously opposed... basically helping to protect the Yozi's natural function from the presence of so many powerful essence-users. So they'd need charms to locate and identify various demons, discern the nature of said demon (i.e. what it represents of the Yozi), maybe help TCDs decide how to craft their 2CDs, discover areas where other Yozis have overwritten the area (such as Kimbery flooding a district of Malfeas) and repair it, stop the encroachment of any remnant of the Loom, basically try to minimize the effects of hundreds of powerful celestial exalted running around.

In this case, the Sidereals could remain Sidereals and work with the maidens to develop a charmset more like the other Celestials; invoking power akin to the Incarnae rather than from the Loom. It could also be an interesting point to have a Sidereal try to argue that the Loom would be a better adjudicator for a borderland between Yozis than having two Mythos-Chosen hash out solutions each time a problem crops up.
 
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Lunars make sense, but what about tying Sidereals into the mythos of a given Yozi? A mythos is basically a personal Loom anyways.
Not... really? Well, I mean, this is getting into personal headcanons now since the books don't go into detail, but the Loom is definitely something artificial and regulated and monitored. Mythoi aren't. They're organic by nature; they self-regulate and they don't appear to need any intervention to resolve conflicts. They're living, breathing things, and while they're similar in that they and the Loom are both causalities, I think that's about as far as the similarities go. I'd say that you could no more tie a Sidereal into a living Mythos than you could tie a systems administrator or IT expert into an immune system.
I've actually done something like this before; a Titanic Side game of the Gunstar shard. I basically re-skinned the TAW book and called them the Red-Moon Witches.
ES released a splat called the Artemideans that did that as an official part of TAW, I think. Complete with Incarna.

Yeah, here.
 
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