Keris is planning to deliberately lose control to her past life when her daughter is born to give the father visiting rights.

Compassion 4 is a hell of a drug.

Yasalka doesn't have any plans like that yet.

He is however planning the most elaborate wedding ceremony to grace the face of Creation.

He wants Ligier to sanctify the wedding since his Past Life was a great admirer of Ligier's art.

I think I'll start doing Yasalkagame. :V
 
.... Exalted Soap Opera: The Past Life-ing Reincarnationing

....

Proceed.

Yasalka is an asshat, but at least he's honest about his goals.

He wants marry Butterfly-sempai, his waifu but he is unsure of the exact way to approach it.

Also: He wants to be somewhat at her level, should she say no. :V

EDIT: Oh shit, now the internet gets to see my houserules.

Damn.
 
No. Why stop there. Go further.

Artifacts with evocations should be spirits. With their own powers. The entire point is that they are the magic of the weapon made manifest. Well, we know what happens when you get a magical Thing in charge of an object. It's called a God.

So if you want a daiklave with magical powers you should buy Artifact ** (Daiklave) and Ally ** (Spirit of my Daiklave)2. You want a stronger daiklave? Artifact ***** Ally *****

There, now Daiklaves are literally zanpakuto complete with spirits you have to supplicate and understand to unlock their full power.
In practice, that's not really what zanpakuto are. They're basically just "a magic weapon that has a base set of powers, and also a super-duper-ultra-mega set of powers that can be accessed with more effort."

Zangetsu had the personality of dry toast, and the closest we got to Ichigo having to negotiate with or supplicate the old man was him having a generic animu fight while playing Where's Waldo? With Swords!

Bleach
has a lot of great ideas, but it handles them with the grace of a drugged-out elephant trying to perform surgery.

Again, when I raised this idea a few posts back, I was invoking Noragami and Soul Eater, where the weapon-god equivalents are treated as actual people with their own desires, goals, and failings. Hell, Soul Eater even had Excalibur, one of the most powerful Weapons in the world - and also completely unusable, because it's so unspeakably arrogant and deranged that nobody can stand to deal with the fucking thing, because it forces any prospective wielder to listen to its Medieval beat poetry and critique the incomprehensible artworks it engraves on random surfaces. That's totally the former companion of a First Age Eclipse who was entirely too into Oramus' musical productions.
 
To be fair Zanpaktou had THREE levels of power. You are coloring them through Ichigo's experiences, and he didn't have the normal progression.

There are:
* The base set of powers that you get if you have a Zanpaktou. (You can cut through Hollows, you can can send the ghosts to the afterlife).
* There are the Shikai powers where you learn the Sword's name and awaken its sort of true form.
* And then, if you learn to materialise the spirit that lurks in the sword and can defeat them in a contest of their choosing (or just beat them up), you can awaken the pinnacle of the Zanpaktou and get Bankai.

That said, I do like the indication of Soul Eater, and Excalibur is a good example of a unbearable weapon you have to grit your teeth with but you keep because its so goddam powerful. Also, while I'm not sure it works for Exalted, I liked the 'feed the weapon 100
 
Again, when I raised this idea a few posts back, I was invoking Noragami and Soul Eater, where the weapon-god equivalents are treated as actual people with their own desires, goals, and failings. Hell, Soul Eater even had Excalibur, one of the most powerful Weapons in the world - and also completely unusable, because it's so unspeakably arrogant and deranged that nobody can stand to deal with the fucking thing, because it forces any prospective wielder to listen to its Medieval beat poetry and critique the incomprehensible artworks it engraves on random surfaces. That's totally the former companion of a First Age Eclipse who was entirely too into Oramus' musical productions.
Oh, man, having a Soul Eater-style artifact weapon would be fun.
 
Fundamentally, Evocations were a decent organizational idea that was mechanized badly. Like, objectively bad in context of other good design decisions that could have been made.

This isn't the same thing as how you experience or enjoy evocations in your games- that's a separate thing to assess, but at the end of the day, an Evocation is just a charm tree thematically connected to a physical object. You still spend XP on it, or some other in-game resource (which you will almost never have enough of, including Time), and it becomes a central point of weakness to your character. Sometimes this is desirable for concept reasons, but right now it's firmly 'inherent in the system'

Exalted has suffered from gear bloat/dependency for three editions now, and Evocation just make it worse despite having some fairly decent thematic grounding. @Aaron Peori 's Artifact + Ally concept is much more elegant than what we got with Evocations, for example.

