Whilst i cannot help with the Decker/Reverse Decker/Antimatter Decker problem (Without going on a incomprensible tirade that would keep me up untill the 4 AM), i can find a simple nice way to solve the Background problems: Make them all as relevant as what the Artifact equivalent is supposed to be. (1/2 Dots, low essence charm/charms/lots of Thaumaturgy, 3 dots Terrestrial Sorcery spell or equivalent, 4 dots Celestial Sorcery spell or equivalent, 5 dots Solar Sorcery spell or equivalent.)

It would need a bit of reworking backgrounds, but at least guidelines would be in place.
 
Yes, I took that to mean that one person says "I jump over the table to close distance and stab them in the back" and the other says "I attack".
The latter is a 0-dot Stunt. In 2e, a 1-dot Stunt is literally any description more elaborate than "I attack", and a 2-dot Stunt is description that incorporates the environment (i.e. ongoing aspects of the scene independent from your own character). 3-dot Stunts are "you know it when you see it".

e.g.
Stunt 0: "I attack."
Stunt 1: "I hack furiously at the monk."
Stunt 2: "I hack furiously at the monk, forcing him against the wall/leaping over the table/blade flashing in the sunlight/lunging forward in the sand."
 
Maximum.
Flurries are expensive, and not appropriate for every action.
You're not wrong, but my premise was deliberately looking at "as many attack actions which can be shoved into this timeframe." Attacking at max-Rate with flurries every action isn't reasonable or appropriate, but that's not the point when it is clearly Possible by the text. That's only the Minimum because there exists the option of potentially using an Extra Action for Rate-ignoring attacks on every single one of those 15 actions.

When you're dealing with multiplicative numbers like Speed causes over time, you need to look at the extremes it causes, not what is workable/attainable "in-play" or under ideal circumstances. Because all you need is for something to interact with it the wrong way and now that "unattainable" floor of 45 attacks is available regardless of your intentions otherwise.
 
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Ally 2 (Lunar Mate/Bodyguard). There, solved. If Ally 2 is insufficient I suppose I spend on Ally 5 (Elder Lunar Mate/Bodyguard). I don't want to make a combat character, therefore I won't. Maybe if I'm feeling saucy I'll spend Ally 1 (Dragonblooded Outcaste Bodygaurd) five times instead. Or mix it up with a Sidereal or maybe even an NPC Solar to handle all the attempted assassination stuff.

Aside from the other problems with this that people have already mentioned, uh, you do realize this is not a white room, right? Like, Exalted has a predefined setting? The setting which includes many, many people who want to kill you and don't particularly care about whether or not you don't want to participate in combat (in fact, they prefer it that way, because then you're easier to kill)?

Even if the rules allowed you to pull that crap with the Ally and opt out of combat for no additional problems, I as GM would not allow it, because that means you're going to be spending a lot of time reading your smartphone while the rest of the group fights for their lives against the people inhabiting the setting who want to kill them for existing. While I need to run an additional NPC (or five, wtf), like I don't have enough crap to do already.

You are expected to make a character that works with the setting, like you are expected to make a character than works with the setting in just about every other game you might ever play. "Take something to do in combat, because this is a violent setting in which combat will be imposed upon you whether you like it or not" is not an unreasonable thing to be saying. "Take crafting because I say so" is less so.

If four out of five players in the group really don't want to fight, I don't run Exalted. Because Exalted is full of dudes who want to kill you, and a setting full of dudes who want to kill you and a group full of people who don't want to fight is a bad combination. I instead pick something else which doesn't have the high level of baseline threat.

e: Do you know why Shadowrun has a Decker Problem instead of a Reverse Decker Problem? Because everyone except the decker goes on shadowruns. You don't play Shadowrun to not go on shadowruns, unless you play the decker. Going on shadowruns is inherently part of the game, a core part of the setting. Therefore, the decker is the problem, not the rest of the group.

No, we are talking about houserules and have been doing so since @EarthScorpion suggested the houserule we have been discussing.

