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.
...
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.
These seems like good, and fairly simple hacks. They would likely work well in 3E, with minimal rejiggering of armor stats.
 
When the original conception is such a big deal, it sure as hell does matter. Malfeas is distinctive, and if you lose that vision, even something which in another setting might be a good idea doesn't work. You can't take such ideas in isolation.

And the writer of the demonblooded section of Scroll of Heroes didn't give a shit and bluntly didn't actually apparently know much about Exalted. Because in the same section, they also wrote:



Does that sound like someone who actually knows about what Exalted demons are like, rather than just writing them as generic "grr, torture, sin, temptation" demons?

But again, the problem is not "It wasn't there from the beginning", the problem is "This doesn't align at all with the themes and ideas laid down in the beginning, and also is worse".
 
I wonder if the poor concept design with demons could've been avoided if they had never been re-named from devas. At least that word is uncommon enough that it makes people think about what it is, rather than pigeonholing it into late-medieval monsters.
 
Having just reread the Kerisgame transcripts, I now realize that Keris can summon a Stomach Bottle Beetle and learn that flesh weaving medicine Style she was wishing for in An-Teng. I wonder if she remembers...
 
Anyway. I'm... trying to grasp the distance between Wavecrest and Corral is like 5000 km, and how it doesn't make much sense they become rival because of it. First, though, how would sea wind works on Creation?
 
The devs are known for subverting common monotheistic tropes, turning God into the bad guy and Satan into the good guy.
Subverting? I'm not sure about Zoroastrianism, but the four Abrahamic-derived monotheistic religions do have their deities behave in a 'I am almighty and what I say is right, and those who do not listen when told by me or my messengers, will be punished, possibly for all eternity'. Really, Cecelyne and Theion/Malfeas just have some sort of division of responsibilities, that is all.

Come to think of it, many of the laws of the Endless Desert are about what demons may and may not do. Humans are not bound by such laws. Having a pet human could be a status symbol, having a whole tribe of humans can mean... interesting things.
That's canonical, in fact. There's some guy in Malfeas who got an immunity to the miasma and now has significant (indirect) power thanks to being able to do stuff that dæmons can't legally do, such as reading those tablets with Cecelyne's laws. OTOH, he also has limitations due to not being legally a dæmon. So it's a quid pro quo, even if it's in his favour.
 
That's canonical, in fact. There's some guy in Malfeas who got an immunity to the miasma and now has significant (indirect) power thanks to being able to do stuff that dæmons can't legally do, such as reading those tablets with Cecelyne's laws. OTOH, he also has limitations due to not being legally a dæmon. So it's a quid pro quo, even if it's in his favour.

The "some guy" is immune to it because... uh. He's a Dragonblooded.

Dragonblooded are Exalts too, you know.
 
Subverting? I'm not sure about Zoroastrianism, but the four Abrahamic-derived monotheistic religions do have their deities behave in a 'I am almighty and what I say is right, and those who do not listen when told by me or my messengers, will be punished, possibly for all eternity'. Really, Cecelyne and Theion/Malfeas just have some sort of division of responsibilities, that is all.
Yeah, but instead of the holy, divine authority remaining chief above all, Sol (the morningstar, the satan-analogue) wins the rebellion and locks up his father.

A similar thing happens in WoD: God is an uncaring machine and Lucifer rebels for the sake of humans, or something to that effect. I'm not entirely certain.
 
Anyway. I'm... trying to grasp the distance between Wavecrest and Corral is like 5000 km, and how it doesn't make much sense they become rival because of it. First, though, how would sea wind works on Creation?
They're rivals for the same reason Gem and Paragon are rivals despite a comparable distance: the writers forgot that travel time is a problem that does a good job of preventing rivalries across large distances.
That they're some of the only mentioned settlements in the West really doesn't help matters.
 
They're rivals for the same reason Gem and Paragon are rivals despite a comparable distance: the writers forgot that travel time is a problem that does a good job of preventing rivalries across large distances.
That they're some of the only mentioned settlements in the West really doesn't help matters.

Yes, I've written that out. Still need information about wind, though.
 