But let's look at the pros/cons here:
  • Pro: Evocations have consistent, elegant formatting. Compared to artifact writeups in previous editions, Evocations are readable. They are not dense blocks of powers that you skim once, forget about, and then re-read sessions later and realize "oh shit I could've used that." This is good.
    The decision to format the powers of Artifacts as Charms, up to and including timing rules, was great.
  • Con: Expanding Evocations into the same format as Charms makes them 'bigger' in terms of pagecount.
  • Pro: Evocations create a thematic 'box' to design powers and concepts in: "What is THIS sword like in THIS person's hands?"
  • Con: Asking Players and Storytellers to homebrew whole charmtrees out the gate is asinine. I can do it because I've been writing Charms for years- so were Evocations written with the assumption that 1st and 2nd edition veterans would jump right in on the ground floor?
  • Pro: Related to the thematic box, Evocations are, dare I say it, Evocative. Their nature and presentation is inspirational, which is a good thing. However, all of the inspiration in the world does not actually make it a well-executed idea.
  • Con: Evocations to my understanding force players to split their already limited character advancement resources. It's not a question of allowing a player to eat their cake and have it too- but more that... I almost am under the impression here that 3e was designed with an eye towards shorter games or more characters*. A single character is much more narrow in scope, so you won't have people 'spreading out' into multiple areas of competency over the course of a game.
* I mention this because the 2e Solar game I run is just about to hit 2500xp, and... 3e hasn't been around long enough for people to really GET these long-term games?

At the core, Evocations exist to make Artifacts Special, Meaningful and Unique. The intent is fine, the execution fails.
 
Fundamentally, Evocations were a decent organizational idea that was mechanized badly. Like, objectively bad in context of other good design decisions that could have been made.

This isn't the same thing as how you experience or enjoy evocations in your games- that's a separate thing to assess, but at the end of the day, an Evocation is just a charm tree thematically connected to a physical object. You still spend XP on it, or some other in-game resource (which you will almost never have enough of, including Time), and it becomes a central point of weakness to your character. Sometimes this is desirable for concept reasons, but right now it's firmly 'inherent in the system'
I really wish you would stop declaring yourself the arbiter of what is "objective bad design" that you magnanimously allow others to enjoy as long as everyone agrees with you that it's still inherently bad.
  • Con: Evocations to my understanding force players to split their already limited character advancement resources. It's not a question of allowing a player to eat their cake and have it too- but more that... I almost am under the impression here that 3e was designed with an eye towards shorter games or more characters*. A single character is much more narrow in scope, so you won't have people 'spreading out' into multiple areas of competency over the course of a game.
.
This is false in my Ex3 experience. Most of my players have at least two areas of competence, and most picked up a new area during the game. Sivan initiated himself into Sorcery, Ein is set to learn a Martial Art Style, Song picked up War to train refugees...
 
I really wish you would stop declaring yourself the arbiter of what is "objective bad design" that you magnanimously allow others to enjoy as long as everyone agrees with you that it's still inherently bad.

Based on my posts, one would not assume it, but I actually really love Evocations, and I may have written somewhere around hundred Evocations in total.

I think they're inelegant design, but I also think they're fun inelegant design.
 
I really wish you would stop declaring yourself the arbiter of what is "objective bad design" that you magnanimously allow others to enjoy as long as everyone agrees with you that it's still inherently bad.

This is false in my Ex3 experience. Most of my players have at least two areas of competence, and most picked up a new area during the game. Sivan initiated himself into Sorcery, Ein is set to learn a Martial Art Style, Song picked up War to train refugees...

I am going to maintain my position that Ex3 is full of bad design decisions, because I want to maintain awareness of those elements in it's playerbase. I, quite frankly, want to starve 3e of support, because it will not improve so long as the current writers and managers maintain their control over it. I will continue to protest its design decisions, to be critical of them and assess them with an eye towards 'Could this have been done better'?

My caveat about 'enjoying the game' is simple: People enjoy things that aren't 'well done' all the time. We have B-movies and five-minute phone games, after all. I'm not here to assess what is and isn't fun. I'm here to tell everyone that in context of game design, 3rd edition remains a trainwreck.
 
I really wish you would stop declaring yourself the arbiter of what is "objective bad design" that you magnanimously allow others to enjoy as long as everyone agrees with you that it's still inherently bad.
You spend limited-use resources on a Charm which has a conditional of "so long as you have this external piece of kit equipped" within the same system as identical Charms with "as long as you have any relevant equipment" or "use this on a given Ability roll," and each one is costed exactly the same in terms of XP.

Talk shit all you like about how you might dislike his tone, but Shyft is not wrong that Evocations are terrible when placed against even the nearest equivalent Charm options. Especially in the context of the idea you are intended to homebrew these things and they have no ironclad limits than anyother Charm or Artifact has beyond "whatever the person making it wants it to do." A Melee Charm set against an Evocation which does the same thing is always the better Charm, because outside of the broader range of uses it can ALSO be used with other items Evocations. Which suggests the only reason to even have them at all is angle-shooting for ridiculous bonus-stacking effects, which no one is really all that fond of the things these do to the game math.

That's objectively bad, redundant design.
 
