@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?"
I think the fact that you've somehow managed to misspell my name despite being actively engaged in an argument with me and the forum having a handy username check function says everything about your attitude to this discussion, really :V
 

Given that you've played 3e, mind if I ask you a question?

I've bit the bullet and bought 3e but some things have put me off.

1. The time limited powers i.e. per scene or per session stuff.

This seems like it might be annoying to track. I suppose I could just list the per scene charms with boxes next to them and tick them when I've used them but even that seems kinda annoying. I didn't like it when D&D 4e did it either.

2. The dice tricks

Everybody has bitched about these and it seems like for good reason. They don't seem easy to remember and I think they'd probably be boring to use. Guard Breaking Technique is the one that comes to mind right now.

3. The various permanent upgrade Charms that provide minor benefits

This is probably my biggest problem. I find it quite annoying to remember stuff like Agile Dragonfly Blade or Calm and Ready Focus, especially in the middle of a battle.

Given that I haven't actually played the game, I thought I should ask you as to how much of a problem these actually are. You seem to have had a good time with 3e, would you mind telling me a little bit about your experience with these potential issues?
 
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.

Maybe tie it into a system for characters completing their major goals?

Everyone has something they want. Maybe one of the PCs wants to wrest his kingdom away from his wicked older brother, maybe the the fanatical assassin cult is trying to bring their god into this world by means of deaths committed in her name. In order to accomplish this goal, you need to build up a certain number of points as determined by the ST. Getting all those points either represents you completing said goal or to attempt to make it happen(assassin cult finally has killed enough to begin the ritual to summon their goddess, etc).

You earn points for your goal by winning conflicts where you bid points. If you win, you either get all the points bid or a fraction thereof(depending how the system works) towards your goal. If you lose, those points may instead be subtracted from the ones you've already gathered.

Additionally, there could be a "cap" on the amount of points you can bid depending on how relevant or important it is to your goal. If the PC is dealing with a minor noble and trying to convince him to support him over his brother, it could have a cap of say 3 points or something. If on the other hand, he's dealing trying to convince his brother's right hand man and strongest supporter to turn against him, that would have a far higher cap or possibly no cap at all, but may have a minimum number of points you have to bid to even attempt it.

There's still the risk of the degenerative states you mentioned. To counter those, you could require a certain number of "Goalposts" need to be cleared for your major goal to reasonably succeed. You need to convince certain powerful nobles to back you over your brother, the assassin cult has to kill particularly badass people for their goddess, etc.

To get these goals, you may have to convince your ST or work with him that something qualifies. The assassin-cult may argue that the PCs are the right kind of people that their goddess wants dead and so killing them would help fulfill their goal, thereby letting them bid more points.
 
Maybe tie it into a system for characters completing their major goals?

Everyone has something they want. Maybe one of the PCs wants to wrest his kingdom away from his wicked older brother, maybe the the fanatical assassin cult is trying to bring their god into this world by means of deaths committed in her name. In order to accomplish this goal, you need to build up a certain number of points as determined by the ST. Getting all those points either represents you completing said goal or to attempt to make it happen(assassin cult finally has killed enough to begin the ritual to summon their goddess, etc).

You earn points for your goal by winning conflicts where you bid points. If you win, you either get all the points bid or a fraction thereof(depending how the system works) towards your goal. If you lose, those points may instead be subtracted from the ones you've already gathered.

Additionally, there could be a "cap" on the amount of points you can bid depending on how relevant or important it is to your goal. If the PC is dealing with a minor noble and trying to convince him to support him over his brother, it could have a cap of say 3 points or something. If on the other hand, he's dealing trying to convince his brother's right hand man and strongest supporter to turn against him, that would have a far higher cap or possibly no cap at all, but may have a minimum number of points you have to bid to even attempt it.

There's still the risk of the degenerative states you mentioned. To counter those, you could require a certain number of "Goalposts" need to be cleared for your major goal to reasonably succeed. You need to convince certain powerful nobles to back you over your brother, the assassin cult has to kill particularly badass people for their goddess, etc.

