As I said in one of the posts above, I don't consider campaign design ("putting level 20 mobs into a level 20 dungeon") to be a case of houseruling nor fudging, though I already found out that Shyft does. And apparently you too.

This game has no such thing as character level. The only way to estimate threat level is by understanding what is threatening and what is not, which is information a new GM will very likely not have. Imagine you are populating a dungeon, but none of the provided mobs have CR ratings, hit dice or character levels. You see orcs and goblins, a bunch of numbers associated with the orcs and goblins and go "oh, okay, orcs and goblins, the source material has heroic adventurers cleave through them like a hot knife through butter, they can't be too bad, right?", and populate the dungeon with orcs and goblins. You run the game and the orcs and goblins promptly massacre your heroic adventurers. Whoops.

Also, do you think it is appropriate that the things which are threatening are in fact that threatening? Should a demigod warrior, a golden god-king, a divinely-empowered celestial weapon, be mostly helpless before a small mob of hostile bandits unless they have one specific Dodge Charm, to pick one random example? Do you really think it's not the fault of the system that this is the case, that it is the GM's responsibility to have to ensure that at no point in the campaign does the (not so) Invincible Sword Princess have to fight more than four targets at a time?

I would expect a GM running an unfamiliar system to start out with one orc, then maybe three, and then a half-dozen, after seeing that it's OK and that there are no scarily cumulative effects (with Coordinated Attacks, there are). The only 'landminey' thing in there would be the Clinch and the Fifth Orc rule, but both of those are things that a GM either doesn't know about, and thus presumably either doesn't even try to use (e.g. one would read about Clinches if one planned an encounter with grappling orcs; the 'no DV' is a glaring thing that isn't easy to miss when you plan your tactics around it) or doesn't know to apply at all (e.g. not making the attack Unexpected even with five orcs, because of not knowing that the Fifth Orc gets to ignore DV; again, if the GM knows that the rule exists, s/he is likely to immediately realize that 'no DV' is a scary thing for anyone without Resistance and a sufficient stash of motes).

Both the GM and the players don't know the system at all, then it makes sense to start out with a low-stakes low-threat encounter and build up from there, whether with a duo of hobbits or with sixpack of Aragorn-clones.

When your premise is shining demigods with anime battle auras who can parry falling meteors, you'd think one DB and a bunch of goons would be a low-stakes, low-threat encounter, right? Except, no. That dude is TPK material. Whoops.
 
Honestly though, if Aragorn let himself be surrounded by a dozen orcs, he deserves to be beaten up. Being heroic after all doesn't necesarily mean that you can beat lots of enemies (mooks or not) attacking you from a superior tactical position. It means that you have the expertise not to be surrounded in the first place.

Of course, 2E rules don't really adress that.
 
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Honestly though, if Aragorn let himself be surrounded by a dozen orcs, he deserves to be beaten up. Being heroic after all doesn't necesarily mean that you can beat lots of enemies (mooks or not) attacking you from a superior tactical position. It means that you have the expertise not to be surrounded in the first place.

uh

aragorn or legolas fighting when surrounded by a dozen orcs and winning happens quite a bit in the films
 
... okay, whatever, I seriously doubt most newbie STs will be that careful, but you are still blatantly refusing to address the fact that half a dozen orc mooks can kill Aragorn, and that it in fact takes concerted effort to stop them doing so. And requires them to explicitly use dumb tactics like lining up and taking turns fighting him and avoiding anything like clinches or attacking him all at once, which they do because... why? Sportsmanship? Honour among orcs? This is a fucking stupid state of affairs when you're meant to be playing a demigod, and highly likely to make the players feel disappointed and cheated of awesome because they're apparently being given cardboard cutouts to fight that just stand there and fall over when prodded.
More like pointing out that an Aragorn is not an Aragorn is not an Aragorn. Being an Exalt does not automagically confer huge combat benefits on its own - it takes Charms to do that. And, as I said, at least in 2.5e, having a mere Three Resistance Charms cuts down on the one-shots significantly. An Aragorn is someone who does have Combat Charms, among other things.
As to the why: coming up with a reason that makes sense in a given situation is one of the reasons why GMing is something that requires an imaginative human and can't be done by formula. Genre expectations are a thing, and if one wants to emulate the genre, one needs to somehow make the events conform to genre expectations. I don't think Exalted was ever written to be a reality-simulator, but apparently this is something its fans aren't quite willing to tolerate, given the reaction to Moran's advice on the matter.

