Imitative represents the amount of control the character has over the fight not mystical energy gained from hitting opponents if they aren't currently in a fight the entire concept is inapplicable and it makes sense to assume that the lack of an opponent is the same as having as much initiative as they need as there is nothing to contest their control.
Except for the fact we are still limiting this via other resources outside of that context where, judging by the use of a Willpower cost, you are expected to theoretically tank up to 10 nukes before dying outright. If cinematic was ever the goal here, and not some selectively-applied standard to justify dumb mechanics decisions, it'd be used consistently throughout and in a logical way rather than dumped on a single subset of Charms in the attempt to make it sound like something other than an arbitrary decision to give Melee a damage-die reduction effect outside of Resistence.

Having separate limitations for different perfects provides variety to the strategy. HGD allows you to tank hits when you are doing well in the fight however doing so makes you sacrifice some of your control, but if you are on the ropes it sucks and you get overwhelmed. SSE allows you to use it whenever needed but only so often. In both cases it prevents you from using it on a whim and suggests different strategies to combat.
Except firstly, "the way this Charm is used, and what makes it shut off" is not a strategy, its just what the effects of a single Charm are, and a single Charm does not a strategy make. Secondly, those are Use conditionals which lock out available options, which is a Passive thing that demands overhead by the player to manually track, and is not a part of active gameplay. The gameplay end of Charms is actually using your tools to create strategies by informing and altering the game-state around you with them, not ignoring something happening (which is actually Denying changes in the game-state) and then having to break out a spreadsheet to determine your ongoing penalties (which effect no one else but you, again not changing the game-state). Having them be so wildly different from eachother when the end-result is the same only works in practice to create make-work for the player as they avoid having any impact on the Combat around them, and instead get sucked into a minigame of internal-character-management hell.

Micromanaging which options are available to you doesn't apply anywhere here because by dint of not having access to them, those options do about as much to inform a game-state as not actually having them on your sheet at all.
 
Except for the fact we are still limiting this via other resources outside of that context where, judging by the use of a Willpower cost, you are expected to theoretically tank up to 10 nukes before dying outright. If cinematic was ever the goal here, and not some selectively-applied standard to justify dumb mechanics decisions, it'd be used consistently throughout and in a logical way rather than dumped on a single subset of Charms in the attempt to make it sound like something other than an arbitrary decision to give Melee a damage-die reduction effect outside of Resistence.

Hmm.

I'm now wondering how one would construct a resolution system where people are literally powered by cinematic stuff and people are literally unable to pull out their super-attacks unless the stakes are high enough.

Hmm.

I think you'd need, mmm, some kind of meta-level bidding system, where both sides bid stakes as to what an engagement can produce and that puts them at more risk, but also gives them more points to spend in the encounter - and this might be a pool shared by both sides. So, for example, the fanatical assassin-cult is like "I bid that my mooks will die to the last man to try to accomplish their goal" which might be worth, like, 5 points, and then they use the points which that unlocks to activate their "Deadly Deadly Poison Knives" ability while the heroes are just like "We're just trying to get away" and so that's not worth many points, but they can still use the 5 points from the enemy's bid to spend on their own things that accomplish their goal. And that produces a chase scene where deadly assassins with poisoned knives are chasing after the heroes, who are running for their lives.

Mmm. That would seem to imply that a lot of the resolution mechanic has a meta-game of trying to encourage your enemy to be the one to escalate the stakes, because that puts more of their assets at risk and also gives you more points to accomplish your goals. Of course, you'd need to be careful to avoid degenerative states where you are either encouraged to a) always max bid to get as many points as possible to alpha-strike people, or b) neither side wants to bid at all which means it turns into tepid, low-risk slow burn gaming where no one ever ventures anything.
 
Why are you tracking Initiative - To gauge relative 'Winning' in a given combat situation, and to fuel 'decisive' attacks that actually inflict lasting consequences upon your opponents.
Why are you tracking Motes - To create some kind of cap or upper limit on total amount of Magic you can apply across the course of a scene.
Why are you tracking Willpower - to further create some kind of cap or upper limit on amount of Magic you can apply during the course of a scene.
Why are you tracking Charm Activations - to, yet again, create a cap or force an arbitrary divergence in tactics and strategies.

In fact, let's talk about an excellent game that does something similar to how a lot of the conditional-reactivation in 3e work: Transistor.