To get these goals, you may have to convince your ST or work with him that something qualifies. The assassin-cult may argue that the PCs are the right kind of people that their goddess wants dead and so killing them would help fulfill their goal, thereby letting them bid more points.

That seems like it could almost work to facilitate a game where you played as either an individual...or a faction. Like imagine a game where 'a cult of assassins' and 'a godlike being chosen by the whims of fate to wield phenomenal cosmic powers' were both possible characters.

Not sure, it was just a random thought I had. I wonder, have any Tabletop RPGs ever done that? Made it so that characters don't have to be individuals?
 
1. The time limited powers i.e. per scene or per session stuff.

This seems like it might be annoying to track. I suppose I could just list the per scene charms with boxes next to them and tick them when I've used them but even that seems kinda annoying. I didn't like it when D&D 4e did it either.
One thing I've seen suggested for this has been to record your charms on little notecards, flipping them over to mark when they've been used. The reverse side can have the reset condition on it as a reminder. (If you're feeling very organized, you could color-code these so you know which charms are combat charms, which are social charms, and so on.) From my own play experience, though, I don't think this comes up as a terrible bit of bookkeeping unless you have quite a few of those - generally those charms that have reset conditions are noteworthy enough that you'll keep a close eye on them anyway.

2. The dice tricks

Everybody has bitched about these and it seems like for good reason. They don't seem easy to remember and I think they'd probably be boring to use. Guard Breaking Technique is the one that comes to mind right now.
This is kind of difficult to answer since it depends a fair bit on what you're doing. Guard-Breaking Technique is actually a pretty easy one to evaluate - every result of 7, 8, 9, or 10 is 2 successes on the Initiative roll - but by and large going by my own experiences, individually they're fairly easy to manage. They also tend to provide a little bit more variety than an excellency without being too much more mathematically complex, which does feel different to players.

Now, if you start to add multiple such effects onto a single roll, things can get a little more complicated. Generally that doesn't happen except in certain abilities, and even then the resources needed to go all out will usually keep that from being an unreasonable timesink. (And if they did decide to go all out on a single roll...it's probably important enough to justify the time spent.) Awareness and Stealth are probably the middle of the scale, with Craft being the high-end exception to the rule - a dedicated crafter's rolls can take a lot of time to resolve. I personally like the craft system for what it is, but if you're worried about that, you could either try to have major crafting rolls performed when they won't eat into session time (convenient if they're done during downtime or slow periods; less so if they're brought on by necessity and the outcome is important to play right now) or look into one of the various Craft rewrites people have done. Craft in general tends to be pretty polarizing, so do whatever works best for your table there.

3. The various permanent upgrade Charms that provide minor benefits

This is probably my biggest problem. I find it quite annoying to remember stuff like Agile Dragonfly Blade or Calm and Ready Focus, especially in the middle of a battle.
Agile Dragonfly Blade, I will grant, is not a terribly exciting charm (and frankly I don't really think it's going to be worth your experience a lot of the time). Permanent charms that don't provide major, easy-to-remember things (like the extra health levels afforded by an Ox-Body Technique, which you add to your sheet and then forget) tend to be upgrades to other charms, which I handle by folding their benefits into the summaries for those charms so that I only have to look in one place. There are weird exceptions to that, like Calm and Ready Focus - but if you have that charm, odds are good you're fulfilling a bodyguard role fairly often, and so that point of Initiative on a successful defend other action will come up frequently enough to be remembered.
 
Given that you've played 3e, mind if I ask you a question?

I've bit the bullet and bought 3e but some things have put me off.

1. The time limited powers i.e. per scene or per session stuff.

This seems like it might be annoying to track. I suppose I could just list the per scene charms with boxes next to them and tick them when I've used them but even that seems kinda annoying. I didn't like it when D&D 4e did it either.
A list with checkboxes should work fine, I think? I personally leave my players to keep track of their own Charms, although that requires some degree of group trust.* I just make a note when I've used a Charm that needs a reset.

