The point is, insulting people is kind of the norm here too, and I'm not sure what example, if any, we're supposed to set re: civil interactions with other people.
Okay, just had the time to read through this. So, to use an example from Kerisgame as a test case...
Name: The Isle of Gulls
Size: 500 hectare island.
Features: Hidden harbour, Cult 2 (Riyaah MuHiitiyah), freshwater lake, light forest (food and water sources).
Traversal Difficulty: 0 / Open terrain (habitable island).
Access Points: 1: sargasso jungle (safe path).
Capacity: 4 (Resources to support a small village.)
Name: Sargasso Jungle
Size: 450 hectare sargasso field (300m wide ring that starts 100m out from the island shore - approx diameter 2.6km).
Features: Plentiful food (foraging Difficulty 1), sunk ships (Resources), environmental hazard (-2 external penalty to resist Sickness/Poison from the plants and animals), magical resilience (clearing attempts regrow within an hour, or Essence hours if Holy/fire-based). Sorcerous; can be cleared with Countermagic.
Traversal Difficulty: 5 / Extreme terrain (magically snarling seaweed).
Access Points: N/A, 1: Can be accessed from all sides, but only one safe path through, which is difficult to find and twists back and forth. A straighter and more obvious path exists, but this one terminates in a dead end in the middle of the jungle without space to turn a ship around.
Capacity: 3/2 (Only small ships can fit down the safe path.)
Hmm. My main points here would be how Traversal Difficulty works and Capacity of the island. The former disregards the terrain rules on pg 266 of core and doesn't seem to know whether it's a difficulty for rolled action or dramatic travel.
Capacity-wise, the rules work for the Sargasso Jungle - three ships can be in the safe channel at once, and they have to be pretty small - but for a static settlement like the island the "number of units that can be there" doesn't really make sense, and it seems like it would be easier to just have a single number.
Otherwise, pretty cool!
I've said this before, but "customization is paramount" is usually faulty unless it is customization of Options rather than Resources or Probability. Exalted stumbles pretty hard by making all three of those "customized" traits under the same overall impression of Advancement, when really those latter two are so fundamentally-critical to even playing the game properly you're almost required to spend every effort to max them early and exclusively at the cost of everything else, simply to compete at a reasonable level. The "freedom" given by an aggressively hands-off system like Exalted is usually a plethora of ways to make a character who can't do most of the things you want them too, especially when obscuring how hyper-specialization is needed to accomplish basic tasks.
A choice between an 85% or 50% or even lower chance to Do Anything Meaningful shouldn't be the kind of customization you are required to do, which is something a measure of enforced-consistency among characters (not necessarily Classes) would likely rectify fairly easily.
The "freedom" given by an aggressively hands-off system like Exalted is usually a plethora of ways to make a character who can't do most of the things you want them too, especially when obscuring how hyper-specialization is needed to accomplish basic tasks.
I've said this before, but "customization is paramount" is usually faulty unless it is customization of Options rather than Resources or Probability.
Exalted stumbles pretty hard by making all three of those "customized" traits under the same overall impression of Advancement, when really those latter two are so fundamentally-critical to even playing the game properly you're almost required to spend every effort to max them early and exclusively at the cost of everything else, simply to compete at a reasonable level.
Can you give an example of this? I think I get what you mean, but an example of something successfully doing this would be helpful.
Maybe my time playing too much Chronicles of Darkness has effected me on that. I honestly wouldn't shoot past 3 dots on a lot of things if I didn't have to for Charms.
So since any competent player is going to max out their primary dicepool in whatever their specialty so they can pull off the kind of stuff their epic hero is supposed to be able to pull off why bother making it a choice?
So since any competent player is going to max out their primary dicepool in whatever their specialty so they can pull off the kind of stuff their epic hero is supposed to be able to pull off why bother making it a choice? The only reason is to allow deliberately suboptimal play. Which, by the way, you can also do in class/level systems. Just declare that a player can purposefully lower their stats if they want to. Sure, you don't get anything for it, but you're playing deliberately suboptimal anyway so who cares?
But conversely, you do get something for it when you're building in a system with customization, because those points you might've spent concentrated in that one thing can be placed in other things as well
Wouldn't that be contingent upon your ST always calling for Presence whenever you make social rolls, rather than calling for a mixture of the two?
Excellencies don't help the situation, because your max is determined by your abilities/attributes. If you have a pool of 6 your max is a pool of 12. If you have a pool of 10 your max is 20. And having a higher base/max is really critical. Two dice can create a huge difference in probabilities. Which, given how excellencies work, mean each dot is a huge boost.There is a difference in the sense of agency between those two things, and that's sort of what I enjoy about making that choice.