For those who don't know, Transistor has a combat system where you have four powers in your hand at any given time, with sub-powers as you go through the game. If you lose all your HP in a given encounter, your most expensive (useful/powerful) power is broken and you can't use it until you pass two checkpoints.

This is fully intended by the developers to be a thing of 'Okay, your preferred/optimal strategy is broken, and you can't rely on it again. Now we've limited your options to the stuff you haven't tried yet, go play with those and see what you like.'

Why does this work? It works because thereis a very clear cycle and 'loop' of play and experimentation with the various functions in Transistor. You take damage, your stuff breaks, you're forced out of complacency.

3e, by contrast, has myriad arbitrary and inconsistently applied conditions and cool-downs. They exist, first and foremost, to be game engine tools, not Charms.

SSE's effect being 'Defend against anything, but with a really long refresh rate', is effectively exactly the same as Transistor offering its "When you lose all your HP, You lose one power until two checkpoints pass'.

The problem is, in Transistor, it's fun to experiment with new powers. In 3e, you're just fucked by the system.
 
So, to distract from the rousing debates going forth and back, I have a question:

A hellishly[1] good question.

When I arrive in Cecelyne, and I travel to Malfeas, how does it actually look on the outside?

Like, how does the great Primordial dyson sphere of Malfeas actually look? And where is Kimbery, relative to Malfeas?

[1]End my suffering and kill me for the attempt already.
 
So, to distract from the rousing debates going forth and back, I have a question:

A hellishly[1] good question.

When I arrive in Cecelyne, and I travel to Malfeas, how does it actually look on the outside?

Like, how does the great Primordial dyson sphere of Malfeas actually look? And where is Kimbery, relative to Malfeas?

[1]End my suffering and kill me for the attempt already.

From outside the gates of the Demon City, a vast wall of basalt and brass encases it. When within Malfeas, the mad green sun Ligier is always overhead, so one knows that they are within the lands of Malfeas when one looks up and sees Ligier in the sky above them. The sands of the Endless Desert never cease to consume her brother, and in some places the silver sands have heaped up over the walls and flood the city, pushing Malfeas to grow new wall-ribs within himself to hold back her encroach. One task that the Silent Wind has set herself for an unknowable purpose is to blow back the sands of the desert from encroaching on the city.

Beyond the walls is Malfeas himself. Towers stretch up, taller than the walls, and arches stretch over plazas so vast that Creation could fit under them. The growth of the city is organic and unplanned, and where demonkind imposes structure upon the brazen buildings and demolishes apartments to make streets it is an outside imposition. Ribs taller than the Imperial Mountain stretch up into a sky studded with dying stars.

In when on the exterior of the outermost layer, only the sky hangs above you. On the interior of the innermost layer, only the sky hangs above you - though that is Ligier's layer and he is close there, far far larger than the sun of Creation. On all other layers, one can see other layers of Malfeas in the sky, great city blocks rising up into the sky and hanging down. Of course, for them Ligier is overhead and you hang down above them. The impossible geometry of Malfeas is not something that is easy for men to understand.

As for the Demon Sea, she dwells inside the layers of Malfeas, for she is the sewers of the Demon City. Trapped within Malfeas, sometimes she gushes out onto the surface of a layer and there she can form great bodies of water which could drown the West. In some places she breaches the walls of Malfeas and her waters run out into the Desert, but such shores are dreadful places where the hatred of Kimbery dashes itself against the capricious apathy of Cecelyne. Hers is a cold and cruel sea, brightly coloured yet cloying and toxic and great indigo icebergs. Within the sewers of Malfeas her cold is a bitter contrast to the heat of Ligier, for she fears fire above all things and hides herself from it.
 
If Initiative is waived outside of combat, why are we still counting MOTES and Willpower for the purpose of restricting Perfects too?
Because Initiative represents something that only exists in combat (advantage, positioning, relative poise), while motes (magical stamina) and Willpower (mental energy available to seriously push oneself) do not?
 
3e, by contrast, has myriad arbitrary and inconsistently applied conditions and cool-downs. They exist, first and foremost, to be game engine tools, not Charms.

SSE's effect being 'Defend against anything, but with a really long refresh rate', is effectively exactly the same as Transistor offering its "When you lose all your HP, You lose one power until two checkpoints pass'.

Your "I haven't actually read 3e" is showing again. SSE is usable once per scene. You can, if you meet certain conditions, use it more often, but "once per scene" is the written and intended default.

