Lot's of games separate "armed combat" and "unarmed combat" into separate skills.
Even games that do not usually disincentive being good at both by offering no particular benefit if you're good at both.

Personally, I do like sticking to separate combat abilities for "unarmed combat" and "armed combat". However, that does not mean a character should not be good at both. Being good at both should offer a distinct advantage beyond "you can fight if you lose your weapon".

In the frame of Exalted 3E, this would have ideally be done by making Brawl offer a bunch of benefits to someone who fights with Melee. Given what others have so aptly described here, knowing how to use your whole body (=unarmed combat) in a fight offers several advantages
- you can better exploit your enemies mistakes when they leave an opening
- you can better defend yourself from certain attacks
- you can engage in a brawl/grapple if the opportunity arises
- you learn to perform joint-locks and other such techniques against your enemy
Now, the astute reader may notice that those are all things Solar Brawl offers anyway. Yet the paradigm of "can't use charms of one ability to augment the usage of another" prevents you from using many Brawl-charms to augment Melee (or vice versa).

Well, that isn't fully accurate. While supplemental charms can not be used to augment the usage of another ability, there is no such rule for reflexive charms. And Brawl has several reflexive charms:
Iron Battle Focus makes you immune to Onslaught penalties.
Wind and Stones Defense raises your Defense by your opponents onslaught penalty.
Heaven Thunder Hammer works after a decisive attack, but nothing says it has to be a Brawl-attack (you ought to be at close range though, else the attack this charm creates fails to connect).
Thunderclap Rush Attack is a combined movement and attack, which can be useful for getting into melee range and starting at an advantage.
Reckless Fury Discard can raise your Defense by the number of 1's an opponent rolled - this can be quite mote-effective.
Solar Cross-Counter is a decisive counterattack that doesn't reset your Initiative and bases it's damage off the damage you just took - this is different from Melees Solar Counterattack, which does a normal decisive attack, including a reset.
Burning Fists Burial could apply to a Melee (or even Archery- or Thrown attack) on account of being Reflexive instead of supplemental.
Force-Rending Strike gives you a reflexive Clash-attack, which can be the best defense in some cases. It's available at lower Essence than Fervent Blow, Melees Clash-creator, but it's more expensive and only works against decisive attacks (so it's objectively worse TBH).
Blade-Rebuking Wrath is another Clash-creator, with the advantage that it hurls the enemies weapon away instead of doing damage. Fittingly enough, that'd be bad for someone who relied on Melee exclusively.
One with Violence gets a honorable mention. It explicitly only works off Brawl or Martial Arts, but since it only triggers when you crash an enemy that allows you to corner them with your melee weapon, then hit them with an unarmed strike to take the wind out of them, and then finish them off (attack with Melee, crash them with Brawl, get extra initiative for a decisive attack)
Dancing with Strife Technique just gives you willpower for a good defense, regardless of where it came from.
Cancel the Apocalypse works after crashing an enemy, so regardless of how you do it you can deactivate one of their combat-charms
Lightning Strikes Twice works just fine for augmenting Heaven Thunder Hammer.
Striving Aftershock Method just increases your base Initiative, regardless of what you used for the decisive attack.
Superior Violent Knowledge can work just fine to augment a Melee-attack.
Heaven Fury Smite even explicitly works with any viable ability, and just gives you an extra attack after crashing an enemy.
Ascendant Battle Visage augments a bunch of Brawl-charms, but also heavily boosts rushing and makes you immune to being crashed from long range. This also benefits melee.
Now, you can argue that design-intent for many of these charms was that they would only work off Brawl-based attacks. Since I'm no intercontinental mind-reader, I don't know. But to me, this actually looks like a good incentive for a Swordmaster to get Brawl 5 and get some charms there. At some point, this cross-investment is bound to be more effective than buying more Melee-charms.

Now, could that have been done better?
Definitely, they could have made it clearer, introduced the Bridge-Keyword to Brawl as well, or actually merged both abilities. But to me, it actually looks like there's design-space in this edition that incentives being good at unarmed fighting, even if you rely on a weapon.