Yes, and I'm talking about how 2E Craft is bloated. Did you seriously expect me to be making that observation off your houseruled version of it, which I somehow divined through telepathy? 2E Craft is bloated. One Ability instead of eight or nine, three or four charms instead of ten to eleven is less bloated. This is a big chunk of freed-up XP that can then be thrown into discounted spells or swording powers or whatever.

How does making them Sorcery solve this problem? You get all the problems of unique artifact powers, in that they are combonotorial hell, but you call it something else and therefore it is okay?

I had two sources of combinatorial hell (unbounded artifact powers, sorcery). I now have one. I hate dealing with it, but if I have to deal with it, one is better than two, since at least they'll need to obey the same constraints instead of two wholly different sets. Especially good is how sorcery generally doesn't let you use charms with it aside from the buff spells (which can still be countermagicked), which makes it a lot less of a pain in the ass, as it effectively defaults to Combo-NO on an even more exclusionary basis than Combo-NO actually is.

eg, mocking up Saber's Sword of Promised Victory as a Solar Circle nuke spell is a lot easier than doing it as a Solar Melee-esque effect which, as a Melee attack, allows you to stack on all the other melee-affecting crap you might have. The first is an island which doesn't interact with much else (the spell is self-contained, woot, and doesn't even interact with other spells), the latter needs a lot more testing.

This is evident in every debate you have ever been in, yes. Let us say that some of us are attached to the drama of Exalted and not just the ability to solve the equation of the game like a glorified spreadsheet. This is why my favorite part of the Exalted game happens after we kill the king and take his stuff. "Now what, genius?" is the best part of Exalted. The fact the game decided to spend 50% of its word count on the useless and never in doubt "murder the king" subsystem and none of it on the "well now here is what happens after you kill the load bearing boss of the kingdom" part of the game always annoyed me to no end.

useless and never in doubt "murder the king" subsystem

So, uh, I guess every single hostile trying to kill you in your game turns out to be firing blanks and wielding foam nerf bats, I take it.
 
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I feel like there's a thing here where people are just kinda biting at each other for the hell of it at this point.

Some players like combat, some don't. As a storyteller try to not put players into scenarios they don't enjoy, as a player try not to put yourself in situations where the storyteller can't avoid putting you into scenarios you don't enjoy. If it is unavoidable, open up a dialogue about how to resolve the situation which doesn't force the two of you to but heads.

Mechanics need never enter the equation, provided you're both actually doing the aforementioned jobs that you as participants are required to do.
 
I don't see why not- a weapon is an object, therefore it can be destroyed. You'd still need to use a called shot or equivalent.
A specialized version of the disarm rules(I think they're in the same section as called shots for 2ed) would work best as that's essentially what would result. You probably want to be careful though: destroying weapons is really powerful in Exalted due to dice rules. It also means that artifacts are much more important due to not being vulnerable to that.
 
A specialized version of the disarm rules(I think they're in the same section as called shots for 2ed) would work best as that's essentially what would result. You probably want to be careful though: destroying weapons is really powerful in Exalted due to dice rules. It also means that artifacts are much more important due to not being vulnerable to that.

Artifacts can be broken, they just don't stay broken. They also can only be broken by Magic/deliberate effort.

But other than that, relevant point!
 
Actually, if Allies are, RAW, just dudes who kind of like you, man, totally down for coffee and some light pop sci talkin' on Tuesday nights - but are going to just fuck off and leave you to twist in the wind as soon as their assistance carries legitimate risk for them...

Why is it even something that even exists? Where do I find the "actual competent assistant/longtime friend who's willing to go to bat for me/broken thrall who obeys because I hold his contract" Background, and not just some random asshat who apparently has, at best, a 2- or 3-dot positive Intimacy associated with my character?

If I want my gladiator Abyssal to have a strange, obsessive ghost MA specialist that followed them out of the Underworld because he invented the TMA style the Abyssal is the last practitioner of, and now is fixated on ensuring that my Abyssal doesn't die and take his martial art with them, then what Background would you demand I put points in?