And in general all of these cooldowns are non-arbitrary: they are 1/scene, 1/day, or 1/story (there is I think the occasional 1/season). The cooldowns for the most part are correlated with the frequency with which you're likely to use the ability. Many of them have "reset conditions" but those conditions are generally not easy to achieve and represent a reward for achieving something special.
 
Because Initiative represents something that only exists in combat (advantage, positioning, relative poise), while motes (magical stamina) and Willpower (mental energy available to seriously push oneself) do not?
Except in one case you can use it any number of times blocking punches assuming you meet the Initiative requirement, and on the other side you die from ten spot-nukes. Weak fluff justifications be damned, that is all just different spendable resources and a clear mechanical inconsistency as to what those resources deliver, not to mention one which claims that fighting a group of castle guards is more cinematic than the spectacle of throwing a whole goddamn mountain aside with your sword.

Your "I haven't actually read 3e" is showing again. SSE is usable once per scene. You can, if you meet certain conditions, use it more often, but "once per scene" is the written and intended default.
Oh come off that pedantic tripe, no one is Ever going to use SSE only once within a combat they've needed it in, which is why that refresh clause exists in the first place. Taking the reasonable assumption of "people will absolutely use all the options a useful Charm makes available to them by default" as some kind of "you didn't recite the full mechanics-text!" Gotcha is beyond childish and a shitty argument to boot.

And in general all of these cooldowns are non-arbitrary: they are 1/scene, 1/day, or 1/story (there is I think the occasional 1/season). The cooldowns for the most part are correlated with the frequency with which you're likely to use the ability.
Except they Are entirely arbitrary, all but chosen out of a hat on the writer's "best guesses" as to how they would be used in play and for directing how players should use them, with no more solid backing behind the Why than how a Crash gives a swing of +5 Init instead of 4 or 6. Because "correlations" or not, the reason we HAVE motes and Willpower and all this other redundant resource-tracking is to Already limit the frequency by which Charms become used. Hard off-switches curtail gameplay rather than explore it, because the premise behind spending XP on a Charm is that you will be able to use it, not pop it once and forget about that 8xp void on your sheet for the next out-of-game month of sessions. Adding a cooldown on Top of a short-term cost is an even shittier design and serves only to punish the player with further manual tracking of a slew of fiddly bits that any reasonably streamlined game would have condensed down to a single format, not claiming that one use of this shit is more Cinematic than the other or attempting to dismiss the criticism as "combat is just different, man."

Something not unlike what Exalted had previously done with motes themselves, as a universal "makes magic shit happen" pool of points to spend, accessible to all magically-inclined characters, unlike other games which were piling up Magic Points, Ki, Fury Dice and Blood Points, Psionic Charges and all sorts of specialized Power Trait bullshit to select splats or classes under the impression calling it an Energy Pool instead of your Rage Track was some kind of fucking immersive element.

This book did not MANIFEST ITSELF out of the sheer will of the writers as The Perfect Mechanic For The Situation, someone chose those things to be in there, and did so without regard for how any interacted with most other elements of the game on most fundamental levels, or even attempted to ground them in consistent structure or even a character or setting-derived trait to establish why they are as they are.
 
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That's...an extremely bold claim you're making there. There's more than enough combats where only a single "oh shit, I really want to dodge this" attack is coming your way.
That's not a bold claim at all, that is the reason that clause exists in the first place as a non-purchased-upgrade. Because if you use it once, chances are more likely than not you will need to use it again, because at ANY TIME before combat ends, any other attack past that point could be that second SSE-necessary attack, and it simply has not happened yet. "One-SSE combats" only happen in retrospect.

Because no one buys a Charm, or anything with a defensive bent, with the intent they will activate it only the minimum allowable amount while they have access to it.
 
Holy shit I have grown tired of this.

Some people here like Exalted, some people don't, some people really don't, and we've had lots of fun and not-fun debates about who was right or wrong. I've (at times vehemently) argued my position and all sides there were ups and lows and moments of bad faith or sheer rancor, but there are plenty of people whose opinions I respect even if I disagree with it.

But what is this shit?

Is one spendable resource so much more cinematic than the others it exists solely to make combat further detached from the primary system?
Initiative literally exists to make combat cinematic yes that is its actual purpose
What does "further detached from the primary system" mean Initiative is the primary system for combat

For that matter why does every single Perfect need to resolve itself in an unnecessarily awkward and fiddly way that does not actually Change the character gameplay being presented through its use?
Have you played the game you criticize? Even once, even just to try it? Perfects are resolved differently because it gives each perfect different strengths and weaknesses.