Oh, and there's no issue with combinatorial hell here, since I was talking exclusively about a combination of Solar charms, no cross-splat charms were involved.
 
Honestly, it'd probably be less of a hassle to just port Exalted over to a different system. I mean sure you could put your time into completely fixing a house that's been eaten away by termites to the point where it has major structural issues, but it'd be easier to just tear everything down and start fresh. Homebrew is nice and all but when you're seriously considering tearing out entire subsections or having to make them because they don't work or where absent entirely, maybe it'd be better to get out while you can? That is if you haven't already sunk god knows how much time into a fundamentally broken system to the point where it isn't worth moving on because you're sunk in too deep.
 
Honestly, I'm perfectly happy with the combat system, the social system, and how ability resolution (=dice rolling) work in general.

The only subsystem I'm unhappy with is Craft, and there I just use a very simple "rip out the entire crafting section, let Craft work like Lore for mundane stuff, use Sorcerous Workings for Artifact Creation (just using Craft instead of Occult) and port over the Craft-charms from 2E".

I'm also going to intruduce Flairs to my table as a very simple alternative to specialties.
I've already ruled that Brawl and Martial Arts are the same ability, except for the few weapon-only styles which get ported to the fitting ability. Different Styles are still a thing, so far I handled them as specialties (needed to buy charms), now they'll be flairs.
I'm running with the above-assumption that a lot of Brawl-charms work just fine with Melee.
Oh and I just wrote an Experience-buy character creation system which isn't particularly difficult either.

So Craft and Character Creation are the only subsections I didn't like, and basically I just replaced it with another, smaller one.
Nobody at my table (granted, it's just my partner and their boyfriend) has complained about dice-tricks so far, or about keeping track of initiative, or about there being so many charms (granted, it helped that I am good a condensing the text of charms and pointing out their options).
And they had fun with some of the tricks charms can do, they like how sorcery works, and I don't have to come up with new stats for everything as I'd have to do with a system-port.
 
Honestly, I'm perfectly happy with the combat system, the social system, and how ability resolution (=dice rolling) work in general.
Good for you. No, really, I'm glad you're having fun at your table.

That said, I do think it's, uh, notable, that your solution is to take the parts most people here will agree are pretty neat and functional, then institute a bunch of houserules that work for you to patch most of the things this thread has been grumbling about, and even that comes with your own admitted caveats that you, personally, are good at dealing with certain systemic headaches.
 
And... hey, look at that. Kickstarter email with the link to the discounted PoD options. £25 plus postage is pretty good for what I'm after, so... order placed, printing confirmed, final waiting period begun.

And even better, my bank didn't freeze my card because I tried ordering something from a website based in the US, which they did the last two times I bought anything from DriveThruRPG.
 
I have reached the conclusion that the simpliest way to get the martial arts working in a sane manner without changing much is the following: first thing, nix everything from the current combat abilties. Then, create a shared charmset for the pairs of ranged and not ranged combat, featuring the basics of both of them(Maybe adding some rules that you can use the other ability with a penality, maybe halved and rounded up? ).

After that, put the advanced combat abilities of the exalted behind Native Forms, unusuable without assuming that form. (As a decent martial artist, you cannot do tecniques decently without correct forms. So let's apply it to the mighty exalted.) Then do that for all the other Martial Arts, adding a page or two (Or more) explaing how to convert all the Martial arts to fit the basic of the exalted type of the book. (Mostly how to fit them to the dice pool and basic tecnique of the splat, not needing to fit in the feeling of the Exalted because they are effectively separated.)

If you want, you can also add the "Martial Arts as Artifact" house rule that was proposed on this thread sometime ago, thus effectively dragging artifact evocations in this hypotetical modification of the system without any fuss. (Apply the same rules that the relationship Martial Arts and the Basics Exalted tecniques apply.)