This game has no such thing as character level. The only way to estimate threat level is by understanding what is threatening and what is not, which is information a new GM will very likely not have. Imagine you are populating a dungeon, but none of the provided mobs have CR ratings, hit dice or character levels. You see orcs and goblins, a bunch of numbers associated with the orcs and goblins and go "oh, okay, orcs and goblins, the source material has heroic adventurers cleave through them like a hot knife through butter, they can't be too bad, right?", and populate the dungeon with orcs and goblins. You run the game and the orcs and goblins promptly massacre your heroic adventurers. Whoops.
I used 'level' as a shorthand. The proper way to balance encounters is to look at the traits of both sides, think of the sorts of tactics they tend to employ, and estimate the results. E.g. anything that averages more dice of damage than the squeshiest PC has armour+hitboxes means that a one-shot becomes possible; at some other levels, they become likely; if a DV-bypass is likely to be involved, see how much damage it's likely and capable of doing; think whether such risks are appropriate or not (depending on how leathal the players want their game to be).
If you're so new to the system that you can't estimate such things, start small and escalate from there.

Also, do you think it is appropriate that the things which are threatening are in fact that threatening? Should a demigod warrior, a golden god-king, a divinely-empowered celestial weapon, be mostly helpless before a small mob of hostile bandits unless they have one specific Dodge Charm, to pick one random example? Do you really think it's not the fault of the system that this is the case, that it is the GM's responsibility to have to ensure that at no point in the campaign does the (not so) Invincible Sword Princess have to fight more than four targets at a time?
On one hand, the system is quite flawed. On another, when I reviewed all the combats we had in a campaign, I figured that RST wasn't the only way to deal with the threats. Upping Soak from Resistance, MA or Armour was also an option, as was Awareness.
The encounter with the grand killstick brute was scary, but it still looked like something where getting hit would've resulted in incapacitation, and death would be unlikely.
 
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Yeah, and it's stupid, like the scene of the battle of the black gate where they let the enemy surround them like idiots.

Being a supreme fighter shouldn't mean that you can get away with fighting badly. It should mean that you fight well.

okay, but, uh

when the talk is about characters being like aragorn

don't be surprised when people think about what aragorn does in the mass media which defines the common image of him

(or any of the other fantasy series which also feature a single hero mulching large numbers of inferior opponents and basically treating them as scenery)
 
Hey, myself and a guy of mine are going to be DM-ing an Exalted/Worm Quest with pre-Coil Lisa as a Night Caste Exalt. Since there are a lot of Worm/Exalt quests and fanfics, I would like to ask you guys: what elements do you think would help it to stand out from the other Exalted/Worm Crossover Quests?
 
The previous take on elementals were created from the original Five Great Elementals which were smashed apart during the Primordial War and thus all the wide and varied forms of them were essentially naturally-occurring spirits which sprang to life in concentrations of especially potent essence. Meaning they were fairly common creatures to stumble upon in the deep wilderness, usually as underlings or minions of various terrestrial gods without forcing the ST into the "harmless dumb animal or boss-monster" choice when figuring out local supernatural creatures of note. Many of them, like Flame Ducks and Need Fires, even had interesting hooks to bring them into player loyalties without summoning.

Hum. I mean, do we know this isn't still true? They didn't explicitly name Five Great Elementals or anything, but they also don't call them Primordials anymore, even if they still exist as a part of the setting. I remember reading awhile back that they wanted to avoid putting too much of an emphasis on the First Age--

Okay, I just went back and read the Elemental section, and yeah, it sounds like they're no longer shards of big great Elemental things. I suspect the reasoning is that naming everything from the First Age puts a lot of focus on the First Age, when the arena of play they want to focus on is the Age of Sorrows. I imagine that's why the Primordials don't get called Primordials and don't get detailed in the book, the Solar Deliberative, etc. etc.