Hell, are we going to dive into the same idiotic thing White Wolf did with Mentor, where investing the full 5 dots nets you some condescending smuglord genius who sends you a single half-baked koan via messenger pigeon every season and refuses to actually provide any support or training beyond that, and/or expects you to die as part of his Gendo plot to take over a country? Are Exalts just forbidden to have any subordinates capable of withstanding a stiff breeze?
 
If I want my gladiator Abyssal to have a strange, obsessive ghost MA specialist that followed them out of the Underworld because he invented the TMA style the Abyssal is the last practitioner of, and now is fixated on ensuring that my Abyssal doesn't die and take his martial art with them, then what Background would you demand I put points in?

In third, that seems like the closest fit is Retainers 3.
 
Actually, if Allies are, RAW, just dudes who kind of like you, man, totally down for coffee and some light pop sci talkin' on Tuesday nights - but are going to just fuck off and leave you to twist in the wind as soon as their assistance carries legitimate risk for them...

Why is it even something that even exists? Where do I find the "actual competent assistant/longtime friend who's willing to go to bat for me/broken thrall who obeys because I hold his contract" Background, and not just some random asshat who apparently has, at best, a 2- or 3-dot positive Intimacy associated with my character?
Allies are more than that. They're going to be people who are willing to help you, even with significant risks: if a wyld hunt is coming and your circle is gearing up to hand them their heads, they're totally going to be people you call on to come and help. They're just not going to be doing all the fighting for you. For an analogy, think of them as allied nations that are roughly equivalent in power. Say, France and Britain in the early 1900's. Neither is subordinate to each other, and if France wanted a war but expected Britain to fight it for France, Britian would have said fuck off. But when they needed to work together, they did.

Granted, an ally is going to be a bit closer than that(and probably won't have those pesky defensive war clauses), but that's the general idea. Allies isn't what you want for a permanent companion, especially not one that's as powerful as you are. There really isn't going to be a background that provides that, as doing so makes the supposed balanced of backgrounds even more ludicrous than it already was.
 
Actually, if Allies are, RAW, just dudes who kind of like you, man, totally down for coffee and some light pop sci talkin' on Tuesday nights - but are going to just fuck off and leave you to twist in the wind as soon as their assistance carries legitimate risk for them...

Why is it even something that even exists? Where do I find the "actual competent assistant/longtime friend who's willing to go to bat for me/broken thrall who obeys because I hold his contract" Background, and not just some random asshat who apparently has, at best, a 2- or 3-dot positive Intimacy associated with my character?
As usual WW has its head up its own ass.
This is apparently how it's supposed to work;
Backgrounds: Allies 1, Artifact 2, Contacts 2, Followers 3, Resources 3

Other Notes:
Dace's Followers rating represents the Bronze Tigers, his burgeoning mercenary army based in Nexus, with his Ally Risa acting as its lieutenant.
Its base unit—and the smallest unit Dace will hire out independently—is a 25- man scale of cavaliers comparable to the Hammer Scale of Marukan soldiers on page 79 of The Compass of Terrestrial Directions, Vol. I—The Scavenger Lands.

He also possesses Contacts within Nexus's other mercenary companies.

His Artifact rating refers to his orichalcum reaver daiklave, Dawnlight, which he found in a tomb among the ruins of a collapsed city north of Nexus. Within this ancient mausoleum, he discovered dusty bones and a weary, threadbare ghost. He dismissed his men and remained in the darkness for a long time. When he emerged, he was carrying the daiklave and knew its name. He returned the following day to take the bones somewhere else and bury them in secret.
His soldiers suspect that the tomb belonged to his First Age incarnation, but what the ghost revealed to him there, Dace refuses to tell them.
Note;
Risa is a Terrestrial Exalted, Wood Aspect.
And even has her own Artifact, a Green-Jade Direlance.
 