To simplify even more, some martial arts and artifact evocation trees can have several Charms with the Merged keyword, shared with the advanced tecniques. So not to rewrite things that cannot be basic but does fit in the Martial Art.

... Okay, now you can go back to ignoring me. I merely realized all of the above in like five minutes, after five or six days in which i was too much behind to contribute to the discussion.
 
I'm sorry for using the "funny" rating, but you literary just went and said these things in the same post:
I have reached the conclusion that the simpliest way to get the martial arts working in a sane manner without changing much is the following:
first thing, nix everything from the current combat abilties.
Like...okay, maybe that's a good solution. But it really really really is anything BUT simple. You'd have to
- rewrite all Archery-charms
- rewrite all Brawl-charms
- rewrite all Dodge-charms
- rewrite all Melee-charms
- rewrite all Thrown-Charms
- rewrite all Martial Arts Charms
Okay, sure, maybe you won't need quite as many charms as before. Maybe you'll need half as many to give the same variety and options. That's still a ton of work, and far from simple. I suppose we could go with "the simplest" as literal truth on account of everything else being harder, but still.
 
On another note, I am currently deciding whether to order a normal- or premium-Print on Demand for the 3E Core Rulebook.
A notable difference in visual quality is worth some money to me, but then again I'm ordering a physical copy so obviously looking nice is part of the point.

First, the price difference is quite notable - ~30€ vs. ~60€. Yep, premium costs twice as much. Just about the limit of what I'm willing and able to spend honestly.
DriveThruRPG has this page that explains the issue, including two pictures for comparison between normal and premium print.

Does anyone here have any experience at all on normal vs premium quality? From DriveThuRPG in general (or possibly, if there's a difference, from White Wolf/Onyx Path products specifically). Is the difference large enough to justify double the price?
 
There is a limited subset of things you can do in a fight that won't get you horribly killed. A martial art is simply a codified list of a certain number of those things, organized in a way that seemed logical to the people who came up with that list.

Self-trained street fighters either never get any good, they die horribly, or they pick up enough of the 'ways to not die horribly' to assemble a martial art out of. This is in fact how martial arts get founded.

If you have a combat skill at a half-decent level you are a martial artist

On that note...

I honestly suspect that Brawl is deliberately anti-realistic. When you add the "instinct" thing and the "power of rage" thing to the "unarmed" thing and the "launch people like pinballs" thing, it feels like they were deliberately avoiding emulating realistic combat.

Honestly, I'm perfectly happy with the combat system, the social system, and how ability resolution (=dice rolling) work in general.

The only subsystem I'm unhappy with is Craft, and there I just use a very simple "rip out the entire crafting section, let Craft work like Lore for mundane stuff, use Sorcerous Workings for Artifact Creation (just using Craft instead of Occult) and port over the Craft-charms from 2E".

I don't think using Sorcerous Workings is a good idea. There's a reason I didn't use that system in my rewrite.

Thing is, Workings are balanced as a free extra for Sorcery. And Sorcery is already well worth buying. I suspect they'd be underwhelming as one of the main focuses of an Ability.

There's an conspicuous absence of Working-enhancing Charms, and there's good reason for that. I don't think the system would work well if you added enough Charms to make "legendary Solar smith" into something you could focus your character build on.
 
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I don't think using Sorcerous Workings is a good idea. There's a reason I didn't use that system in my rewrite.

Thing is, Workings are balanced as a free extra for Sorcery. And Sorcery is already well worth buying. I suspect they'd be underwhelming as one of the main focuses of an Ability.

There's an conspicuous absence of Working-enhancing Charms, and there's good reason for that. I don't think the system would work well if you added enough Charms to make "legendary Solar smith" into something you could focus your character build on.

You don't have to make them literally workings, you can (for example) just use the same table and have a trio of artifact-crafting initiation charms.