I probably have different tastes, but I like the reasoning for Elementals in 3rd Edition. I don't see anything that prohibits them from being minions for a God in a given place for example, but I don't think they belabor the idea of them being inferior anymore.

DKs are up in the air in terms of Currently Exiting Anymore, but remain thematically replaced as the primary lizardy-feathery Mesoamerican types in the East, despite being a vastly more interesting setting feature than "we decided beastmen can have cities too." When this conflict was brought up the very first time those beastmen were mentioned, SLS the then-editor said "Whoops! I guess we'll fix that in post when we get around to it!" which never happened like most of Ex3's other editing misfires.

I guess that's a bummer. Maybe they didn't put as much emphasis on them because of the aforementioned First Age stuff? Or maybe it's just that they're not in the corebook? Rathess is on the map for example, and I think that's the city of the Dragon Kings, right? But it doesn't have a write up in the 3rd edition gazetteer. They seem like they'd appear in a supplement, if Onyx Path can still do that sort of smaller product. Maybe they might get a mention in the Realm, since it include descriptions of the Threshold?

And Volivat is just a gross place which doesn't sound fun or engaging at all, to make a character from or to visit. Its presented vague enough it can be read as either promoting some kind of icky test-tube eugenics project, or a society built entirely around making superhumans from ritual gangbangs. Even then either way, it spends an uncomfortable amount of time centering a culture adamantly-focused on birth and transfer of inherited power around the father, and leaving the mother, if any at all, entirely unmentioned even as a footnote. Which is like, weird on several levels and has a bunch of unpleasant implications I don't want to end up discussing with any typical Exalted group.

Huh. I just went and looked at the section for Volivat, and it doesn't seem to talk about ritual gangbangs or anything like that. This quote seems to be the only mention of anything directly related to sex, and I think it's referring to the seed in the abstract rather than describing some kind of circlejerk. "They create supermen in this fashion, with only the strongest, wisest, and most gifted men contributing their seed to the next generation." The Yennin sound like they're not gender-locked.

They don't seem to mention anything about mothers or inheritence or that, just that the Yennin seem empowered by whatever arcane formula the people of Volivat discovered to do this stuff.

Not to mention the only conflict hook given is plumbing the depths of the sewers for deformed and monstrous C.H.U.Ds to exterminate because they were Born Wrong and Bad, who are actually just malformed babies who were tossed out for not being optimal test results. Its just just a bad scene all around, and seems almost created explicitly as some kind of "freak the norms/Whizzard's Magical Realm" White Wolf nonsense in a way that would make me side-eye any ST looking to include it as part of Demigod High Adventures.[/QUOTE]

I don't think this made it into the final book. At least, I can't see anything about it in the 3 paragraph write up about Volivat. The write up seems mostly focused on the weird structure of the city and where it came from, then describes the Yennin as a strange product of the place in the last one.
 
when the talk is about characters being like Aragorn.

Don't be surprised when people think about what Aragorn does in the mass media which defines the common image of him.
(or any of the other fantasy series which also feature a single hero mulching large numbers of inferior opponents and basically treating them as scenery)

Fair, but note though, that such scenes rarely show the hero actually surrounded, with several enemies attacking at the same time etc. The tend to shown the hero dominating the battlefield, killing several enmies one-by one, and in those cases where the hero loses that control, he frecuently ends captured or possibly killed.

Boromir was, after all, defeated by a bunch of orcs.
 
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Hey, myself and a guy of mine are going to be DM-ing an Exalted/Worm Quest with pre-Coil Lisa as a Night Caste Exalt. Since there are a lot of Worm/Exalt quests and fanfics, I would like to ask you guys: what elements do you think would help it to stand out from the other Exalted/Worm Crossover Quests?

Well, the first thing I'd suggest you do is actually ask yourself why you're writing it. What kind of story are you trying to tell, what are its themes, what is the narrative arc and what is the over-arching message of the work? Without knowing such things, you're basically writing something because you want to write a Worm/Exalted story and that's unlikely to produce something distinctive or notable.

In addition, you have a particularly big problem. Such a story should be heavily character focussed - but Lisa, in particular, is basically an expository plot device. She is rather lacking in a personality that isn't "do what is needed for the plot to enable Taylor". Hence, trying to write such a necessarily character-focussed work - as that's exactly what most Exalt powers enable - without a clear idea of what her pre-shard personality was is going to be... challenging.

