[Exalted, ?] Most High

Question guys. At what point does Solar essence peak at? Like if you reach 5, the last 5 would not give as much improvements or what? At what point does the growth rate slow down?
 
Solar Essence technically peaks at 5 in Third Edition, anything higher requires ST fiat, and it's all custom stuff at that point.

Do note that even hitting 5 is extremely respectable to everyone, and very few ever go above that, even by "Elder" standards.
 
Question guys. At what point does Solar essence peak at? Like if you reach 5, the last 5 would not give as much improvements or what? At what point does the growth rate slow down?
Generally you grow stronger more quickly as you raise your Essence because a single Charm always costs the same amount of XP but higher level Charms are more powerful.

That said, you do somewhat run into the issue that later on a single additional Charm isn't going to be as important relative to your full power unless you've just broken into the new Essence level and it may easily be the case that, as you grow in power and the scale of your conflicts increases, a single session on average spans a lot more time than it did when conflicts were very local, which leads to a lower XP gain per in game timespan because Exalted gives XP per session.
There's also to consider that due to the relative scarcity of higher Essence Charms you can technically run out of ones really in line with your existing strengths, unless you have a decent enough grasp of the system to craft new ones yourself.

But, yeah, as Alectai said in Third Edition you aren't really supposed to go over Essence 5, because that's the height of protagonist power that the game system currently accounts for and because of a few other concerns, so, if you still want to go higher, you have to (or rather your Storyteller has to) invent everything beyond Essence 5 yourself.
 
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So reaching Essence 5 is the short term goal of Ulyssian on his path on saving creation then. Everything else can follow. From Ambition Adamant Evocations to Charms.
 
It was a withering damage roll, if he'd rolled 16 successes on a decisive damage roll they would all go splat. He has an AoE decisive charm, after all.

If he succeeds? His first major entrance into Dragonblooded Politics is "I beat a Perfect Brotherhood BY MYSELF". That's worthy of respect and not a small amount of fear.

A Perfect Brotherhood of Immaculates, no less! If you succeed, that is...

It's not like the Bronze faction have unlimited power to throw away. Would you want to fight a guy who killed a Perfect Brotherhood of Immaculates within 3 days of Exalting?

Well... technically it was five days. One for each member!
 
Update will be this afternoon.

Solar Essence technically peaks at 5 in Third Edition, anything higher requires ST fiat, and it's all custom stuff at that point.

Do note that even hitting 5 is extremely respectable to everyone, and very few ever go above that, even by "Elder" standards.

Yes, at 5 you should have no problem dealing with even a powerful 3CD 1v1, like Ligier, and, much more impressively, survive against a serious Chejob or Lea. Well, for you it's probably closer to 4, if you're combat-optimized.

Generally you grow stronger more quickly as you raise your Essence because a single Charm always costs the same amount of XP but higher level Charms are more powerful.

That said, you do somewhat run into the issue that later on a single additional Charm isn't going to be as important relative to your full power unless you've just broken into the new Essence level and it may easily be the case that, as you grow in power and the scale of your conflicts increases, a single session on average spans a lot more time than it did when conflicts were very local, which leads to a lower XP gain per in game timespan because Exalted gives XP per session.
There's also to consider that due to the relative scarcity of higher Essence Charms you can technically run out of ones really in line with your existing strengths, unless you have a decent enough grasp of the system to craft new ones yourself.

But, yeah, as Alectai said in Third Edition you aren't really supposed to go over Essence 5, because that's the height of protagonist power that the game system currently accounts for and because of a few other concerns, so, if you still want to go higher, you have to (or rather your Storyteller has to) invent everything beyond Essence 5 yourself.

Indeed, it's a pain in the ass but at least there's a bit of precedent from Ahlat's Charms and stuff, though they're significantly weaker than I expect Solar Charms of that tier to be, especially efficiency-wise.
 
Yes, at 5 you should have no problem dealing with even a powerful 3CD 1v1, like Ligier, and, much more impressively, survive against a serious Chejob or Lea. Well, for you it's probably closer to 4, if you're combat-optimized.
Is this with Ambition's Evocations and its "get one Charm on one higher Essence level than your current", or without it?
 
Well technically, the st cant kill off a player in 3e. The st is suppose to allow a pc to take a crippling injury when they would otherwise die.
 
Well technically, the st cant kill off a player in 3e. The st is suppose to allow a pc to take a crippling injury when they would otherwise die.
No, once per story a character may negate up to five health levels of damage if he takes a correspondingly crippling injury in turn.
Nothing but the Storyteller's discretions stops the opponent from just going for the kill again and, given that this is a duel to the death and that we are the only combatant on our side, there isn't really anything to justify our opponents not simply attacking again if we survive an otherwise killing blow by taking a crippling wound instead.
 
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Its prevent accidental kills by seting the challenge too high.
I don't specifically find the idea of a game in which player characters are mechanically incapable of dying problematic, but as a fix for Exalted 2nd Edition's high lethality it's not even a bandaid. "Yo! GM! We know that you've complained that the game you're running kills player-characters too often, so go fix it yourself!"

What the hell.
No, once per story a character may negate up to five health levels of damage if he takes a correspondingly crippling injury in turn.
Ah. So it's solely there to prevent accidental gibbing of a character when they've actually got backup.

That's... well, it's not a solution, but at least it's actually got a point.
 
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No, once per story a character may negate up to five health levels of damage if he takes a correspondingly crippling injury in turn.
Nothing but the Storyteller's discretions stops the opponent from just going for the kill again and, given that this is a duel to the death and that we are the only combatant on our side, there isn't really anything to justify our opponents not simply attacking again if we survive an otherwise killing blow by taking a crippling wound instead.

The way i understand it, by taking a crippling injury you are insuring you get away from the encounter. Of course thats all st fiat.
 
It really only takes off five damage levels at most, you can only use it once per entire story and it leaves you suffering from so many penalties that you're likely out of the fight.

If you have a forgiving Storyteller or partymembers really on the ball with covering you, this might get you out of the fight alive if your people win or manage to retreat and noone gets another shot at you off, but it's basically useless for Uly in this situation and only works at all against people that barely managed to get enough damage into that attack to actually kill you.

Essentially it doesn't prevent character death, but it can prevent the potentially very frustrating character kind of character death where your party actually won that fight and you'd have survived two if that one guy had rolled just two freaking successes less and even that it only does once a story and at significant cost.

Not to mention that it's the players that have to choose taking the crippling injury and the Storyteller that has to decide to let the attackers back off and focus on the other players, so if you don't like that kind of failsafe you can more or less ignore it.

The way i understand it, by taking a crippling injury you are insuring you get away from the encounter. Of course thats all st fiat.
Not really.
The text only notes that if you're GMing and one of your player decides to sacrifice one of his arms to ward off a deathblow or something, wailing on him again the next turn is probably a bit of a dick move and likely less interesting than having your player deal with the consequences of being crippled now.
And the very next sentence clarifies that this is not a rule, but only something to keep in mind, and that it's ultimately up to the ST how to react to someone choosing to take a crippling injury.

Given that you are likely to be under a shit ton of wound penalties after taking a crippling injury, odds of getting away on your own are actually pretty low without outside help.
 
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