And the craft tree is so huge that even if you get rid of all the charms that interact with the current system you're actually left with a really good stock. You can keep CNNT and maybe one or two of the math boosters if you want, keep the repair tree (which I count as about 9-13 charms, depending on what happens to the evocation-related ones). That gets you about 15ish charms probably (including the initiation charms), which is small for a tree, but not terrible, and then you can add some other flavorful stuff like in your own rewrite.
 
I admittedly haven't done anything like a new charm write-up, but one reason for using the mechanics for Sorcerous Workings to craft Artifacts is to actually avoid writing charms for that part of crafting.
Why?
Because crafting artifacts is purely a downtime activity. Every ability has some non-downtime use. Bureaucracy can be used to get past a bureaucrat right now, or to hunt down an important item on a market. Linguistics has direct uses in social situations. Lore is useful to check whether you know something right now. Medicine has some options to heal someone in battle right away. Sail leads to naval combat, War leads to combat between armies.

But the current Craft-charms, and what most rewrites focus on?
That's 95% crafting things in a fashion that takes weeks or months.
That way, a crafter never gets to do anything interesting during active play.
This is actually something that the 3E crafting system tried to remedy, by giving you huge incentives to do small crafting-things during active play, like fixing up a guards armor or quickly making a good lock for safety or somesuch. But it failed because it provided no good mechanics to do these quick, interesting things and basically forced them upon you to get your basic resources - while also leaving a wide gap to just get the same resources during downtime.

So, the solution?
Make charms that actually allow a solar craftsman to quickly create interesting things. Not artifacts. Those are handled as a side-system, important though it may be. You don't get a lot charms for those, just your excellency makes you superb at it compared to mortal craftsmen. A few charms to make Solars better than Dragonbloods, and that's it - and actually, even that would not have to be done via craft-charms only.

What do these charms look like?
- Craftsman Needs no Tools is a classic one, and a good one. Working with whatever tools available, including none, is amazing. Better, it allows the player to use crafting in any situation
- a charm to allows you to quickly gain new Craft-specialties. Let's just steal Harmonious Academic Methodology from Lore.
- a charm to quickly fix things. Actually, this can be a line of two or three charms - quickly fix things, then fix them even if it'd be impossible to do so (remaking a broken vase, for example). Basically, Crack-Mending Technique from 2E.
- something that allows you to temporarily improve an objects functionality. Polish marble so hard it becomes extremely slippery. Enhance a weapon so that it can parry the mightiest blows (sheltering it from some effects that would normally destroy it). Allow a crane to carry the heaviest loads. Make a gate withstand that battering ram. This can be two or three charms again, if desired.
- 2E had stuff that shielded objects from the Wyld. Why not have that? 3E has it in the form of Chaos-Resistance Preparation, we can honestly just keep that.
- we needs something to give that legendary solar permanence. 3E has The Art of Permanence, it works well enough for our purposes - instead of taking craft-xp we just jack up the time it needs to craft something.
- something that allows you to quickly improvise a device for a specific task. Need something that can listen in through a thick door, but you don't have awareness-charms? Need to hide 500 books in a wagon, but don't have much larceny? Craft something for it. Obviously this would be a delicate project, and should never be stronger than any solar charms from other abilities. But something to get players thinking in terms of "how could crafting solve this problem". This should likely be several charms, too.
- crafting some minor wonders. Ghost-Flower Tea or a blanket that you can heat up over a camp fire and that retains it for hours, or some good luck charms. Stuff like that is great, and it needs to be somewhere in the system.
- crafters also need resources. how about some charms that make the solar really good at mining, or selecting the best trees for a project, or know how to ideally refine herbs?
- finally, how about a "utility belt" charm? Allowing you to keep tools and minor wonders in elsewhere is great - maybe just stuff you crafted yourself? Possibly with an upgrade that allows you to craft fervently at night, then forget what you made - and pull out just the right item on time.

You can likely add a bit if you're really into craft here. Point is, none of it should go to artifact-levels, most of it should be usable within a short timeframe.