*not just trust that your players won't cheat, I've rarely seen that happening; trust that they can keep their things in order and not forget things is a much more common concern.
2. The dice tricks

Everybody has bitched about these and it seems like for good reason. They don't seem easy to remember and I think they'd probably be boring to use. Guard Breaking Technique is the one that comes to mind right now.
Dice tricks being boring is something that'll vary from people to people a lot. I've played with people who are intensely annoyed by what they see as obfuscation and just care about the final propability of success once all is factored in, and I've seen people who love nothing more than the "fail, no wait I reroll three dice and yes one success I pass!" rollercoaster. Unfortunately if your whole group dislikes them they're pretty baked-in so there isn't much way of getting rid of them.

I've never really found them to be a problem in my experience, though; at best a small delay. Guard-Breaking Technique in particular is not much of a problem - it doesn't make you reroll anything or doesn't retroactively add dice, it just increases your successes and gives bonus dice to a roll that hasn't been made yet.

3. The various permanent upgrade Charms that provide minor benefits

This is probably my biggest problem. I find it quite annoying to remember stuff like Agile Dragonfly Blade or Calm and Ready Focus, especially in the middle of a battle.

Given that I haven't actually played the game, I thought I should ask you as to how much of a problem these actually are. You seem to have had a good time with 3e, would you mind telling me a little bit about your experience with these potential issues?
Yeah, those can be annoying.

The way I solve that issue is to have a sheet where I write down in a summarized fashion the effect of each Charm and its upgrades, so that rather than having a note that I have Peony Blossom and a later reminder that also it's enhanced by ADB, I have the whole effect summed up as a whole.

Cards, basically. In online play its easy enough to have editable Google sheets, but in face-to-face the best way is to write down Charm effects on cards so you can easily browse them and grasp your options.
 
(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.)

Hang on, I'm fairly familiar with the Resistance tree, and I'm not entirely sure what you're getting at with the bolded bit. Several Resistance charms check for completely negating attacks as part of their reset condition, so do you think you could clarify this a bit for me?

Edit: Wait, I may be dumb. By 'accidently defending yourself too well' you mean things like not boosting your parry and therefore wasting your 8m expenditure on AST?
 
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Hang on, I'm fairly familiar with the Resistance tree, and I'm not entirely sure what you're getting at with the bolded bit. Several Resistance charms check for completely negating attacks as part of their reset condition, so do you think you could clarify this a bit for me?

Edit: Wait, I may be dumb. By 'accidently defending yourself too well' you mean things like not boosting your parry and therefore wasting your 8m expenditure on AST?
Yeah, sorry, I was vague. You've got it sorted out.

AST is great because it's one of the few ways to permanently remove a big Initiative advantage the other guy has; if he's way up on you, HGD will run short, and SSE will leave him with only 3i less than he had previously, ready to try again. AST gives you a chance to soak all that stuff away, getting rid of it for good without taking the normal damage.

... unless you dodge too well, and he misses, and you just blew 8m for no effect whatsoever. If you're going to activate AST, you really want the guy to hurry up and hit you, so you don't have to pay for it again.
 
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.

I have fun playing 2e, you have fun playing 3e, that doesn't make either system well designed. Putting that out there up front.

When you design a 'game engine', it exists as a set of rules and mechanics to resolve something. DnD is my big example of a well-designed system that is primarily focused on being a combat engine. It resolves player inputs and generates outputs all focused on the core gameplay mechanic of 'You are in a dungeon, fighting things including but not limited to Dragons'.

To elaborate on why a lot of 3e design is bad, and why I invoked Transistor, is that Transistor is a video game, and Exalted 3e is not. Exalted 3e attempted to capture with numerous systems, the same level of 'automatic' tracking that video games can attain, especially MMOs. Like, refresh mechanics and powers on cooldowns? Wonderful mechanics, when something other than you is watching the clock. This is why 'Until your DV refreshes once-twice' is extremely elegant, because it gives you a very clear statement of 'Oh, so that's when this can come back.'

Additionally, baring a handful of exceptions, most modern video games are in fact designed to be completed - that sounds obvious I know, but it's important to recognize. A 'wargame' like wh40k is designed to be won or lost, and an RPG like DnD or Exalted is intended to among other things, evoke Drama.

