Okay, that sounds somewhat overly generous towards the trainee, but I guess that's a consensus in a topic which has about as little as 1-2 pages dedicated to it. I do have to wonder where they get so much XP doing nothing, though - I would also expect them to gain XP slower than a leisurely Elder at the most optimistic, and probably much less. This means they still eventually get the immunity, but are nonetheless disabled for a long while, giving more time to hunt and capture the young Exalts.Any time an Exalt spends imprisoned is training time to break out. The Jade Prison worked because the Exaltations were captured while outside Exalts (though it still didn't work on the Lunars).
One part of the training for Fire Dragon Style involves being set on fire.
When Exalts get hard-core about training, they get hard-core. Sitting naked on the peak of the mountain nearest the Pole of Air during Rising Air (winter) would, in fact, count as very high-level training for Resistance and general environmental hazard charms.
Actually, if you can somehow capture a Solar well enough to bind it with manacles, then you can also capture a Solar and dose it with some sort of sedative, and keep the dosage at such a level as to ensure incapacitation but not death
Nope! Exalts aren't experience vampires who suck xp out of corpses, and while untrained learning times are longer, you can still learn just by fluff justification of "my Essence is adapting to exposure to the drug". As has been said; as long as you keep showing up to sessions and RPing your actions, you will hit enough xp to buy the Charm, roleplay developing it unconsciously, and then be immune to sedatives. Wheee, escape time.I thought training to do Charms requires actual training, as opposed to just lying Incapacitated while a situation comes up where having been trained in a charm would be useful in retrospect.
Firstly, Glories was... not good at Charms. And secondly, that's Shaping. Which means that even if it were valid, anyone with Integrity Protecting Prana goes "haha, you're so cute" and then kills you.As a newbie, I kinda feel uncomfortable in this situation, but okay, here goes
When I see something that breaks a trend that the game was built, pitched, distinguished and sold on, then yes, I call it a bad precedent.Also, more on the gaming-philosophy side, I find it interesting how differently we see 'unusual precedents'. When you see something that breaks a trend (whether a real one or imagined, but let's say there are some such real trends in Exalted), you call it a bad precedent.
Calories that you regenerate? Why not go to some of the original inspiration, eastern martial art tradition, and just call it breathe.
According to the long-term experience table, you have ~3 years before a Resistance 0 non-Zenith Solar is completely immune* to poisons (10xp per year of doing nothing interesting).Okay, that sounds somewhat overly generous towards the trainee, but I guess that's a consensus in a topic which has about as little as 1-2 pages dedicated to it. I do have to wonder where they get so much XP doing nothing, though - I would also expect them to gain XP slower than a leisurely Elder at the most optimistic, and probably much less. This means they still eventually get the immunity, but are nonetheless disabled for a long while, giving more time to hunt and capture the young Exalts.
You don't regenerate motes any more than you regenerate calories, it's just that the process is more like photosynthesis than eating.Calories that you regenerate? Why not go to some of the original inspiration, eastern martial art tradition, and just call it breathe.
Eh, I prefer to look at it that the Exaltations allows them to become extremely skilled, and reach a level of ability beyond mortals and spirits. It is still something they have to work to achieve.Anyway, Exalted fluff justification of charms as extreme skill seems to logical break down when Solar Exalted are great at things because their Exaltation, not their natural capabilities. Also, the rest of splats charm justification doesn't echo "charms are the application of extreme" skill thing. The mere existence of Exaltations as divinely bestowed status, kind of undermines the it not being explicitly magical. It seems to me that it would be more accurate to say that Solar Exalts have magic that make them extremely skilled rather than their extreme skill let's them accomplish magic like feats.
Doesn't explain how you apply that logic to the splats that explicitly don't have charms represent skill.Eh, I prefer to look at it that the Exaltations allows them to become extremely skilled, and reach a level of ability beyond mortals and spirits. It is still something they have to work to achieve.
But... Those are speedbumps. I mean they're pretty tough ones, but both of them were introduced as dangerous places to be broken out of to establish the power of their inmates. This is kind of a pattern with fantasy prisons.I think the game suffers a little from the idea that a Solar can never, ever be held captive for long. It's always dangerous of course, but it means places like Tai-Lungs prison in Kung Fu Panda and the Red Lotus prisons in Korra are a speedbump more than a terrifying place you never want to go to.
The Exaltations allows the Exalted to grow in skill/power/ability as determined by the nature of the Exaltation.Doesn't explain how you apply that logic to the splats that explicitly don't have charms represent skill.
Eh, I prefer to look at it that the Exaltations allows them to become extremely skilled, and reach a level of ability beyond mortals and spirits. It is still something they have to work to achieve.
When did I say that it's not unfair?Yeah, bluntly, that's just not true. The game tries to claim it sometimes, but it's not true.
Maybe if every Solar Charm needed superhuman Abilities, the game might justify it. But it doesn't. It's magic powered by your magical third soul. You have to learn to use the magic, but the Exaltation is blatantly unfair (and also unearned - you won the lottery).
Not only that, it doesn't break charms, it breaks defenses, which is much easier to justify. That particular (whatever) tried to stop you from hitting the target, and got shattered for its trouble. "Shut down a particular flavor of charms under thematically-appropriate circumstances" isn't much of a precedent for "shut down all charms with one blanket effect".Firstly, Glories was... not good at Charms. And secondly, that's Shaping. Which means that even if it were valid, anyone with Integrity Protecting Prana goes "haha, you're so cute" and then kills you.