How about artifact crafting?
As I said, I'd just use the rules for sorcerous workings. You don't have to be a sorcerer to craft artifacts (though possibly for some, you need to be initiated into a higher circle - that'd explain lost solar art just fine). You just use Craft instead of Occult, and all the rules for ambitions, means and finesse. Adjust the target numbers a bit, and you got yourself a solid system there.
I wouldn't add charms that make artifact crafting much easier. Maybe something that makes high-rating artifacts easier for solars, but honestly just higher dice pools due to excellencies and maybe better access to resources via charms should do the trick.
 
I agree that excessive focus on artifacts is a problem. But I think there should be some focus. More or less all sorcerers are similarly good at workings, but not all Solars with Craft should be similarly good at making Artifacts.

If you look at my rewrite, you'll see what I prefer. Four dice boosters with repurchases for making Artifacts, and a whole bunch of Charms that work along the lines you've outlined.

If you do use Workings, other Celestials are gonna be about as able as Solars. Lunars have the same dice cap as Solars, and Sidereals are actually better at generating successes. Both have better support networks. You can't count on higher dice pools and more resources to make Solars better.

You could try Initiation Charms, like in Sorcery. But I'm not sure they'd be worth buying, when real Sorcery is available, and anyway they might not be enough.
 
Well, if you just want to make Solars better at crafting than anyone else, here's a simple solution:
You simply snatch the "beyond the boundaries" rules. Mortals are the bottom level, Dragonbloods are one level higher, Celestials are at level 2, Solars are at the highest level.

So a mortal can craft a Rating 2 artifact without penalty (they'll have a hard time though without good means, due to having no dice-adders).
For a rating 3 artifact failed intervals count as botches, actually botching ruins the crafting, the required time increases by one step and the base difficulty raises by 2. Dragonbloods can attempt this without trouble.
For rating 4 artifacts, mortals would increase the required time by two steps and base difficulty by 4 (yeah, they basically can't do it anymore), while dragonbloods face all the penalties listed in the last rating for mortals. Lunars and Sidereals and other Celestials can craft this without penalty.
For rating 5 artifacts, Celestials face all the penalties listed at rating two for mortals, while Dragonbloods raise the time by two steps and the difficulty by four. Solars can do this without difficulty though.

If you want to, you can lock this behind a few charm-purchases. Name some charms "Secrets of Emerald", "Secrets of Sapphire" and "Secrets of Adamant" (or somesuch). Mortals can't have them, Dragonbloods get the first one, Celestials the second one, Solars the third one. Make their requirements Essence 1/2/3 if you want powerful crafting online reasonably early.
If you want to expand on that, give each "Secret" one nice magical trick you can now do with crafting - or, better yet, one unique means you unlock. Maybe you're best when working while chanted at by a dozen virgins, or you get a benefit of drawing out a meticular plan that you then follow, or you have learned how to extract the captured wyld-energy that powers the jadeborn.

In addition, you can just have first-age artifacts be heavily involved in actual sorcery. That way, you also have to be a sorcerer to work on them, and the really good stuff requires solar-circle sorcery. Remember that normally, crafting artifacts does not require you to be a sorcerer even with the rules I'm proposing here.
 
So, make Solar Craft into McGuyver: the Charmtree?
Yes please.

Well, not just that. A Solar crafter should also be able to erect the unbreakable walls of Minas Morgul. Or make the candles that illuminate the ancient library even after centuries. Or the wagon that drives without you even noticing the broken road. Or bake the cakes that gets demanded by three neighboring kings (if not for a lunar eating them).
Actually, the last part shows another possibility: making your creations supernaturally alluring. Also something that a Solar Crafter should be able to do.
 
You simply snatch the "beyond the boundaries" rules. Mortals are the bottom level, Dragonbloods are one level higher, Celestials are at level 2, Solars are at the highest level.

...

If you want to, you can lock this behind a few charm-purchases.

Like I said, "You could try Initiation Charms, like in Sorcery. But I'm not sure they'd be worth buying, when real Sorcery is available, and anyway they might not be enough."
 