But then again, this is the same game that has made Initiative both the most powerful trait possible, disconnected from character abilities directly, and totally forgettable the rest of the time. So maybe I am just spending my time complaining about the Emperor's shitty haircut while his junk is hanging out.
This is literal nonsense, I genuinely cannoty answer it!


The problem is, in Transistor, it's fun to experiment with new powers. In 3e, you're just fucked by the system.
What? No! Shut up? You keep talking about Ex3 and every time you do you throw these kinds of jabs at how it's an objectively terrible system that constantly fucks you over while using the same ideas as other games you like? Except in Ex3 they're arbitrarily bad? You keep making posts in which you present specific arguments and then you end with these broad, sweeping "and that's why Ex3 is objectively awful and deliberately unfun" and like, no? This isn't my experience and the experience of the people I've played with?

You keep making these arguments about "game engine tools" as opposed to "other stuff" and how it's terrible and you haven't proven your premise - either that they exist only as "game engine tools" or that this is bad.

Oh come off that pedantic tripe, no one is Ever going to use SSE only once within a combat they've needed it in, which is why that refresh clause exists in the first place.
Actually when you fight a Dodge user forcing them to use SSE early while keeping a follow-up in store to attack before they can reset it is a deliberate strategy that's both risky and cool and wouldn't be possible if SSE only costed motes?


Except they Are entirely arbitrary, all but chosen out of a hat on the writer's "best guesses" as to how they would be used in play and for directing how players should use them, with no more solid backing behind the Why than how a Crash gives a swing of +5 Init instead of 4 or 6.
That's slander???

This book did not MANIFEST ITSELF out of the sheer will of the writers as The Perfect Mechanic For The Situation, someone chose those things to be in there, and did so without regard for how any interacted with most other elements of the game on most fundamental levels, or even attempted to ground them in consistent structure or even a character or setting-derived trait to establish why they are as they are.
Yes people chose those things to be there. You know what? I write homebrew, and other people write homebrew, and we put them there because they're a useful design tool?

Is this what happens when you guys only get @Deations to argue against for a while? But no, even now other people are already arguing against you. I've given a lot of shit to SV Exalted General but this is frankly bizarre.

I guess that's because the sane "I think Ex3 is bad" people have already lain out their arguments ages ago and don't have much to say anymore on the topic so that just leaves @Shyft and @Dif's slow-burn hatred?
 
That's not a bold claim at all, that is the reason that clause exists in the first place as a non-purchased-upgrade. Because if you use it once, chances are more likely than not you will need to use it again, because at ANY TIME before combat ends, any other attack past that point could be that second SSE-necessary attack, and it simply has not happened yet. "One-SSE combats" only happen in retrospect.

Because no one buys a Charm, or anything with a defensive bent, with the intent they will activate it only the minimum allowable amount while they have access to it.
Okay, I've read your post at least 5 times and I have absolutely no idea what you're trying to say or what point you're trying to make.
 
Cool, we're back to the low cycle of the thread where we stop making meaningful points and everyone who types more than two pithy sentences is totally outlandish and crazy, seething with anger while not reading the books and gibbering in some sort of moon-language.

Because we hate this game so much we can't stop talking about it, you guys.
 
Cool, we're back to the low cycle of the thread where we stop making meaningful points and everyone who types more than two pithy sentences is totally outlandish and crazy, seething with anger while not reading the books and gibbering in some sort of moon-language.

Because we hate this game so much we can't stop talking about it, you guys.
You certainly seem to; I'll note that I addressed you specifically (and @Shyft).
 
That's fine, I'll be your strawman.

The only thing you made reference to which is worth dwelling on at all was my comment about Initiative being the most important thing and ultimately forgettable, because it comes down to this:

Characters do not interact with eachother directly in combat, they interact via Charms and weapon-stats with Initiative which is then used on other characters. Direct character traits do not matter for the purposes of generating Initiative either, not anymore than they do for causing threshold successes in 2e, because it is entirely the function of a die-pool drawn from any source capable of adding dice, be it high weapon Accuracy, additional Charm-dice (or those hilarious non-Charm dice caused by Charms themselves), or even straight-up tacking on Initiative gained from other causes like Crashing.

A combat played out between two traitless, bland pools of 15 dice leveled at eachother and two sets of Melee Charms would resolve identically to that same kit wielded by two Dawn castes, because Initiative by itself is a pool of "advantage, positioning, relative poise" Nebulous Beneficial Bullshit and not a character-derived mechanic. It is at-best a middle-manager which exists solely to parse lethal-scales of weapon damage through into Health Levels, rather than rebuild the jumbled mess of EITHER previous edition into something more coherent.