You seem to be talking of possible ways of screwing up one's agenda in such a way as to make enemies, e.g. rising to power through intimidation, backstabbery and stepping on someone else's toes as opposed to by charming everyone else to the point of convincing them to just step down willingly.
I'm talking about enemies as a drawback you start with (and possibly retain in spite of your best effort to eliminate or befriend them) as a drawback of a character, in exchange for having an extra point or two to spend elsewhere. (I'm also not talking about the Designated Enemy that happens to become the enemy of the whole Circle because a plot hinges on it.)
I'm talking about Flaws/Drawbacks/Disadvantages of the same sort as starting a game with one eye/hand/leg, of perpetually having bad luck, being in debt, having a restrictive code of honour etc. Are we having a game-system-paradigm/-philosophy incompatibility?
Also, not necessarily the wrong sex, but rather anything incompatible for orientational reasons. Robosexual Autochtonian Populat? Check. Asexual former soldier ("War changes everyone in a different way . . .")? Check. Lithosexual mountain-spirit? Check. The sort of mythic beauty that transcends boundaries. Again, Asari are probably the best example: they're not particularly pretty (okay, maybe a little), but their allure is definitely Applicable against pretty much anything worth using it on.
Nope! Exalts aren't experience vampires who suck xp out of corpses, and while untrained learning times are longer, you can still learn just by fluff justification of "my Essence is adapting to exposure to the drug". As has been said; as long as you keep showing up to sessions and RPing your actions, you will hit enough xp to buy the Charm, roleplay developing it unconsciously, and then be immune to sedatives. Wheee, escape time.
I think the game suffers a little from the idea that a Solar can never, ever be held captive for long. It's always dangerous of course, but it means places like Tai-Lungs prison in Kung Fu Panda and the Red Lotus prisons in Korra are a speedbump more than a terrifying place you never want to go to.
The truly inescapable prison in fiction is the one that's never shown or mentioned in the plot, since any prison that is shown or mentioned in the plot will almost certainly be shown or mentioned so that someone can break out of it. From this, we can deduce that prisons are adversely affected by proximity to plot, and should be stored in a cool dry place away from narratives.
Very few people are inclined to break into a prison without then breaking out again. In fact, I would be willing to go so far as to say that I cannot recall offhand a single plot that features someone breaking into a prison and then aggressively demanding to stay there, though I must admit that it sounds like something I would have enormous fun watching.
Very few people are inclined to break into a prison without then breaking out again. In fact, I would be willing to go so far as to say that I cannot recall offhand a single plot that features someone breaking into a prison and then aggressively demanding to stay there, though I must admit that it sounds like something I would have enormous fun watching.
I wouldn't recommend Husband-Seducing Demon Dance for actual seduction unless you're going after the wife, too. And the neighbor. And a big chunk of the neighborhood.
... It's not good for delicate work.
See, we're once again getting into "I think those are bad writing", and the reason for that isn't even anything to do with this; it's that they allow you to reliably imprison an Exalt. That's awful precedent. That's horrific precedent. If that is in any way reliably possible, the Primordials would have won the War, frankly, because they'd just have made things that stopped Exalts using their Charms and then locked them all in jail. The whole point of the Exaltation, the thing the setting is founded on, the reason they were made; is that you can't stop the fucking things. If you kill them, they come back. If you command them, they disobey. If you imprison them, they escape. If you challenge them, they grow stronger. They were created, as an explicit design intention, such that they were impossible to stop, or hinder, or subvert, or destroy. Which is another reason for Creation being the way it is; because nobody can turn them off now that their original purpose is long-since achieved.
Stomping all over that precedent for the sake of a couple of artifacts that let you completely shut down a player's agency is, in my view, almost as bad as making a Spell that lets you literally delete Charms from a person's character sheet. It's setting-breaking in-universe and it's bad game design out-of-universe, because it blatantly attacks player agency by denying them access to internal, self-sufficient things that they have paid for. One of the first checks that should be done when making a game effect - especially one that sets a precedent like "it is possible to deny an Exalt the ability to use their personal Charms" - is "does this break the entire history of the setting/balance of the game over its knee?" Whoever wrote these Artifacts clearly did not make that check.
... okay Imrix, you win the race this time. Bah, humbug, etc.
While I agree with you in principle, the some of the earliest descriptions of the Usurpation have the Dragonsblood using essence damping poisons against the Elder Solars, so that they couldn't call upon their terrible magics.
Anyway, Exalted fluff justification of charms as extreme skill seems to logical break down when Solar Exalted are great at things because their Exaltation, not their natural capabilities. Also, the rest of splats charm justification doesn't echo "charms are the application of extreme" skill thing. The mere existence of Exaltations as divinely bestowed status, kind of undermines the it not being explicitly magical. It seems to me that it would be more accurate to say that Solar Exalts have magic that make them extremely skilled rather than their extreme skill let's them accomplish magic like feats.
Very few people are inclined to break into a prison without then breaking out again. In fact, I would be willing to go so far as to say that I cannot recall offhand a single plot that features someone breaking into a prison and then aggressively demanding to stay there, though I must admit that it sounds like something I would have enormous fun watching.