Were I to be cynical, however, I could say that things you could do to make it stand out from other Worm/Exalted crossover quests would involve the following:
  • Keep well away from the rails of canon as your character has no idea they exist and don't know how narratively important a given character should be.
  • Amy is not your waifu
  • Taylor is basically a non-entity who requires vast amounts of luck for the canon plotline to occur, so there's very little reason for her to be important.
  • Actually slap the players when they try to metagame
  • Etc etc
 
You can read the Volivat stuff as creepy and sexist I guess, but I connect it more with the stuff Stephenson writes about in Snow Crash with the Sumerians having their weird obsession with semen as "water of the heart" and such. Weird Sumerian stuff seems reasonably in-theme for Exalted.
 
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More like pointing out that an Aragorn is not an Aragorn is not an Aragorn. Being an Exalt does not automagically confer huge combat benefits on its own - it takes Charms to do that. And, as I said, at least in 2.5e, having a mere Three Resistance Charms cuts down on the one-shots significantly. An Aragorn is someone who does have Combat Charms, among other things.
As to the why: coming up with a reason that makes sense in a given situation is one of the reasons why GMing is something that requires an imaginative human and can't be done by formula. Genre expectations are a thing, and if one wants to emulate the genre, one needs to somehow make the events conform to genre expectations. I don't think Exalted was ever written to be a reality-simulator, but apparently this is something its fans aren't quite willing to tolerate, given the reaction to Moran's advice on the matter.

Blatant strawman. You keep doing that, why? Do you expect it to work?

Anyway. A reality-simulator is not needed or wanted, a system with internal setting consistency is enough to satisfy, and it can't even manage that. Like, for example, do you think writing charms that let you literally kick everyone in the world to death in one action was a good idea on RSB's part, there? Is the "assume the world has not been kicked to death and make something up as to why, despite what this power explicitly says" platitude really satisfactory? At that point, the reaction is not "ah, that's a less stress-inducing way to handle it", but instead "lol no, the developer fucked up".

I used 'level' as a shorthand. The proper way to balance encounters is to look at the traits of both sides, think of the sorts of tactics they tend to employ, and estimate the results. E.g. anything that averages more dice of damage than the squeshiest PC has armour+hitboxes means that a one-shot becomes possible; at some other levels, they become likely; if a DV-bypass is likely to be involved, see how much damage it's likely and capable of doing; think whether such risks are appropriate or not (depending on how leathal the players want their game to be). If you're so new to the system that you can't estimate such things, start small and escalate from there.

Good advice! Except, you know perfectly well the vast majority of groups are not going to do that, and will gleefully step on the landmines and have their game blown up. Ask around for anecdotes. This is why games should err on the side of having a lower number of landmines.

On one hand, the system is quite flawed. On another, when I reviewed all the combats we had in a campaign, I figured that RST wasn't the only way to deal with the threats. Upping Soak from Resistance, MA or Armour was also an option, as was Awareness.

We've already established your GM was softballing or you're lucky, yes.

The encounter with the grand killstick brute was scary, but it still looked like something where getting hit would've resulted in incapacitation, and death would be unlikely.

If you're incapacitated, you're Inactive, and next action you're dead, as you are not meaningfully able to prevent your death. Do you see some kind of difference between these two states, mechanically?
 
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You can read the Volivat stuff as creepy and sexist I guess, but I connect it more with the stuff Stephenson writes about in Snow Crash with the Sumerians having their weird obsession with semen as "water of the heart" and such. Weird Sumerian stuff seems reasonably in-theme for Exalted.
I read this paragraph, and then I look at mainstream Western adult video, particularly the phenomenon of the "money shot", and wonder:

How does connecting a setting element with a historical culture's supposed "weird obsession with semen" make it any less creepy and sexist?
 
Was more written about the Yennin than appears in the 3rd Edition corebook at some point? This discussion feels loaded with a lot more than the one paragraph about them suggests.
 
It being common in the world does not necessarily indicate that they'll be there to killstomp the PCs in a heroic fantasy campaign.
"Hey, so we've been fighting all these Immaculate mooks, right? I mean, we're anathema, they hate us, that whole deal."