As far as defense goes, it seems like doing stuff like picking Intimacies that help and making good use of Stunts/Willpower, or in the case of Solars, Excellencies to spruce up those things means that the problem of picking 2 versus 4 isn't nearly as big of a deal, which would theoretically mean that you could move those points around to other things.
Part of the issue is that charisma and manipulation still aren't really clearly defined. At least, not in a way that's not completely arbitrary. It's like law and chaos in 3.5 dnd.Wouldn't that be contingent upon your ST always calling for Presence whenever you make social rolls, rather than calling for a mixture of the two? Or a mixture of those two and Socialize?
There's a long standing assumption in the Exalted fandom that a good player can always bullshit their way into using their best ability to cover for related but different skill they're missing, often invoking the magic words "with a stunt." This is especially true with social traits. You don't need both Presence and Performance because you can always justify swapping one for the other, and you don't need both Manipulation and Charisma because they're just flavors of social action that you can swap by rephrasing your speech.Wouldn't that be contingent upon your ST always calling for Presence whenever you make social rolls, rather than calling for a mixture of the two? Or a mixture of those two and Socialize?
EDIT: And doesn't this just enter into the typical issue of Sail and Ride? If your ST doesn't incorporate those things into the campaign, then they're a waste of dots. If your ST is never thinking about having people use Performance for the situations where one might use it, then of course it's a waste of dots.
Not really, because you have influence over when you roll these things. If you have Presence 5, Performance 0, then you can focus your persuasive efforts on finding lynchpin individuals to talk to, and avoid situations that would call on Performance. Likewise, if you have Performance 5, Presence 0, you can focus your efforts on stirring up crowds and engaging with institutions, avoiding individuals. In either case, you'll get more out of it than being middling at both. Being half as good at both abilities is only a worthwhile trade when you have to use each one half the time, to say nothing of the possibility of being not good enough at either to do anything, or missing out on the rewards of extraordinary successes.Wouldn't that be contingent upon your ST always calling for Presence whenever you make social rolls, rather than calling for a mixture of the two? Or a mixture of those two and Socialize?
Not really, because you have influence over when you roll these things. If you have Presence 5, Performance 0, then you can focus your persuasive efforts on finding lynchpin individuals to talk to, and avoid situations that would call on Performance. Likewise, if you have Performance 5, Presence 0, you can focus your efforts on stirring up crowds and engaging with institutions, avoiding individuals.
It's not just an assumption, though - in my actual-play experience with a number of groups, this is pretty reliably true. You probably can't sweet-talk the GM into rolling Charisma + Melee to convert the crowd by the sheer magnificence of your daiklave, but choosing to cast an interaction as Presence vs. Performance really is a pretty trivial exchange, in my experience.There's a long standing assumption in the Exalted fandom that a good player can always bullshit their way into using their best ability to cover for related but different skill they're missing, often invoking the magic words "with a stunt." This is especially true with social traits. You don't need both Presence and Performance because you can always justify swapping one for the other, and you don't need both Manipulation and Charisma because they're just flavors of social action that you can swap by rephrasing your speech.
NPCs, because as you say, there is no metric established for creating or balancing encounters which says whether or not at any given moment your character will not be faced with a rotating cast of disposable mortals or a tag-team of Octavian and his Agata. But because the way games are played, typically as "all hands on deck" for dramatic scenes, any player who is capable of standing and fighting at all should still be able to contribute to either such fight, no matter what their level of combat investment might be. Unfortunately that's not usually the case, and any given Octavian will walk all over a character who is not fully prepared and equipped for the kind of fight he (or something like him) brings to the table.Is this about being competitive with other players or with NPCs?
This is the primary drawback to Storyteller because the method of resolution means that there is no inherent "fail forward" to its otherwise binary results. Dice are not interesting and having something Happen because you made an action Is interesting, but having a measurable result at all is usually only something which occurs when you have Passed the roll to begin with. Your ST can enforce it themselves, but in most situations where you do not have the Competence to complete a task successfully, it simply means you have done and contributed nothing.If Competence isn't interesting (which strikes me as mostly a matter of the genre you're working in, again see CofD) but Options are, doesn't it make sense that losing out on some measure of Competence for greater Options would be a thing players might enjoy?
The alternatives are: nobody does Stealth, and everybody does Stealth. Which, in my experience, neither the Stealth guy nor the non-Stealth guys want.One character has maxed Craft and nobody else does? Well, now he's playing a minigame nobody else contributes to. One character has maxed Stealth and nobody else does? Have fun playing an entire session of solo play so the Stealth monster can sneak somewhere while the other players twiddle their thumbs. The problem exists in all areas.