Because in 2nd edition it didn't matter if you had 2 health levels or a hundred health levels.

If you got hit, you were fucked. Doing massive massive damage was easy, and single tag by a 'rocket' was lethal. Death Spirals with wound penalties was a thing. Spending your XP to ensure you had your paranoia combo was much more efficient.
Death spirals with wound penalties is a huge thing in 3E. It's a core part of how combat works, and why several smaller decisives is tactically better than one big haymaker.
 
Death spirals with wound penalties is a huge thing in 3E. It's a core part of how combat works, and why several smaller decisives is tactically better than one big haymaker.

Yeah, but you've still gotta build up a Initiative first. In 2e, the first hit was lethal, the second hit was lethal, the third hit was lethal. It was nothing but OHKO attacks every round. 3e also has better come back mechanics, and a way of turning the tide in the right situation.
 
No, I disagree with this, this is wrong. An Excellency is more than enough if your circle has a solid combatant or two. You don't need to invest that heavily in combat if you aren't playing a combat person. Also, just use a diceroller. Like this: Exalted Dice Roller 1.0 by Mike Tilly

4 or 5 Charms between your attack and defense Charms are a good idea, simply because it means that if you ever get caught alone (hardly impossible) you can survive a while, while you are in a Circle vs. group fight your combat specced friends don't have to waste actions Defend Othering their team mates.

Note that a DV booster (Dipping Swallow for example), a surprise negator (Surprise Anticipation Method) and 2 or 3 mobility Charms are just as viable a defense. It's about surviving an attempted assassination, not just about getting caught out on the battlefield. Support personnel matters, and killing them early can make for much easier fights later down the line.

Have that open on a laptop. Cheaper and easier than throwing dice around.

Not everyone has or carries a laptop around you know.

I got pretty far with Excellent Strike and Dipping Swallow as my only combat investments.

And that's a fine absolute baseline for any fight you get into. However, if you can expect to take on more powerful enemy combatants and/or groups of them it's not going to be enough, and you'll eventually get there. Not having to expand on your combat Charm load out and being able to focus on your Supernal and other skills of interest is preferable to having to shore up your combat strength.

I've also never been in an Ex3 game which houserules bp/XP, and I've been in... four games so far, I think, each one run by a different person. "Any storyteller with sense" is a vast overstatement.

I've played a number of Exalted 2nd Edition games, and that had the BP/XP divide as well. Trust me, being able to swing 4 or 5 more Charms than your friends at the same level of experience is rather unbalancing, especially in the early game. And it doesn't get a lot better when you've a played for a year or more.
 
I've played a number of Exalted 2nd Edition games, and that had the BP/XP divide as well. Trust me, being able to swing 4 or 5 more Charms than your friends at the same level of experience is rather unbalancing, especially in the early game. And it doesn't get a lot better when you've a played for a year or more.
I'm not saying it's perfect. I'm objecting to 'any ST with sense will change it'. I don't particularly care for it myself, but I also don't care to change it, because the baseline game works fine. It is not a giant game-ruining deal for everyone, and some STs with plenty of sense will make a judgement call to keep it as is because it's just not worth the effort for that group to change. And other STs with plenty of sense might actually prefer it that way. And it works fine for them.
 
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The Unconquered Sun's exhortation that his Chosen priests take righteous action suggests that the Unconquered Sun might be seen as such a moral arbiter, as a sort of dramatic irony—he's not

Says the guy that made him Shiny Sun Jesus
 
This is really, really bad. If it's intended to be thrown a lot, just give it the same automatic boomerang effect as normal artifact throwing weapons.

Unless the goal is to use retrieving your weapon as a mechanical handle for later evocations - "shoot fire at people when you pick your spear back up" or something. But that would be really hard to balance against the inherent action economy penalty (or bonus, if you can just use Call the Blade immediately after throwing the thing to do whatever it is), and this charm in particular would still be much too weak. Three free charm dice is a significant bonus, but Call The Blade is pretty easy anyway, and generally makes the other options irrelevant.

It actually is a handle for some later charms. Literally the next one up the tree, in fact. And it is indeed shooting fire at people. I was thinking that it would be a (small) AoE fireblast that you can trigger on a hit or when you pick it back up. The whole artifact is designed around the idea of a character that whips it at someone as an alpha strike, then runs up, rips it out of their charred corpse (or the charred landscape) and goes to town in melee. That said, it does explicitly enhance Call the Blade, for those who want to play artillery. Do you think it would be better as a scaling (Essence) or (Essence/2) dice?

Also, in case I forgot to mention, this is an "unlock on attunement" Evocation that is supposed to majorly influence the way you use the Artifact.
 