And then combat stops, and its weight on the system disappears entirely, and with it all the established mechanical precedence in the system created by its inclusion. Suddenly now Charms are costed differently, do different things (or no things!) and this is all Fine and Good because these are Abstractions and totally not an additional layer of obscuring mechanical complexity on this shambling mess. Despite the fact how when Exalted was originally drawn up, the impression Charms were created to give was no Combat/Noncombat separation, and that despite the tack of other presiding games at the time, you could use all your mountain-smiting powers in a courtroom as equally as a battlefield and Combat Turns existed simply to enforce a framework where one person starting a fight meant Everyone would want to be in on that fight.

Say what you will about 2e's combat, but when it generates numbers, they seem to come from somewhere, rather than randomly assigning a +5 here or a -3 penalty there, seemingly at the whim of the authors with no concrete basis underlying that save "we wrote it that way, so shut up."
 
It is not. I resent that.

Slander is spoken. In print it's libel. </j jonah jameson>

(Sorry, it was right there.)

(I don't actually have a dog in this fight - or, well, not a simple one. I agree with Omicron that different perfects having different conditions is an interesting thing that rewards different strategies. I also think it's kind of silly that for HGD, lots of damage is more dangerous than infinity damage, or that if you use AST you also want to make really sure that you don't accidentally defend yourself too well.)
 
Say what you will about 2e's combat, but when it generates numbers, they seem to come from somewhere, rather than randomly assigning a +5 here or a -3 penalty there, seemingly at the whim of the authors with no concrete basis underlying that save "we wrote it that way, so shut up."

I'll say what I will about 2e's combat: it is not actually fun to play.
 
I'll say what I will about 2e's combat: it is not actually fun to play.
I'm sure we could change all that by rerolling a few 6s and asking the ST to make up the rest of it on the spot if we get a 5, 6, 7 and 8 in sequence. Maybe half your Evocations can switch off after you get disarmed, and I'll use a Charm to give me a brand new character sheet every session.

It'll be great fun for everybody!
 
Say what you will about 2e's combat, but when it generates numbers, they seem to come from somewhere, rather than randomly assigning a +5 here or a -3 penalty there, seemingly at the whim of the authors with no concrete basis underlying that save "we wrote it that way, so shut up."

Really? The numbers always seemed quite random to me. After all, where do the weapons numbers come from? Why HGT doubles threshold successes instead of multiplying them by 1.35? For that matter, how are the mote costs determined?

Yeah, all of those are the "Best guesses" of the developers, as you say. But really, that applies to all tabletop games; This isn't a computer game where you can regularly give patches to optimize the desired results. At most, you will get one ot two errata updates.

Ultimately, 3E combat engine, per the word of the people that actually play it, fullfills it's function well (Ie, it's fun and not-broken). So honestly i don't know where you are going on with this.
 
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That's fine, I'll be your strawman.
Your argument is inane. However I'm in one of those rare moments where I actually have the willpower to go in-depths as to its mind-boggling stupidity, so let's (urgh) talk about it.

Characters do not interact with eachother directly in combat, they interact via Charms and weapon-stats with Initiative which is then used on other characters. Direct character traits do not matter for the purposes of generating Initiative either, not anymore than they do for causing threshold successes in 2e, because it is entirely the function of a die-pool drawn from any source capable of adding dice, be it high weapon Accuracy, additional Charm-dice (or those hilarious non-Charm dice caused by Charms themselves), or even straight-up tacking on Initiative gained from other causes like Crashing.
By this token, there is no game in the entire history of RPGs that has character-derived combat. After all, D&D attacks boil down to a d20+X, and whether the X is derived from Strength or a masterwork bonus or magic or Haste it's still just a number.
And WoD attacks are a dice pool of d10s, and it doesn't matter whether those d10s come from Strength, Firearms, an equipment bonus or circumstantial bonuses or Willpower or magic.