I've never liked that rule. It basically cordons off this massive, beautiful, interesting, cool place and says "actually no, you can't play here because lulz poison". Humans shouldn't have to worry about some random unjustified miasma for surviving in Malfeas; there are about ten thousand far more interesting obstacles to survival in there. Like the fact that there's no day/night cycle or silence and so you're going to have to work very hard just to sleep. Like the fact that there aren't really any crops or (safe) rivers, so you're going to have to find sources of food and water. Like the myriad everyday hazards from street brawls amidst serfs on up to the Silent Wind herself.
I've heard (which means that it might be apocryphal) that the miasma is just another method for dæmons to get more power over mortals who travel to Malfeas, for the arrived mortals do not know how to make themselves immune to it, while some powerful dæmons surely have their ways of doing it. Not sure if they can apply this to millions of refugees, though, even if this is canonical (which it might be not).

It wasn't in Games of Divinity. Rebecca Borgstrom didn't feel it necessary to include it. She never mentioned it - and it is very much the sort of thing that would have been mentioned, probably in some phrasing like "The boundless spite of the Yozis towards humanity means the very air of Malfeas kills".

Which means it's not a fundamental conceptualisation of Malfeas. It was just crammed in for 2e, and given it's justified for jack shit, it can be safely ignored.
Man, I get really sick of "It's just a 2e thing, you can ignore it" sometimes. Sure, ignore it if you like, but the "It wasn't in 1e so it's irrelevant" feels like such an unnecessary part of this post, and comes off as more than a little insulting to people who came into the game with 2e and whose understandings of things are centred in 2e.

That said, absolutely ignore it for all the other excellent reasons provided the past couple of pages.
It wasn't in the original concept for Malfeas. The thing which makes it so very distinctive and non-standard for a fictional hell. That's what matters, not the 1e/2e divide.

What matters is that the miasma got stuck in by someone else who didn't seem to care about the thematics. In fact, I recall someone saying that it was first introduced by Scroll of Heroes, in which case ha ha ha ha ha.
I have to agree with Random Entity here: we can argue all we want about what is and isn't a good idea, but 'it was not in 1e' and 'it was not in the original conceptions' are not appropriate arguments. Frankly it kinda sounds like some veteran D&D'ers who say something like
exaggerated stereotypical old D&D veteran said:
The only real D&D is the 1e D&D! Anything after it is made by usurpers. Anyone playing AD&D2e is having BadWrongFun!
Times change. Worlds evolve. Ideas change. Not always for the better, but clinging to the past can make one less inclined to objectively examine the new stuff and evaluate it against old stuff.
Back in the 1980s, our world had these big glorious computers operated by venerable scientists . . . then the millenium came, and now everyone has an ultra-powerful computer in one's pocket. That's a concept that wasn't part of the original Modern Age. It ruins all sorts of plots hinging on people not being able to look up or calculate stuff. Now the Modern Age is ruined forever, because ubiquitous computing was never a part of the conception of modernity as seen in the 1960s.

Furthermore, loudly laughing in the face of anyone who quotes a (non-1e) source when talking about Exalted is disrespectful people who came to Exalted in 2e and/or to the game line and its authors.
Now, don't get me wrong: I'm all in favour of constructive criticism, and I am known on the other forum to be quite nitpicky and 'oh, v_m is never happy with settings', but there is still a line between being unhappy with parts of a setting, and displaying contempt like that.
 
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Yeah, but instead of the holy, divine authority remaining chief above all, Sol (the morningstar, the satan-analogue) wins the rebellion and locks up his father.

A similar thing happens in WoD: God is an uncaring machine and Lucifer rebels for the sake of humans, or something to that effect. I'm not entirely certain.
I'm not an expert on near-eastern religions*, but I seem to recall that this is actually true in DeismGnosticism, or at least some versions of it, where the god that Jesus preached about is not the creator of the universe, but rather a 'modest' usurper who merely currently controls it for some reason, while the true creator either exists outside the universe, or does not exist by this point.

* == Nor far-eastern, nor religions at all, but hey.
 
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I'm not an expert on near-eastern religions*, but I seem to recall that this is actually true in Deism, or at least some versions of it, where the god that Jesus preached about is not the creator of the universe, but rather a 'modest' usurper who merely currently controls it for some reason, while the true creator either exists outside the universe, or does not exist by this point.