And that's a fine absolute baseline for any fight you get into. However, if you can expect to take on more powerful enemy combatants and/or groups of them it's not going to be enough, and you'll eventually get there. Not having to expand on your combat Charm load out and being able to focus on your Supernal and other skills of interest is preferable to having to shore up your combat strength.
Why is being able to focus your XP on your supernal and other skills of interest better than being able to focus your BP on your supernal and other skills of interest? Assuming you favored whatever combat skill you're investing in (and there's really no reason not to) you wind up in the same place with the same XP cost.

It actually is a handle for some later charms. Literally the next one up the tree, in fact. And it is indeed shooting fire at people. I was thinking that it would be a (small) AoE fireblast that you can trigger on a hit or when you pick it back up. The whole artifact is designed around the idea of a character that whips it at someone as an alpha strike, then runs up, rips it out of their charred corpse (or the charred landscape) and goes to town in melee. That said, it does explicitly enhance Call the Blade, for those who want to play artillery. Do you think it would be better as a scaling (Essence) or (Essence/2) dice?
Neither; it hardly matters how many dice you add to your difficulty 4 Call the Blade roll (and CtB is a prereq, so you definitely have it); it's still barely worth mentioning. Call the Blade already say "retrieving your weapon is easy"; another charm that takes it from easy to super-easy just isn't exciting. There's some narrow utility in the case where you use Triple Distance Attack Technique to throw it at medium or long range and someone grabs it and runs, so really you should buff it up and focus entirely on that one scenario. Like, anyone but you who carries it gets the same mobility penalties as a distorted Invulnerable Skin of Bronze, and you can use Call the Blade as a ranged disarm with no attack roll.

Also, in case I forgot to mention, this is an "unlock on attunement" Evocation that is supposed to majorly influence the way you use the Artifact.
Honestly, for something this simple (and entirely passive) I'd make it a non-charm attunement bonus. Assuming I wasn't going to rework it, I mean. (Yes, there's the 1m to reflexively ready your weapon - but that's redundant; CtB already does that at the same cost.)
 
Well, we could change it to 'any group who doesn't like randomly giving 100+ XP to one player' if you want us to be specific. I believe that was the magnitude of the difference caused by BP/XP.
There are also really cheesy ways to get tonnes of free xp in 3e, mainly by abusing Lore and Craft. I'm not sure if it's enough to make Craft charms not an xp sink, as I haven't run the numbers, but it's pretty clear that the writers don't care about things like 'the whole party should have roughly the same level of xp.'
 
Why is being able to focus your XP on your supernal and other skills of interest better than being able to focus your BP on your supernal and other skills of interest? Assuming you favored whatever combat skill you're investing in (and there's really no reason not to) you wind up in the same place with the same XP cost.

Because with your combat competence suite already established you never have to look back at it and can continue to focus on growing your character's legend, skills and Charms in the way you want, rather than having to buy a few Charms of no interest to you as a tax to not die.
 
Because with your combat competence suite already established you never have to look back at it and can continue to focus on growing your character's legend, skills and Charms in the way you want, rather than having to buy a few Charms of no interest to you as a tax to not die.
But... you're buying a few charms of no interest either way; it's only a question of doing it sooner or doing it later. Do you mean it just feels better to you, psychologically?
 
Always always have at least 1 attack and 1 combat skill for your Solar, and invested at minimum 4 or 5 Charms in it. Creation is a harsh place and you need to be able to defend yourself.

Yes, if you're planning on fighting a supernatural opponent one on one. If you're not, an Excellency and a Charm should suffice just fine, or even _no_ investment, if you really want to go pure social/whatever. I mean, you won't be able to help in combat, but if you're okay with that, no problem.

Man, I'm quoting the book itself, which says "If your Storyteller is planning on including any fights in their game, you should invest in Charms to survive them" and recommends 2-5. Not "If you're gonna 1v1 some raksha," but if there are planned fights included at all. 3E has a pretty explicit level of baseline combat efficacy it expects everyone to have.

Yeah, I heard overspecializing your character is a bad idea too. Why is Ox Body only a good idea this time around?

OK, any other advice?

Okay, so to weigh in on this discussion a bit, since you said that this would be your first Exalted game, I'd say that as a new player you want to try and have something to do for every broad 'category' of activity you guys might get up to. So, some way to contribute to combat, some way to contribute to social situations, and so on. Probably 7-9 charms in your Supernal Ability, and 2-3 charms in a couple others secondary focuses will suit you well along with the Excellencies you get for your caste and favored Abilities.

Overspecializing isn't bad per se, but it can be harder to play, and if you're a hyper-specialized combat monster and the group ends up going to a diplomatic function, you may end up being bored. Spreading your charms out is less about power for me, and more about staying engaged with the game.

As for other tips: Sorcery is awesome, as was said earlier. Also, 'combat' abilities are not limited to just what's under the Dawn caste skills. Basically every caste can put together pretty decent warrior kit except maybe Twilights. Dawns have all the attacking skills, yes, but a supernal Resistance Zenith is a beast, and an Eclipse or Night with supernal Ride makes a super annoying horse archer. The list goes on.