"Yes, and?"

"Well, it's just... the fluff says they all use Five Dragon Style. Like, all of them, where possible. But we haven't fought any. What's up with that?"

"All the ones that knew Five Dragon Style were all on holiday whenever you showed up."

"On holiday wh-"

"Autochthonia. Now shut up."
 
Well, the first thing I'd suggest you do is actually ask yourself why you're writing it. What kind of story are you trying to tell, what are its themes, what is the narrative arc and what is the over-arching message of the work? Without knowing such things, you're basically writing something because you want to write a Worm/Exalted story and that's unlikely to produce something distinctive or notable.

In addition, you have a particularly big problem. Such a story should be heavily character focussed - but Lisa, in particular, is basically an expository plot device. She is rather lacking in a personality that isn't "do what is needed for the plot to enable Taylor". Hence, trying to write such a necessarily character-focussed work - as that's exactly what most Exalt powers enable - without a clear idea of what her pre-shard personality was is going to be... challenging.

Were I to be cynical, however, I could say that things you could do to make it stand out from other Worm/Exalted crossover quests would involve the following:
  • Keep well away from the rails of canon as your character has no idea they exist and don't know how narratively important a given character should be.
  • Amy is not your waifu
  • Taylor is basically a non-entity who requires vast amounts of luck for the canon plotline to occur, so there's very little reason for her to be important.
  • Actually slap the players when they try to metagame
  • Etc etc

I gotta disagree with you on Lisa's character. When I look at Lisa, I see a complex character with multiple facets to her personality that just happens to serve as an expository plot device. She has her own backstory and motivations that don't revolve around Taylor. I also said pre-Coil, not pre-Shard. The diverging point from canon Worm being that Lisa's exaltation allowing her to escape Coil's mercs. From there, the player can do what they want... hero, villain, rogue, etc. They don't even have to stay in Brockton Bay, if they try to find a way out.

So yeah, unless the readers deliberately choose to follow the rails of canon, it goes off rails. That said, there will be certain things that will happen as a natural result of previous events: if Taylor continues to be bullied, she will trigger with bug powers, or if Bakuda goes on a bombing spree, then Leivathan will hit Brockton Bay at around the same time as canon. The Undersiders might or might not be formed, depending on whether Coil decides to approach Grue, Bitch and Regent without using Tattletale as an intermediary. He might be able to get his hands on Grue since he can blackmail Brian using his sister.

As for themes to follow... that'll be a tricky one. Lisa's character development is going to go in a different direction than what is canon, considering she is probably not going to even meet Taylor.

I LOL'd at the "Amy is not your waifu" thing. People don't seem to remember that Panacea is kind of a grumpy jerk due to all the crap she's gone through. Do Worm quests actually go out of their way to make Amy their waifu?

Actually, do the sane thing and remove Amy althogether. She is a walking plot hole.

(Or at least, drastically nerf her powers, but really, it's better if she just dissapears).

Yeah no. As big a jerk Amy is, I cannot just make her not exist.
 
I read this paragraph, and then I look at mainstream Western adult video, particularly the phenomenon of the "money shot", and wonder:

How does connecting a setting element with a historical culture's supposed "weird obsession with semen" make it any less creepy and sexist?

Because Gilgamesh is a core reference for Exalted's notion of the mythic hero, as are all of the other creepy rapey historical myths about, for example, the Greek gods?

If you want a game that includes no references at all to things that offend modern sensibilities then, uh, sorry?

You can read the Volivat stuff as creepy and sexist I guess, but I connect it more with the stuff Stephenson writes about in Snow Crash with the Sumerians having their weird obsession with semen as "water of the heart" and such. Weird Sumerian stuff seems reasonably in-theme for Exalted.

A couple examples. I honestly don't know how much Stephenson innovated these to fit his novel, but they were what I immediately thought of after reading about Volivat:

"Yes. The most important Sumerian myths center on [Enki]. As I mentioned, he is associated with water. He fills the rivers, and the extensive Sumerian canal system, with his life-giving semen. He is said to have created the Tigris in a single epochal act of masturbation.