I am going to maintain my position that Ex3 is full of bad design decisions, because I want to maintain awareness of those elements in it's playerbase. I, quite frankly, want to starve 3e of support, because it will not improve so long as the current writers and managers maintain their control over it. I will continue to protest its design decisions, to be critical of them and assess them with an eye towards 'Could this have been done better'?

Well. You aren't really going to fullfill such an objective posting here. I mean, we are a small bunch of always-the-same-people here.

Preaching the message in the onyx path forums would be more effective for that.
 
You spend limited-use resources on a Charm which has a conditional of "so long as you have this external piece of kit equipped" within the same system as identical Charms with "as long as you have any relevant equipment" or "use this on a given Ability roll," and each one is costed exactly the same in terms of XP.

I mostly agree, but there is an important difference here, tho. You can buy Evocations with non-charm xp. (IE, the confusingly named Solar xp).
 
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I mostly agree, but there is an important difference here, tho. You can buy Evocations with non-charm xp. (IE, the confusingly named Solar xp).

While in practice that does help, it's still another questionable design decision/mechanic that further complicates matters.

Now that I think about it, what is the point of 'Solar XP'. Like, does the book explicitly or implicit express what it's for? I mean I know it has a set list of traits you can spend it on, but that doesn't directly inform its purpose.
 
I was eating a delicious slice of red pepper Lomo when I suddenly felt all the flavor drain out of my mouth

I looked down, and saw that my plate was now full of unseasoned tofu

In that moment I knew that someone had suggested "replacing (cool thing) with Spirit Charms."

Evocations shouldn't exist, unless you want:
a) every single GM who wants to make artifacts a charm writer, where charm balance is assessed by knowing the entire metagame and being able to judge what changes in said metagame when they write new charms and insert them into the metagame (good luck newbie GM, there are three times as many charms this time as in 2E).
b) group social dynamics problems when the GM isn't able to execute on point a) when requested to by players who loot kewl stuff off the corpses of their foes or from First Age/Shogunate ruins or whatever, as will inevitably occur.

A set of whitelisted, pre-designed workhorse stuff which has already had the testing work done for it and is understood to be present as a constraint on further charm development ("this is the list of common artifact functions, we must keep this in mind when developing new things, be very wary about adding to this list because it is a constraint on all future development to do so") is a much saner approach.

If there is a single thing that annoys me most about this, it is this insistence on offloading completely unnecessary work onto the GM.
 
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Now that I think about it, what is the point of 'Solar XP'. Like, does the book explicitly or implicit express what it's for? I mean I know it has a set list of traits you can spend it on, but that doesn't directly inform its purpose.

Solar xp can be spent in anything except (amusingly) Solar charms.

The things is (I think) to have xp that can't be spent in charms so that people actually improves their abilities instead of using it all in charms.

Also so that characters that specialize in non-combat things have a reservoir of xp to expend in combat charms. (IE, evocations and martial arts).
 
While in practice that does help, it's still another questionable design decision/mechanic that further complicates matters.

Now that I think about it, what is the point of 'Solar XP'. Like, does the book explicitly or implicit express what it's for? I mean I know it has a set list of traits you can spend it on, but that doesn't directly inform its purpose.
IIRC, the book doesn't either explicitly or implicitly state its purpose, but Solar XP is "use this to buy up all the non optimal (backgrounds, attributes, Martial Arts, Evocations) stuff while you spend your XP the optimal way (i.e. on Charms)"
 
I really wish you would stop declaring yourself the arbiter of what is "objective bad design" that you magnanimously allow others to enjoy as long as everyone agrees with you that it's still inherently bad.
Do you actually have a counter-point, or are you just complaining that he's making the point?
 
While in practice that does help, it's still another questionable design decision/mechanic that further complicates matters.

Now that I think about it, what is the point of 'Solar XP'. Like, does the book explicitly or implicit express what it's for? I mean I know it has a set list of traits you can spend it on, but that doesn't directly inform its purpose.

Ok, first, isn't inferring and explaining the purpose of a game mechanic from how it works, like, your entire shtick? :p

More seriously: the purpose is to fix the problem that Charms are really, really good, so people want to sink all their XP into Charms. It does this by giving you a pool of XP you can only spend on stuff-not-Charms, so you can buy up ability dots or whatever without feeling guilty.

Then they made the (IMO very dumb) decision to let you spend it on Martial Arts and Evocations, because those aren't Splat Charms. This means there's an ugly balance issue where MA-focused characters especially can buy their combat Charms with Solar XP and save their regular XP for their non-combat focuses - giving those characters more Charms overall. So to balance that they locked up MA behind an expensive merit (background)... yeah, it's a mess.

That said, being able to spend non-Charm XP on Evocations isn't as big of a problem as MA, because Evocations generally aren't good substitutes for core combat Charms.
 
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