Gnosticism, not deism.
 
First, though, how would sea wind works on Creation?

Wind is produced by the constant susurration of the Elemental Pole of Air, diverted around the Omphalos and consumed by the Pole of Fire (this is why fire sources in sealed rooms rapidly render you unable to breath as they consume the Air essence). In the East the wind is caught by the stretching limbs of the Pole of Wood and converted into food. In the West the Air and Water clash violently, Air constant wants to freeze and push water around and water constantly wants to push air out of it (thus why the further you go under water the harder it is to hold your breath, its the water trying to squeeze the air out of you). Multiple wars have broken out between air and water elementals and their associated courts because of this.

In theory the air currents are supposed to be regulated by the Five Bears; yes the highest air spirits are winged bears what are you talking about that's crazy its perfectly natural. In practice they are a chaotic mess and frequently erupt into storms and hurricanes and monsoons. Blame the Storm Mothers. Also, blame them for all the sexism in the West.

In general however, wind goes North to South. This means sailing ships travel fastest when going south. However water naturally abhors air and is notoriously contrary so it resist being pushed South by flowing mostly Northward. So there are huge currents of water that flow North. If you want to travel North the best bet is to draw in your sails and locate one of these currents and let it pull you with it. Water, being naturally contrary, is frequently changing so you need to have good navigators to be able to spot and stay in the right currents (they love smashing ships into reefs). Hefty bribes for the water court spirits are recommended as well.
 
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Wind is produced by the constant susurration of the Elemental Pole of Air, diverted around the Omphalos and consumed by the Pole of Fire (this is why fire sources in sealed rooms rapidly render you unable to breath as they consume the Air essence). In the East the wind is caught by the stretching limbs of the Pole of Wood and converted into food. In the West the Air and Water clash violently, Air constant wants to freeze and push water around and water constantly wants to push air out of it (thus why the further you go under water the harder it is to hold your breath, its the water trying to squeeze the air out of you). Multiple wars have broken out between air and water elementals and their associated courts because of this.

In theory the air currents are supposed to be regulated by the Five Bears; yes the highest air spirits are winged bears what are you talking about that's crazy its perfectly natural. In practice they are a chaotic mess and frequently erupt into storms and hurricanes and monsoons. Blame the Storm Mothers. Also, blame them for all the sexism in the West.

In general however, wind goes North to South. This means sailing ships travel fastest when going south. However water naturally abhors air and is notoriously contrary so it resist being pushed South by flowing mostly Northward. So there are huge currents of water that flow North. If you want to travel North the best bet is to draw in your sails and locate one of these currents and let it pull you with it. Water, being naturally contrary, is frequently changing so you need to have good navigators to be able to spot and stay in the right currents (they love smashing ships into reefs). Hefty bribes for the water court spirits are recommended as well.

Thanks! That's veeeery helpful!
 
Furthermore, loudly laughing in the face of anyone who quotes a (non-1e) source when talking about Exalted is disrespectful people who came to Exalted in 2e and/or to the game line and its authors.
Actually, the laughter was because Scroll of Heroes is shitty and introduces concepts like Dragon-Blooded breeder manses, not because it was a non-1e source.

Though, uh, I can say from experience that the books for 1e are widely much more useful for setting information than 2e, and paint a more interesting and believable picture of Creation. Games of Divinity paints a more interesting - not to mention usable and less abhorrent - picture of Malfeas, which doesn't make it lethal to anyone who doesn't buy protection. Scavenger Lords actually gives useful information about the Scavenger Lands. CoCD: Malfeas is... acceptable. CoTD: Scavenger Lands is crap. I'd rather run the game with setting information from 1e than from 2e.
 
Actually, the laughter was because Scroll of Heroes is shitty and introduces concepts like Dragon-Blooded breeder manses, not because it was a non-1e source.