In Transistor, you are by design intended not to die even as you lose your powers, and are given a clear timer on when your stuff will regenerate.

In Exalted 3e, when SSE or other conditional charms trigger, it's telling you 'Hey, you should either run, or game the reset condition so you can use this safety net again'. The core criticism of this design is, why do you buy your safety nets? Why are defensive options purchased with character advancement?

Let's see...

Okay, so game engine tools.
Heavenly Guardian Defense in 3e exists to defend against a specific 'slice' of possible threads. SSE exists to defined against another slice, and AST exists to defend against a third slice.

This is a deliberate simplification for the purposes of being clear, I am aware that I'm not quoting the charm text directly: If HGD is designed to suck away 'initiative', and as discussed upthread, essentially turn a decisive attack into a withering attack, that is an engine tool. It's an engine tool because all it does is manipulate the combat mechanics within a very narrow space for the purpose of creating gameplay variance.

So you end up with this tool that lets you turn Decisive attacks into effectively withering attacks.

SSE exists by contrast to defend against things with a more flat 'I just don't want to get hit' mechanic. Taken together, both of these functions create what I consider illusory gameplay. I don't need to do anything other than consider Charms and Initiative to engage with these mechanics.

It's like getting excited about being able to block medium attacks with a medium defense, and save your large defense for that really important thing. It creates an illusion of tactics and strategy, because yes, if you happen to have more defensive Charms and options, you force your opponents to do different things, but those actions are so abstracted as to be inconsequential.

All initiative gain and loss is effectively sourced from Attacks. You have to attack, even if your actual stunt is 'I push a wall over'. It still focuses wholly on Initiative. All these Charms basically create artificial tactics and strategies. Mind you, this happened in 2nd edition too, what with perfect-or-die.

At the core, 3e feels better, because you don't feel like everthing's useless. If you attack, you can be fairly asured that your time/motes won't be wasted, which is a good thing. That doesn't change the fact that 3e is not well designed.
 
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To elaborate on why a lot of 3e design is bad, and why I invoked Transistor, is that Transistor is a video game, and Exalted 3e is not. Exalted 3e attempted to capture with numerous systems, the same level of 'automatic' tracking that video games can attain, especially MMOs. Like, refresh mechanics and powers on cooldowns? Wonderful mechanics, when something other than you is watching the clock.

I personally loved the use of encounter / daily powers in D&D 4E and thought they were excellent game design, in fact they were one of the best innovations in the entire edition. I did not find them hard to track.

This is why 'Until your DV refreshes once-twice' is extremely elegant, because it gives you a very clear statement of 'Oh, so that's when this can come back.'

Actually this sort of thing is extremely annoying because rather than a binary switch of "have I used this yet y/n" you need to keep track of a bunch of timers. This is also why D&D 4E got rid of status effects that lasted N rounds, instead having only three durations: one turn, "save ends" (i.e. each turn the effect has a ~50% chance of disappearing, roll 1/effect/turn), or until-end-of-encounter.

(I'll admit I actually would be happier with Ex3 just not having reset conditions.)

In Exalted 3e, when SSE or other conditional charms trigger, it's telling you 'Hey, you should either run, or game the reset condition so you can use this safety net again'. The core criticism of this design is, why do you buy your safety nets? Why are defensive options purchased with character advancement?

Perfects don't necessarily imply you need to run. It's a limited-use defensive ability and there's nothing especially wrong with just using it 1/fight and not working hard to get to the reset condition (which requires being targeted with three decisive attacks). If nothing else it saves you resources / time by preventing you from eating HLs of damage that you have to heal - or can even end the fight faster by stopping a withering attack that would erode your Initiative, letting you kill the enemy sooner.

Taken together, both of these functions create what I consider illusory gameplay. I don't need to do anything other than consider Charms and Initiative to engage with these mechanics.

Is chess also illusory gameplay?
 
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I have fun playing 2e, you have fun playing 3e, that doesn't make either system well designed. Putting that out there up front.
It doesn't mean they aren't, either; you have to actually demonstrate Ex3 is badly designed, and so far I've never seen you succeed. Let's see about now.

