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Sorry noob here, question : is their a limit on how many charms can a exalted can learn/create please explain in Game Mechanics and Lore wise
 
Sorry noob here, question : is their a limit on how many charms can a exalted can learn/create please explain in Game Mechanics and Lore wise

Nope. You can keep buying as long as you keep getting more xp.

Speaking as someone who gave the Neverborn distinct names, identities and world-bodies in his old Underworld write-up, I'm of the view that so much as naming the fuckers was a mistake which led down the slow slide of treating them as "Primordials, but even more METAL". They should be formless, shapeless echoes, disembodied memories that still groan with enough power to crack the salt soil of the Underworld as it erupts with the horrid extrusions of the Labyrinth.

Care to explain your thinking on this a bit more?

I'm not really seeing a chain of cause and effect going from naming the Neverborn to making them lame. And formless, shapeless echoes don't sound particularly interesting to me. But to be honest I haven't given much thought to the topic, and maybe I'm just missing the reasons for that approach.
 
Nope. You can keep buying as long as you keep getting more xp.



Care to explain your thinking on this a bit more?

I'm not really seeing a chain of cause and effect going from naming the Neverborn to making them lame. And formless, shapeless echoes don't sound particularly interesting to me. But to be honest I haven't given much thought to the topic, and maybe I'm just missing the reasons for that approach.

Basically the more you define something, the harder it is to preserve certain useful or entertaining qualities. A great deal of the late 2e criticism was born out of the desire to justify or reveal the innerworkings behind everything. However, injecting arbitrary mystery is not a solution either.

Basically, late 2e injected too much bad/fiddly information, and it created this expectation that everyone had to know everything in some form or another.
 
Sorry noob here, question : is their a limit on how many charms can a exalted can learn/create please explain in Game Mechanics and Lore wise
No upper-limit, which causes exactly the kind of problems you would have expect it would have when character-math and combat options are bounded only by XP-count. The in-setting justifications is that because Charms are learned techniques and skills, a talented Exalt with enough time to train is a well of unlimited potential power. In execution, this means that any NPC can have conceivably any relevant ability which fits their attitude, abilities and Exalt-type thematics, as broadly-powerful as their Essence can allow for.

Assuming an extremely permissive ST, or someone with all the time in the world to homebrew, its entirely possible to have an Exalt with no canon-Charms from the books whatsoever, for the entirety of the campaign they are part of.
 
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Nope. You can keep buying as long as you keep getting more xp.

No upper-limit, which causes exactly the kind of problems you would have expect it would have when character-math and combat options are bounded only by XP-count. The in-setting justifications is that because Charms are learned techniques and skills, a talented Exalt with enough time to train is a well of unlimited potential power. In execution, this means that any NPC can have conceivably any relevant ability which fits their attitude, abilities and Exalt-type thematics, as broadly-powerful as their Essence can allow for.

Assuming an extremely permissive ST, or someone with all the time in the world to homebrew, its entirely possible to have an Exalt with no canon-Charms from the books whatsoever, for the entirety of the campaign they are part of.
Thanks for the info, also is it possible for an Exalt to go beyond Essence 10 lore wise?
 
Shame, game mechanic and lore wise is it possible to increase personal and peripheral essence pool without limit?

The short answer is 'no'.

The longer answer is that in 2e there were charms you could take that gave you some extra peripheral motes, but you were capped by your Essence score. Given that you can create your own custom charms, you technically could create a version without that limit (or gets around it some other way), but if any ST actually lets you get away with that, they're asleep at the wheel.

In Ex3, no charms like that have been published, and it's probably territory better left unexplored for custom charms.
 
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The short answer is 'no'.

The longer answer is that in 2e there were charms you could take that gave you some extra peripheral motes, but you were capped by your Essence score. Given that you can create your own custom charms, you technically could create a version without that limit (or gets around it some other way), but if any ST actually lets you get away with that, they're asleep at the wheel.

In Ex3, no charms like that have been published, and it's probably territory better left unexplored for custom charms.
So it's possible with custom charm and what's an ST? thanks anyway
 
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ST = Storyteller; The guy who runs the game at your table (given that 'table' can include chat rooms and forum threads and such these days.).

ST stands for 'Storyteller', or the person who is running your game. Generally speaking, there is a difference between 'fandom Exalted' and 'At your Table' Exalted. Your Storyteller is going to be a big part of that.
Hehehe sorry total noob since I only learn about the exalted in fanfics and wiki, is there a book of this
 
Hehehe sorry total noob since I only learn about the exalted in fanfics and wiki, is there a book of this

The short answer is 'yes'.

As far as official releases go, Exalted is on its third edition as a game line, but Ex3 currently only has the core (and a minor charm supplement as a result of a kickstarter stretch goal). This, as you might imagine, implies two entire prior editions of game books. Quality varies wildly from book to book, and while there's a general consensus of the top few best and bottom few worst books, arguing where the rest of them fall is like 60% of the reason this thread is almost 1300 pages. :V
 
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Sorry if i'm asking too much question but what is this Manse?, what is the effect/benefit of a 5 dot Manse over a 1 dot Manse?, does having a higher Dot Manse affect the creation of this hearthstone?, and what is this hearthstone do?
 