Games which roll dice use modifiers to determine your chance of success on a roll. Ultimately they all boil down to "how many modifiers you have" regardless of sources. This is not a problem because sane people are capable of deconstructing the roll in their mind, know that half their pool comes from Dexterity or whatever, and know that their character is fighting that way because they're one of the most agile person in the world while the guy in front of them is coasting on his magic weapon crutch.
A combat played out between two traitless, bland pools of 15 dice leveled at eachother and two sets of Melee Charms would resolve identically to that same kit wielded by two Dawn castes, because Initiative by itself is a pool of "advantage, positioning, relative poise" Nebulous Beneficial Bullshit and not a character-derived mechanic. It is at-best a middle-manager which exists solely to parse lethal-scales of weapon damage through into Health Levels, rather than rebuild the jumbled mess of EITHER previous edition into something more coherent.
A combat between two traitless, bland [D&D characters with a +5 to-hit modifier and a +3 damage modifier]/[WoD characters with pools of 9 dice and Fighting Style: Light Weapons 5]/[DFRPG characters with +4 attack, weapon:3 and two Fate Points in store] would resolve identically to a fight between [two D&D Fighters]/[two WoD expert swordsmen]/[two important and skilled fighters]. What's your point?

Initiative is a character-derived mechanics. It is determined by your attributes, skills, choice of weapons, what magic you've learned, and your tactical choices in battle. It does not exist to "parse lethal-scales of weapon damage," it exists because it allows extended cinematic fighting between two characters where there is a dynamic shifting of advantage without the immediate lethality most other WoD-legacy games share. It functions at this.

And then combat stops, and its weight on the system disappears entirely, and with it all the established mechanical precedence in the system created by its inclusion.Suddenly now Charms are costed differently, do different things (or no things!) and this is all Fine and Good because these are Abstractions and totally not an additional layer of obscuring mechanical complexity on this shambling mess. Despite the fact how when Exalted was originally drawn up, the impression Charms were created to give was no Combat/Noncombat separation, and that despite the tack of other presiding games at the time, you could use all your mountain-smiting powers in a courtroom as equally as a battlefield and Combat Turns existed simply to enforce a framework where one person starting a fight meant Everyone would want to be in on that fight.
You're vastly exagerating things. While it is true that "Charms are costed differently," most Charms with an Initiative cost that gets waived outside of battle would not be activated outside of battle in the first place. The Initiative cost waiver is there to solve edge cases rather than as a wide system feature.

But yes, you can use your mountain-smiting powers in a courtroom. That hasn't changed.

Say what you will about 2e's combat, but when it generates numbers, they seem to come from somewhere, rather than randomly assigning a +5 here or a -3 penalty there, seemingly at the whim of the authors with no concrete basis underlying that save "we wrote it that way, so shut up."
This is ludicrous; 2e weapon stats had feeble consistency and were broken anyway, Charms were ridiculous, etc. Because your argument is just generally nonsensical, I have no idea what "randomly assigning a +5 here or a -3 penalty there" is even supposed to mean. There are no "random numbers."

In all honesty though I can't begrudge you the inanity of your argument. You have been keeping this up for actual hundreds of pages. I certainly couldn't do the same without devolving into nonsense. We're all only humans.
 
Really? The numbers always seemed quite random to me. After all, where do the weapons numbers come from? Why HGT doubles threshold successes instead of multiplying them by 1.35? For that matter, how are the mote costs determined?
Generated numbers, as in by assigning rolls and things they are compared against. Which is always some form of "Trait + Trait + Bonus/Penalty" vs "Opposing Pool/Trait/Difficulty + Bonus/Penalty." Every one of those comes from Somewhere, be it a hazard, a circumstantial bonus, an equipment boost, a Charm buff or whatever, its traceable because the sources of those things Matter, mechanically. Why does making a Decisive attack cost me 3 Init instead of 2 when I have 11 or more Init stocked, besides the reason being I have more of it and am mechanically forced to spend it? Those numbers come from nowhere.

But to answer your questions legit, the answer is 1e. Charms double values because Doubling in 1e was considered a step-higher than flat additions to rolls, despite the flat boosts being more cost-effective the majority of the time. The same goes for 2e weapons stats, which were largely derived out of Power Combat due to laziness and chasing the dream that 2e might be backwards comparable with 1e character sheets, with Speed values freeballed in by whatever seemed closest in spirit. Mote costs are scattershot, but there's at least some semblance of trying to keep them competitive with the Excellency-standard of 1m = 1d/2m = 1s, before 1e reprint sort of put an end to that for a good chunk of Exalts. So precedence is the continual bugbear of any attempt to codify Exalted properly, it seems.

@Omnicron, fair enough, you win! I have no real intention to see this though if the best you can muster up is "if your argument isn't just complete shit, explain to me why I keep insisting it is?"
 
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