When you design a 'game engine', it exists as a set of rules and mechanics to resolve something. DnD is my big example of a well-designed system that is primarily focused on being a combat engine. It resolves player inputs and generates outputs all focused on the core gameplay mechanic of 'You are in a dungeon, fighting things including but not limited to Dragons'.
"Well-designed" in D&D depends heavily on which part of the game's history you're referring to, but sure.

To elaborate on why a lot of 3e design is bad, and why I invoked Transistor, is that Transistor is a video game, and Exalted 3e is not. Exalted 3e attempted to capture with numerous systems, the same level of 'automatic' tracking that video games can attain, especially MMOs. Like, refresh mechanics and powers on cooldowns? Wonderful mechanics, when something other than you is watching the clock. This is why 'Until your DV refreshes once-twice' is extremely elegant, because it gives you a very clear statement of 'Oh, so that's when this can come back.'
I don't find "until your DV refreshes" particularly elegant; it's been really annoying in my 2e experience due to how DV-refresh is your-action-except-not-strictly-your-action.
Additionally, baring a handful of exceptions, most modern video games are in fact designed to be completed - that sounds obvious I know, but it's important to recognize. A 'wargame' like wh40k is designed to be won or lost, and an RPG like DnD or Exalted is intended to among other things, evoke Drama.
k.
In Transistor, you are by design intended not to die even as you lose your powers, and are given a clear timer on when your stuff will regenerate.

In Exalted 3e, when SSE or other conditional charms trigger, it's telling you 'Hey, you should either run, or game the reset condition so you can use this safety net again'. The core criticism of this design is, why do you buy your safety nets? Why are defensive options purchased with character advancement?
You buy defensive options to defend yourself, and using SSE succeeds in that.

A powerful enemy attack is a meaningful investment for them. Perfecting that attack is an advantage in and of itself. Unless you are completely outclassed, you're never in a situation where once you have activated SSE your choices are "immediately do all I can to reset it" or "run for my life." You can also just... Keep fighting and win.

Obviously reseting SSE is better for you, since after all you want to get the most out of any tool you have. However, obsessively seeking the reset presents its own risks; Reed in the Wind costs Initiative, diminishing your own striking ability. In other terms, trying to "game" SSE puts you in a defensive stance at the cost of offensive power.

This is perfectly fine and intended design.


The goal of reset clauses is to lead you towards certain playstyles while also leaving them optional. They exist to shape your behavior so that you have the choices of either getting the most out of some very powerful Charms at the cost of predictability in your behavior, or to only use these Charms once per scene while allowing you greater tactical flexibility.

I posit that this is good design. You've mad no real argument as to why it's bad.
Let's see...

Okay, so game engine tools.
Heavenly Guardian Defense in 3e exists to defend against a specific 'slice' of possible threads. SSE exists to defined against another slice, and AST exists to defend against a third slice.

This is a deliberate simplification for the purposes of being clear, I am aware that I'm not quoting the charm text directly: If HGD is designed to suck away 'initiative', and as discussed upthread, essentially turn a decisive attack into a withering attack, that is an engine tool. It's an engine tool because all it does is manipulate the combat mechanics within a very narrow space for the purpose of creating gameplay variance.
Please please please stop this.

You are talking about a game you do not actually know.

We don't require that everyone be entirely familiar with all games they critique. I certainly feel free to pan Beast: the Primordial despite never going through their entire book (gods have mercy). But you're going one step beyond. You are engaging in extensive and precise mechanical commentary based purely on hearsay and simplifications.

SSE, AST and HGD don't exist solely to defend against a "slice" of threats. They defend against attacks. They are better at defending against certain forms of attacks, and thus fulfill different tactical roles, but they are, ultimately, all effective at just saving your hide from massive damage. It's what they do. They just have strengths and weaknesses.