...since no one is going to kick down your door and take Ex3 away from you...

No, but it does impede those of us who actually like Ex3 when we try and discuss it here, since every time a discussion starts up it always derails into 'but here's why and how you should just rewrite everything instead'. That's perfectly fine if that's your stance on the matter, but some of us would like to discuss the game we have.
 
No, but it does impede those of us who actually like Ex3 when we try and discuss it here, since every time a discussion starts up it always derails into 'but here's why and how you should just rewrite everything instead'. That's perfectly fine if that's your stance on the matter, but some of us would like to discuss the game we have.
Okay, and? What's your point?
 
I literally just got home from whacking people in the face with a sword, do you have any idea of how many times it turned into grappling? (You have no idea how beautiful it is to get an elbow push and send your opponent spinning so much their back is facing you) How the action to punch and the action to cut someone with a sword are borderline-identical?

Any idea how large a percentage of that above-mentioned 'ways to not die horribly' is 'clothesline your opponent with your sword'? (Swords are grappling tools, man, a good half of sword-in-armour is 'using the thing as a prybar to throw the other guy on the ground')

The human body is used all at once in violence. The only thing melee weapons do is provide leverage, reach, and sharpness.

Speaking of incoherent nonsense...

No, non, negative, flag on the play, it's one thing to say "In the interest of simplification we will use exact same thing to represent unarmed and armed combat in this tabletop RPG" but this is a bridge too far.

Floyd Mayweather is a masterful boxer, but do you really think he can hang with an Olympic Gold Medalist in fencing if you put a foil in his hand? For that matter, strap some gloves on that fencer and put him in the ring with Floyd, he's going to get taken to school.

And those are two arts where there is at least some overlap on a conceptual level (the principles behind a good jab and a good thrust being fairly similar) but if you're throwing your punches with the exact same body mechanics you're using to cut someone with a sword either your punching or your sword swinging has gone horribly awry.

And "knife fighting is fist fighting with a sharpened hand"....for Heaven's sake NO. Treating a knife fight like a fist fight is a very good way to get yourself dead, is what it is.
 
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I'm sorry for using the "funny" rating, but you literary just went and said these things in the same post:
Eh, no problem. At least you used the Funny Rating and then told me why did you use it.

Also, i realy needed to go away to do the mentioned martial art and thus i hadn't explained myself very well.

But i trurly think it is the simpliest if you want to:

1) Keep Brawl and Melee, and Archery and Thrown separated.
2) Keep Evocations and Martial Arts charms.
3) Avoid strange gamebreaking combos between different Martial Arts and Evocations.

If you don't want any one of the above points, then simply glue together all the charms of the two abilties, and then cut away the ones that punch the game in half. Like Earthscorpion is probably going to do/has already done in his game with Aleph.

If you want point one and two, but not three, then the Standard EX3 experience is the one you crave.

If you point one and three, then simply allow the exalted to use the previous existing Martial Arts as Artifact house rule.

If you want only point three, then be Earthscorpion and use the Martial Arts as Artifact house rule.

If you want only point two, then be drunk Earthscorpion and use his rules with an addition of Evocation and Martial arts. (Warning, Drunk Earthscorpion may be the thing that causes end the world. Please don't ever make Earthscorpion drunk.)

Finally, if you want all the points then do what i said in my previous post. Even if nix is too big of a word: mostly take the charms that look/are basic combat abilities of Brawl/Melee and Archery/Thrown pairs and put them togheter, after that put all the others behind various form like charms, and in the end recreate the Martial Arts/Evocations cutting away the charms that have the same effects of the basic Native charms , and putting the Merged keyword on the ones that does count as advanced but are still part of the Martial Art.

...Mhh- it still looks like a mess.

Wait a moment, going to search for a thing... flowchart website not easy enough to use. Also not very convinced it is the right format.

Let's use something simplier. And nope, the table innate to SV isn't simple enough.

I will have to reexplain myself if sombody didn't understood.
 
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