Though, uh, I can say from experience that the books for 1e are widely much more useful for setting information than 2e, and paint a more interesting and believable picture of Creation. Games of Divinity paints a more interesting - not to mention usable and less abhorrent - picture of Malfeas, which doesn't make it lethal to anyone who doesn't buy protection. Scavenger Lords actually gives useful information about the Scavenger Lands. CoCD: Malfeas is... acceptable. CoTD: Scavenger Lands is crap. I'd rather run the game with setting information from 1e than from 2e.
I've seen a laugh at the mention of Glorious Divinity too. As I said, it's either/or: either contemptuous of the people who play 2e, or of WW/OPP, or maybe both. It's not constructive discussion. Your mention of a specific flaw of Scroll of Heroes is indeed constructive.

As for Scavenger Sons (I think you meant it by Lords, right?), as I already said:
I came to SS in the search of more (and more useful) info on the city from which my character hails. The only extra useful bit of info I found is the number of citizens and number of slaves. In all other aspects, the entry looks 'gutted'*, with no info on how the society is organised, no info on significant people, a rather short two-paragraph entry on each of the most significant and might people, no info on the military units of the city, and no systemised info on cultural/logistical/scientific/etc. comparisons to other dominions. I yeah, I was disappointed. Perhaps more info than CoTD provides can be found elsewhere in 1e?

* == Yes, I know it's not gutted because it was that way before CoTD:SL.
 
Your mention of a specific flaw of Scroll of Heroes is indeed constructive.
Scroll of Heroes is generally considered less useful, as a source book, than Dreams of the First Age. Its only usable parts are an opening chapter about mortal life, and a closing chapter on Storytelling written by Neall Price (he who wrote the only good non-mechanical chapter of Infernals, also a Storytelling guide). The intervening chapters might as well be torn out on purchase, just to save time flicking through it.

As far as the 1e/2e split... 1e introduced far more new concepts than 2e did. Obviously, but bear with me – what I mean is that 2e's setting material tended to be deeper examination and elaboration on places and people and plots that 1e had introduced with a few paragraphs and then moved on from (and sometimes expanded upon in later dedicated sourcebooks). This is primarily useful for cracking open a book and finding everything you need to run a game on a given city-state. Unfortunately, it's not so useful for Storytellers just looking for inspiration or a general overview that they can adapt to their own story, and also had the effect of making Creation feel smaller (since it felt like only these places mattered). That's setting aside the actual quality of the elaboration, of course.
 
Scroll of Heroes is generally considered less useful, as a source book, than Dreams of the First Age. Its only usable parts are an opening chapter about mortal life, and a closing chapter on Storytelling written by Neall Price (he who wrote the only good non-mechanical chapter of Infernals, also a Storytelling guide). The intervening chapters might as well be torn out on purchase, just to save time flicking through it.
Well, it's the only source of Merits and Flaws, IIRC. Which are badly written, I know. But the GM wanted to run this game without having to change or reinvent any game-mechanics (i.e. no houserules).
Plus, Half-Castes are fascinating as a concept, even if, again, not ideal as a work of writing. (We met a Ghostblood in the beginning of the campaign, and that was a cool and unusual experience.)

As far as the 1e/2e split... 1e introduced far more new concepts than 2e did. Obviously, but bear with me – what I mean is that 2e's setting material tended to be deeper examination and elaboration on places and people and plots that 1e had introduced with a few paragraphs and then moved on from (and sometimes expanded upon in later dedicated sourcebooks). This is primarily useful for cracking open a book and finding everything you need to run a game on a given city-state. Unfortunately, it's not so useful for Storytellers just looking for inspiration or a general overview that they can adapt to their own story, and also had the effect of making Creation feel smaller (since it felt like only these places mattered). That's setting aside the actual quality of the elaboration, of course.
Hmm. Indeed, that is indeed my impression of SS vs. CoTD: the former has some raw ideas, while the latter has them in developed and detailed form. I find the latter to be necessary if one wants to roleplay a character in a given region. Yes, the authors cannot detail each and every city, but at least that creates enough details for figuring out the regions influenced by cultural centres.

Another consideration is that the closer one looks at a given phenomenon, the more visible its flaws become. Just something to keep in mind when a setting looks more flawed as it gets more developed/evolved/etc.
 
Well, it's the only source of Merits and Flaws, IIRC. Which are badly written, I know. But the GM wanted to run this game without having to change or reinvent any game-mechanics (i.e. no houserules).
Given that most Merits and Flaws are unbalanced, would it not be easier to just not have anyone take any?
 
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