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Note;
Risa is a Terrestrial Exalted, Wood Aspect.
And even has her own Artifact, a Green-Jade Direlance.
Wait a minute; as written, shouldn't Dace be legitimately worried that his "lieutenant" will run out on him with his mercenary underlings if he lets her out of his sight for more than a day or so? The general thrust of Ally seems to be that they aren't actually loyal to you, and will absolutely go with what's good for them over what's good for you if given the option. One enticing counteroffer while he's out of town and Dace's entire army disappears out from under him.

Allies are more than that. They're going to be people who are willing to help you, even with significant risks: if a wyld hunt is coming and your circle is gearing up to hand them their heads, they're totally going to be people you call on to come and help. They're just not going to be doing all the fighting for you. For an analogy, think of them as allied nations that are roughly equivalent in power. Say, France and Britain in the early 1900's. Neither is subordinate to each other, and if France wanted a war but expected Britain to fight it for France, Britian would have said fuck off. But when they needed to work together, they did.

Granted, an ally is going to be a bit closer than that(and probably won't have those pesky defensive war clauses), but that's the general idea. Allies isn't what you want for a permanent companion, especially not one that's as powerful as you are. There really isn't going to be a background that provides that, as doing so makes the supposed balanced of backgrounds even more ludicrous than it already was.
Then the impression I'm getting here is that @Aaron Peori was kind of right - everyone absolutely has to be invested in combat Abilities and Charms, unless they're willing to dump insane amounts of effort into setting up a Weather Undergrond-esque circle of cultists who will poison every well they can get at if you don't check in with them regularly, or rig up some Artifact equivalent of the cardiac monitor suitcase nuke from Snow Crash.

It's either know how to wipe out an entire squad of soldiers solo, set up so many Dead Hand contingencies that keeping you alive becomes everybody's problem, or get rekt, n00b. There's no real room to play strict noncombat types without becoming an albatross around the rest of the party's necks.
 
Wait a minute; as written, shouldn't Dace be legitimately worried that his "lieutenant" will run out on him with his mercenary underlings if he lets her out of his sight for more than a day or so? The general thrust of Ally seems to be that they aren't actually loyal to you, and will absolutely go with what's good for them over what's good for you if given the option. One enticing counteroffer while he's out of town and Dace's entire army disappears out from under him.
Such an act would likely go against her Motivation, and not be easy to accomplish:
Motivation: To support the pursuit of Captain Dace's goals
 
Wait a minute; as written, shouldn't Dace be legitimately worried that his "lieutenant" will run out on him with his mercenary underlings if he lets her out of his sight for more than a day or so? The general thrust of Ally seems to be that they aren't actually loyal to you, and will absolutely go with what's good for them over what's good for you if given the option. One enticing counteroffer while he's out of town and Dace's entire army disappears out from under him.
No.
Then the impression I'm getting here is that @Aaron Peori was kind of right - everyone absolutely has to be invested in combat Abilities and Charms, unless they're willing to dump insane amounts of effort into setting up a Weather Undergrond-esque circle of cultists who will poison every well they can get at if you don't check in with them regularly, or rig up some Artifact equivalent of the cardiac monitor suitcase nuke from Snow Crash.

It's either know how to wipe out an entire squad of soldiers solo, set up so many Dead Hand contingencies that keeping you alive becomes everybody's problem, or get rekt, n00b. There's no real room to play strict noncombat types without becoming an albatross around the rest of the party's necks.
And how does having a NPC help this? If it would matter the other exalted npc would be counted in the enemies plan. If you're worried that a plan would be able to take the 4 exalted in the circle with combat stuff+1 non-combatant, adding in a permanent exalted doesn't actually help matters. It just means that the plan would include 5 combat ready exalted and one non-combatant.

Or the ST designs the forces so that having a non-combatant isn't a liability. In which case you don't need the permanent NPC. Problem fucking solved.