Stephenson, Neal (2003-08-26). Snow Crash (p. 255). Random House Publishing Group. Kindle Edition.

"Would you like to hear how Asherah made Enki sick?"

"Sure."

"How this story is translated depends on how it is interpreted. Some see it as a Fall from Paradise story. Some see it as a battle between male and female or water and earth. Some see it as a fertility allegory. This reading is based on the interpretation of Bendt Alster."

"Duly noted."

"To summarize: Enki and Ninhursag— who is Asherah, although in this story she also bears other epithets— live in a place called Dilmun. Dilmun is pure, clean and bright, there is no sickness, people do not grow old, predatory animals do not hunt.

"But there is no water. So Ninhursag pleads with Enki, who is a sort of water-god, to bring water to Dilmun. He does so by masturbating among the reeds of the ditches and letting flow his life-giving semen— the 'water of the heart,' as it is called. At the same time, he pronounces a nam-shub forbidding anyone to enter this area— he does not want anyone to come near his semen."

"Why not?"

"The myth does not say."

"Then," Hiro says, "he must have thought it was valuable, or dangerous, or both."

"Dilmun is now better than it was before. The fields produce abundant crops and so on."

"Excuse me, but how did Sumerian agriculture work? Did they use a lot of irrigation?"

"They were entirely dependent upon it."

"So Enki was responsible, according to this myth, for irrigating the fields with his 'water of the heart.' "

"Enki was the water-god, yes."

"Okay, go on."

"But Ninhursag— Asherah— violates his decree and takes Enki's semen and impregnates herself. After nine days of pregnancy she gives birth, painlessly, to a daughter, Ninmu. Ninmu walks on the riverbank. Enki sees her, becomes inflamed, goes across the river, and has sex with her."

"With his own daughter."

"Yes. She has another daughter nine days later, named Ninkurra, and the pattern is repeated."

"Enki has sex with Ninkurra, too?"

"Yes, and she has a daughter named Uttu. Now, by this time, Ninhursag has apparently recognized a pattern in Enki's behavior, and so she advises Uttu to stay in her house, predicting that Enki will then approach her bearing gifts, and try to seduce her."

"Does he?"

"Enki once again fills the ditches with the 'water of the heart,' which makes things grow. The gardener re-joices and embraces Enki."

"Who's the gardener?"

"Just some character in the story," the Librarian says. "He provides Enki with grapes and other gifts. Enki disguises himself as the gardener and goes to Uttu and seduces her. But this time, Ninhursag manages to obtain a sample of Enki's semen from Uttu's thighs."

"My God. Talk about your mother-in-law from hell."

"Ninhursag spreads the semen on the ground, and it causes eight plants to sprout up."

"Does Enki have sex with the plants, then?"

"No, he eats them— in some sense, he learns their secrets by doing so."

"So here we have our Adam and Eve motif."

"Ninhursag curses Enki, saying 'Until thou art dead, I shall not look upon thee with the "eye of life." Then she disappears, and Enki becomes very ill. Eight of his organs become sick, one for each of the plants. Finally, Ninhursag is persuaded to come back. She gives birth to eight deities, one for each part of Enki's body that is sick, and Enki is healed. These deities are the pantheon of Dilmun; i.e., this act breaks the cycle of incest and creates a new race of male and female gods that can reproduce normally."

Stephenson, Neal (2003-08-26). Snow Crash (pp. 252-254). Random House Publishing Group. Kindle Edition.

This is all weird but also interesting and I think it's reasonable to pick one location that is out in the far corners of the world, in a region that is supposed to have some of the most weirdness to it including artefacts of civilizations that predate even the First Age, and let that place be inspired partially by it.
 
Yeah no. As big a jerk Amy is, I cannot just make her not exist.

I could argue at lenght about why Amy is a cancer for a quest, but really, this isn't the place.

Instead, i suggest that you read this:

Worldbuilding - Rebuilding Worm for RPs and Quests

How does connecting a setting element with a historical culture's supposed "weird obsession with semen" make it any less creepy and sexist?

This is a bronze age setting, man. Of course it's filled with sexist stuff.
 
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Blatant strawman. You keep doing that, why? Do you expect it to work?