HGD doesn't "turn a decisive attack into a withering attack," that's nonsense. Please stop basing your arguments on things you do not know. What does HGD do? HGD reduces the damage of a successful attack, and if it succeeds in cancelling all damage it performs a last-second parry that narrowly deflects the attack. It's about as much of an "engine tool" as the concept of soak.
SSE exists by contrast to defend against things with a more flat 'I just don't want to get hit' mechanic. Taken together, both of these functions create what I consider illusory gameplay. I don't need to do anything other than consider Charms and Initiative to engage with these mechanics.
It's cool that you consider it "illusory gameplay," but I have yet to see a reason for me to accept and utilize that concept. At present it only exists in your head; it means nothing to me.
It's like getting excited about being able to block medium attacks with a medium defense, and save your large defense for that really important thing. It creates an illusion of tactics and strategy, because yes, if you happen to have more defensive Charms and options, you force your opponents to do different things, but those actions are so abstracted as to be inconsequential.
I have extensively played Ex3 and I can guarantee you that there is no "illusion" of tactics, tactics are very real. You don't have "medium attack" and "medium defense" and "large attacks" and "large defense." The system cannot be run by script.

All initiative gain and loss is effectively sourced from Attacks.
And Join Battle, and movement, and Charms, and defense.
You have to attack, even if your actual stunt is 'I push a wall over'. It still focuses wholly on Initiative. All these Charms basically create artificial tactics and strategies. Mind you, this happened in 2nd edition too, what with perfect-or-die.

At the core, 3e feels better, because you don't feel like everthing's useless. If you attack, you can be fairly asured that your time/motes won't be wasted, which is a good thing.
This is the closest you've gotten to making an actual solid point, and it boils down to "I have to use the attack action to win fights." No shit?

I've seen people win battles in a single stroke without taking Initiative off their opponents first. I have seen people exhaust their opponents through a purely defensive strategy before defeating them with a single weak attack, their only one of the fight. I have seen a player deliberately forgo the withering back-and-forth to instead deliver rapid weak decisive attacks from base initiative. I have seen fights won by combat-time social influence.

Yes, most of the time, to win a fight you need to actually attack. No shit, Sherlock. If that's all you need to declare "illusory gameplay," then there are almost no well-designed game in the world - and even then Ex3 would rank near the top, because you can win without attacking.

That doesn't change the fact that 3e is not well designed.
You have yet to prove this objective statement.
 
It doesn't mean they aren't, either; you have to actually demonstrate Ex3 is badly designed, and so far I've never seen you succeed. Let's see about now.
All you've done is demonstrate that you enjoy it, so that's not exactly proof against him.
I mean, I enjoyed the DS Eragon game enough to replay it multiple times. It wasn't a good game, or well-designed, I just have terrible taste.

You are engaging in extensive and precise mechanical commentary based purely on hearsay and simplifications.
Proof of this?

leaving them optional
So... Why are they on my "oh god I'm about to die" button? Things that are required to do so I have access to my "oh god I'm about to die" button are not optional unless I'm being really fucking cocky.
 
So... Why are they on my "oh god I'm about to die" button? Things that are required to do so I have access to my "oh god I'm about to die" button are not optional unless I'm being really fucking cocky.

Because SSE, isn't a "oh god I'm about to die" button.

You don't need perfects to live in 3E. That's the whole point of the reworked combat engine.
 
All you've done is demonstrate that you enjoy it, so that's not exactly proof against him.
I mean, I enjoyed the DS Eragon game enough to replay it multiple times. It wasn't a good game, or well-designed, I just have terrible taste.
I've actually made what I believe are arguments for good design in Ex3, but of course I imagine @Shyft believes his arguments are valid just as I do, so it's fair to say that we may both look right or wrong to any given observer.

It's my understanding that @Shyft has not actually read Ex3 from prior reading on this thread, but I freely admit that I can't be bothered to look up sources right now. If he wants to clear that up and tell me he's actually read the book I will happily retract and apologize.

It won't make his position look much better though, given how inaccurately he is portraying everything.


So... Why are they on my "oh god I'm about to die" button? Things that are required to do so I have access to my "oh god I'm about to die" button are not optional unless I'm being really fucking cocky.
Your first use of SSE doesn't have a clause, you're free to activate it at least once without impediment. Using it repeatedly requires a specific approach, as it is a very powerful defense. Also what @Broken25 said.
 
Because SSE, isn't a "oh god I'm about to die" button.