That said, yes, being a total non-combatant in a world where the reigning superpower regularly sends death squads to kill people like you, and most of the world had recognized that killing exalted dead is a good way to at least temporarily remove a threat, is going to be really fucking hard. So is playing a Solar circle that constantly flares their anima and wears a lot of oricalcum bling while on the blessed isle. If you don't want to deal with that, it might be a good idea to talk to your ST: there are settings where being non-combat focused isn't as much of a problem. Some of the shards, for instance. Or alter the canon setting.
 
Wait a minute; as written, shouldn't Dace be legitimately worried that his "lieutenant" will run out on him with his mercenary underlings if he lets her out of his sight for more than a day or so? The general thrust of Ally seems to be that they aren't actually loyal to you, and will absolutely go with what's good for them over what's good for you if given the option. One enticing counteroffer.
They are close friends.
She would risk her life to save him and he would risk his life to save her.
Ally is supposed to be a two-way thing, they will only help you to the extent that you are willing to help them.
 
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Such an act would likely go against her Motivation, and not be easy to accomplish
They are close friends.
She would risk her life to save him and he would risk his life to save her.
Ally is supposed to be a two-way thing, they will only help you to the extent that you are willing to help them.
I was operating off of @EarthScorpion's statement that you aren't allowed to have Allies who consider your wellbeing sufficiently significant to be their Motivation, so apparently this is one of those times he was incorrect.

Alright, fuck it, I'm not sufficiently invested in this to keep going.
 
I was operating off of @EarthScorpion's statement that you aren't allowed to have Allies who consider your wellbeing sufficiently significant to be their Motivation, so apparently this is one of those times he was incorrect.

Alright, fuck it, I'm not sufficiently invested in this to keep going.
Not having people's who's defining principle directly relates to you doesn't mean they're disloyal and will drop you at a moments notice.

For fucks sake, an intimacy is what characters have to their own family. And yet people don't tend to leave their families at the drop of a hat. Your complaint is moronic.
 
How intelligent are Passion Moreys? Could I hold a conversation with one? I'd normally check my books, but I left it behind at my friend's place and the site use as a reference point doesn't list out stats or if they're intelligent.
They're Int 1. I think I remember reading that they didn't get the "noresore" name in 1E because they were too dumb for a fancy name like that.
the typical player splats (Solar, Infernal)
Infernals? Didn't think they were especially common PC pics, and they certainly aren't the only guys with religious killsquads after them.
 
Not gonna lie, I am kinda sitting here flabbergast by people still debating the pros/cons of Allies as giving you another fully-statted character even though, by all accounts of balancing and system-streamlining, the only way to make them and familiars Function in a TTRPG sense is to steal the concept of Fighting Game-style "Assists." That way non-circle NPCs aren't an Active part of the battle so much as a gimmick power standing off to the side who you can signal at any given time to dive in and help you or the party out in a pinch, like knocking an enemy down or casting an artillery spell as covering fire, before popping out again to let the PCs handle things from there.

Like, if there was ever a place where all that design effort made towards Evocations could have went instead, rather than gilding the lily of Big Huge Killsticks, this would be it.
 
I don't think you understand how powerful Accuracy is; using a Light weapon becomes the optimal choice pretty damn fast with this setup.

My reasoning is that with the lack of damage from Light Weapons means that their damage output is wholly dependent on getting decent hits, but it's something to look out for. Thanks for pointing this out.

I'll probably make the Accuracy array +2 / +1 / 0 / -2 or make some changes to the weapon damage variable. Or some other arcane system I'll develop after some play testing.
 
Not really a big fan of 3E, but @Dif's suggestion definitely sounds like a viable mechanic, and I'd be A-okay with somebody houseruling something like it into just about any tabletop game I play. Hell, I'm cobbling together a Solar right now, and that's pretty much how I'd want to handle his elemental Familiar- less of a co-combatant and more of a periodic assistant in fights, leaping up from below to crush and strangle a few minor opponents, or briefly mire the feet of a meatier foe in a sump of churning soil and swirling root-tendrils to give the Solar the moment or two he needs to line up a finishing shot.
 
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