Anyway. A reality-simulator is not needed or wanted, a system with internal setting consistency is enough to satisfy, and it can't even manage that. Like, for example, do you think writing charms that let you literally kick everyone in the world to death in one action was a good idea on RSB's part, there? Is the "assume the world has not been kicked to death and make something up as to why, despite what this power explicitly says" platitude really satisfactory? At that point, the reaction is not "ah, that's a less stress-inducing way to handle it", but instead "lol no, the developer fucked up".
System-breaking combos will exist in any sufficiently complex system. Of course ideally an author should try to avoid it. But there are diminishing returns to such efforts, and at some point one has to balance between adding more Fun Stuff to a game and making sure it's Not As Breakable.
Any sufficiently complex setting will be inconsistent and incomplete in some points. At some point the GM will have to improvise an addition or explanation to the incompleteness and/or contradiction.

Good advice! Except, you know perfectly well the vast majority of groups are not going to do that, and will gleefully step on the landmines and have their game blown up. Ask around for anecdotes. This is why games should err on the side of having a lower number of landmines.
I guess I'm dealing with different sorts of groups/GMs than you do.
Having fewer landmines is of course still a good thing. But IME the landmines are not as bad in actual play as on paper, despite a GM who was new to Exalted and had little experience with the game-mechanical side of WW games in general. But apparently following the good advice and being careful is called softballing.



If you're incapacitated, you're Inactive, and next action you're dead, as you are not meaningfully able to prevent your death. Do you see some kind of difference between these two states, mechanically?
At the point of incapacitation, it's tactically more appropriate to focus on those Circlemates who still present a threat (assuming one is Incapacitated and not Dying; the Dying rules in Exalted kinda add nothing meaningful given how they work).
Also, as pointed out some time before: Death Is Boring. A good GM will have some sort of idea for replacing a TPK with a TPCapture, letting the adventure continue; it's actually somewhat traditional for heroic fantasy.
 
System-breaking combos will exist in any sufficiently complex system. Of course ideally an author should try to avoid it. But there are diminishing returns to such efforts, and at some point one has to balance between adding more Fun Stuff to a game and making sure it's Not As Breakable.
Any sufficiently complex setting will be inconsistent and incomplete in some points. At some point the GM will have to improvise an addition or explanation to the incompleteness and/or contradiction.

This is not a system breaking combo. This is a Charm, as written, saying "You may hit everything you can see, twice". In a setting which has a flat world, a setting which has has Awareness Charms, and has a giant mountain in the middle serving as a wonderfully all-encompassing vantage point.

Do you think the existence of this thing, for example, is justified purely because the author said "uh if the setting doesn't hold together, assume it does and make up a justification"? Note how this excuse has infinite applicability, if you take it to the limit.

I guess I'm dealing with different sorts of groups/GMs than you do.

Browse rpg.net's complaint threads, laugh.

Having fewer landmines is of course still a good thing. But IME the landmines are not as bad in actual play as on paper, despite a GM who was new to Exalted and had little experience with the game-mechanical side of WW games in general. But apparently following the good advice and being careful is called softballing.

Yes, because you faced nothing meaningfully threatening and did not die despite how terrible your build was and how suboptimal your combat strategy was. Kudos to your GM, because he successfully prevented TPK despite how easy it is to TPK in Exalted 2 for an inexperienced GM. The entire point of this is that he should not have to do that.

At the point of incapacitation, it's tactically more appropriate to focus on those Circlemates who still present a threat (assuming one is Incapacitated and not Dying; the Dying rules in Exalted kinda add nothing meaningful given how they work).

It takes one action in a flurry to permanently kill a downed/incapacitated opponent, which you can flurry with a dash for closing distance to your next opponent. It is tactically wise to confirm your kills, so that you do not get surprised by enemies that are playing dead, and you can ensure that an apparently-dead opponent is not dragged off the battlefield after you have left only to be patched back together to fight again next time, except with a bigger grudge and probably more combat charms.

Also, as pointed out some time before: Death Is Boring. A good GM will have some sort of idea for replacing a TPK with a TPCapture, letting the adventure continue; it's actually somewhat traditional for heroic fantasy.

Remember that you are a demonic Anathema who must be exterminated to prevent the world from ending.
 
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