You don't need perfects to live in 3E. That's the whole point of the reworked combat engine.
Your first use of SSE doesn't have a clause, you're free to activate it at least once without impediment. Using it repeatedly requires a specific approach, as it is a very powerful defense. Also what @Broken25 said.
And you've both failed to understand what I mean. SSE is the (or at least a) thing you activate when you think something has a high chance of killing you.
It's what you activate when the "you don't need perfects to live" part of the combat engine has been passed and you're in the "try not to die" section.
(How did that happen? Well, maybe you bit off more than you can chew. Or maybe your ST misjudged the threat an enemy would pose and doesn't like fudging things. Or maybe you accidentally pissed off Dr. Murderblender and your ST isn't going to fudge things because you're being an idiot. It really doesn't matter how we got there, only that we are there.)
Why would you use a guaranteed dodge on something that won't either A) kill/almost kill you or B) make a major change in your stat so you can be killed shortly? That's... What it's for. It's the "oh, shit" button.

It's my understanding that @Shyft has not actually read Ex3 from prior reading on this thread, but I freely admit that I can't be bothered to look up sources right now. If he wants to clear that up and tell me he's actually read the book I will happily retract and apologize.

It won't make his position look much better though, given how inaccurately he is portraying everything.
TL;DR you have none.
In which case, please stop claiming it.

I've actually made what I believe are arguments for good design in Ex3, but of course I imagine @Shyft believes his arguments are valid just as I do, so it's fair to say that we may both look right or wrong to any given observer.
You've made arguments that demonstrate that you find the design decisions appealing. Your support for the reset conditions remains pretty questionable.
 
And you've both failed to understand what I mean. SSE is the (or at least a) thing you activate when you think something has a high chance of killing you.

Or not. Maybe you activate it right away to get a init advantage.

You've made arguments that demonstrate that you find the design decisions appealing. Your support for the reset conditions remains pretty questionable.

Why? SSE is clearly worth it even without reset conditions. Having them only makes it better.
 
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TL;DR you have none.
In which case, please stop claiming it.
Just to be clear, "Shyft hasn't read Ex3 and is talking out of his ass" is the charitable position here. I'm taking it as a deliberate favor to him, because we Internet-arguers all at one point or another start talking about shit we don't really grasp and it's simply human. If I start assuming that Shyft has actually read the books then I will be forced to address the fact that he is functionally illiterate since he spouts shit like "HGD turns a decisive attack into a withering attack" or that bullshit about how sorcerous motes work from way back.

You think you're defending him but you're actually not doing him any favors. Let him defend himself.
 
Why would you use a guaranteed dodge on something that won't either A) kill/almost kill you or B) make a major change in your stat so you can be killed shortly? That's... What it's for. It's the "oh, shit" button.
Because you have a decent amount of init in a duel and plan to launch a decisive attack next turn, and don't want your init to fall below their hardness? Because you just attacked and reset to base init, and the guy you crashed is about to init shift against you, which you want to deny him? Because you're sure you'll win next round and want to avoid a low init decisive attack anyway, to save yourself healing time? Because you have the dodge charm up that gives you init every turn you're not hit and don't want to lose your init drip by being hit, even if the damage would be fairly low?
There's a lot more reasons to use SEE than avoiding a lethal attack.
 
...If I start assuming that Shyft has actually read the books then I will be forced to address the fact that he is functionally illiterate since he spouts shit like "HGD turns a decisive attack into a withering attack" ...

To be fair, as much as I disagree with Shyft, too, if your only conception of withering attacks is 'deals damage to my initiative' then specifically this isn't actually completely unreasonable since it does basically turn damage to your health track into 'damage' to your initiative track.
 
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I mean, as much as I disagree with Shyft, too, if your only conception of withering attacks is 'deals damage to my initiative' then specifically this isn't actually completely unreasonable since it does basically turn damage to your health track into 'damage' to your initiative track.

Was just about to say this. It's not a bad shorthand IMO.
 
But an attack deflected by HGD doesn't give init back to the attacker, like a withering would, not to mention that the damage pools of whitering and decisives are vastly different.
 
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