This next one is from personal experience: Make sure your whole group and the GM are all on the same page with regards to what you all want to get out of the game. Related to that: Keep good lines of communication open between everyone and make sure you guys talk out issues before they have a chance to breed resentment.
 
In a previous edition. Which he has since disowned.
Forgive those of us who have grown rather tired of the Dev team's continual 'creative process' of writing some seriously dumb precedence-breaking bullshit, defending it aggressively for months as not being dumb precedence-breaking bullshit, only to finally abandon it some years later in a fit of pique because a better idea came along instead, and therefore we should take it on pure faith this next Big Walkback won't be repeating that mistake again elsewhere but in an equally annoying area to cope with. Because at least they are giving the illusion of learning from their past, right?

"Disowning" bad ideas or not, its unfathomable how willing some people are to humor this unprofessional attitude of "listen, Those Old Things we made caused so many unexpected and unacknowledged problems last time we're not even entertaining them as reasonable options anymore. We're not sorry about that, we're just sorry you felt it necessary to call us on it before we were ready. But hey, this New Idea is going to be super-choice and amazing, and you'll wonder how you ever doubted us! For real this time!"
 
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Good. Do that in your game, and stop telling everyone else that what they do is flawed when it works fucking fine.

Actually, serious question. Have you actually played in an Exalted game yet?
Yeah, and I ran two for something like a year and several months, respectively. Care to make an actual argument?
Seriously, the shittiness of the BP/XP split is mathematically verifiable. You can check the work.

I'm pretty sure he's recounted moments from a game he is involved in in the thread, so the answer to this would be yes.
I have. At least a dozen times. I actually used my own character as an example of system flaws.
 
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Okay, so to weigh in on this discussion a bit, since you said that this would be your first Exalted game, I'd say that as a new player you want to try and have something to do for every broad 'category' of activity you guys might get up to. So, some way to contribute to combat, some way to contribute to social situations, and so on. Probably 7-9 charms in your Supernal Ability, and 2-3 charms in a couple others secondary focuses will suit you well along with the Excellencies you get for your caste and favored Abilities.

Overspecializing isn't bad per se, but it can be harder to play, and if you're a hyper-specialized combat monster and the group ends up going to a diplomatic function, you may end up being bored. Spreading your charms out is less about power for me, and more about staying engaged with the game.

As for other tips: Sorcery is awesome, as was said earlier. Also, 'combat' abilities are not limited to just what's under the Dawn caste skills. Basically every caste can put together pretty decent warrior kit except maybe Twilights. Dawns have all the attacking skills, yes, but a supernal Resistance Zenith is a beast, and an Eclipse or Night with supernal Ride makes a super annoying horse archer. The list goes on.

This next one is from personal experience: Make sure your whole group and the GM are all on the same page with regards to what you all want to get out of the game. Related to that: Keep good lines of communication open between everyone and make sure you guys talk out issues before they have a chance to breed resentment.
OK, do you have tips for a Twilight then?
 
To be fair, 3E Crafting is workable if you spend a lot of effort into it. Outside of the important Dice adder/Doubler/Speed charms you really don't need any of the others if you plan things.

But ya, the infinite craft abilities is an utter mess. At the minimum unless you are using the 2E Craft abilities, skip it in your first game. Not worth the hassle.
 
Go for the Lore/Craft infinite xp engine (both of them). Defend it to your ST that it's both RAW and RAI. Then defend yourself from the ST throwing the book at you. It's pretty heavy.

When the ST complains, explain that Holden said there is nothing wrong with the charms, the problem is with them claiming your character is badwrongfun
 
When the ST complains, explain that Holden said there is nothing wrong with the charms, the problem is with them claiming your character is badwrongfun
And remember; Immaculate hunts, as written, are both pretty weak in combat, and have tonnes of artifacts (which are all totally unique and not just stat-boosters in this edition), and are thus easy sources of loot.
 
And remember; Immaculate hunts, as written, are both pretty weak in combat, and have tonnes of artifacts (which are all totally unique and not just stat-boosters in this edition), and are thus easy sources of loot.
Tyrant Lizard Familars?

Perfectly balanced.

Take two, your gonna need them to carry all that immaculate loot, don't forget to forge a chariot for them to pull
 
Tyrant Lizard Familars?

Perfectly balanced.

Take two, your gonna need them to carry all that immaculate loot, don't forget to forge a chariot for them to pull
It is indeed true, a Tyrant lizard is less impactful to a campaign than being larger than normal or being able to learn kung fu. Not even knowing kung fu, just being able to. Take three to be safe. (and to prevent inbreeding when mating season starts. That won't get to be a problem until the second generation is grown up, but better to start early on that sort of thing. Also, one male, two females. And abuse Lore introduce fact for their mating cycles [the male will mate with as many females as possible, the females will raise the children, they're fine in groups if they're trained, they have clutches of 5-10 at a time...])
 
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