Sorry if i'm asking too much question but what is this Manse?, what is the effect/benefit of a 5 dot Manse over a 1 dot Manse?, does having a higher Dot Manse affect the creation of this hearthstone?, and what is this hearthstone do?
A manse is a building or similar structure built atop a magical stretch of land to harness and cultivate its power into tangible things, the most obvious being the Hearthstone, which lies at the center of its innermost chamber. The potency of the manse on the 1-5 dot scale is rated by how much the manse can draw out of the land and local geomancy, in addition to how strong the latent magical effects of the manse and resulting hearthstone become.

By themselves, hearthstones are magical chunks of crystal or rock, which act as both a connection to the land via the manse as a medium (essentially "plugging" the wielder into the natural geomancy) increasing the regeneration of motes, and can also provide unique abilities and benefits themselves as strong as a low-end Charm while slotted into an artifact with room to store it. Other artifacts take the geomancy connection in place of the user, and instead feeding off it as "fuel" to support one or more of its functions.
 
Ah, right.

Nah, doesn't quite work for what I'm going for with this Quest, I think, but thanks anyways.

While I see that you have started running your Quest anyway, I've been idly thinking about other Exalted quest mechanics that I might try and use in the future.

The Emperor Protects uses @Omicron's Skill and Aspect system, for example, and bolts charms on as narrative effects on top of that. This gives the character a broad range of basic competency, an easily defined list of sub-areas that he is particularly experienced and good in, and a range of easily understandable supernatural powers to boot.

For any future quests - a reboot of Age of Bronze, or Dynast Quest, or possibly even Scarlet Regent Quest - I'm considering swapping out the Aspects for the Styles system that @EarthScorpion and @Aleph first popularized. That would keep the same overall theme of 'you get extra dice on a test where your personal skills and experience are of benefit', while also limiting the amount of bonuses you could stack on a single roll and adding a bit more of a well-defined theme to the character. It would also make advancing said character a lot easier to mechanize.

No idea about the specifics as of yet, but it's an interesting thought exercise.
 
The Emperor Protects uses @Omicron's Skill and Aspect system, for example, and bolts charms on as narrative effects on top of that. This gives the character a broad range of basic competency, an easily defined list of sub-areas that he is particularly experienced and good in, and a range of easily understandable supernatural powers to boot.
How's this been treating you so far, by the way? You've probably made more use of it than me at this point what with my "computer dies, spends two months without updating Quests" issues.
 
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A manse is a building or similar structure built atop a magical stretch of land to harness and cultivate its power into tangible things, the most obvious being the Hearthstone, which lies at the center of its innermost chamber. The potency of the manse on the 1-5 dot scale is rated by how much the manse can draw out of the land and local geomancy, in addition to how strong the latent magical effects of the manse and resulting hearthstone become.

By themselves, hearthstones are magical chunks of crystal or rock, which act as both a connection to the land via the manse as a medium (essentially "plugging" the wielder into the natural geomancy) increasing the regeneration of motes, and can also provide unique abilities and benefits themselves as strong as a low-end Charm while slotted into an artifact with room to store it. Other artifacts take the geomancy connection in place of the user, and instead feeding off it as "fuel" to support one or more of its functions.
Oh I see thanks
 
How's this been treating you so far, by the way? You've probably made more use of it than me at this point what with my "computer dies, spends two months without updating Quests" issues.

Pretty well! The main issue I've run into is deciding when to make a roll and when to handle things narratively.

Like, dueling a heretical Guardsman and dueling Abaddon the Despoiler seem like they should be distinguished by more than just 'what difficulty are you rolling against'. Currently the latter would involve several rolls, each resolving a 'stage' of the fight, whereas the former might require one successful roll for the PC to emerge victorious.
 
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I'm referring to the stuff you're saying in this post and your previous ones. Like, I mention stuff just being linked by a skin, and your response is "Where did I say that? All I'm saying is that the only thing linking them would be a broad, generic thing like death".

Name me one canon splat that's any different, one whose fundamental themes don't all derive from a similarly broad and generic theme. Solars are 'human excellence and failings writ large' and 'glorious golden god-kings', and maybe 'hybris before the fall' though that's really more a theme of the game in general; Sidereals have Fate and Subtle Manipulation, Dragonblooded get the Elements and Family/Organizations, TAW have Change and 'Fitting in everywhere, but never quite stop being an Outsider', Infernals get 'Second Chance after a failure' and 'Transcendence into Alien World-Gods', Alchemicals are Machinery (split further into a Mechanical Body, being 'a cog in the government machinery', and 'slowly losing their humanity in machine-like clarity'.
Then they mix several different intepretations of those major themes, along with some minor ones, to produce the resulting character with his individual themes, who if done well, will be a quite different beast from any other character of the same splat.
Sidereals can be anything from the beleaguered bureaucrat, to the roving monster-hunting troubleshooter, to the man behind the throne, the man with a thousand faces, and so on. I'm not seeing how that's any narrower a selection of character archetypes than what I want Abyssals to be able to pull off.

Or you focus down on an overly specific example, like the idea that apparently "having melee charms" is a character concept in your mind, and one that your were worried wouldn't be supported for unspecified reasons.

Of course it's not (and if there's anything that I'm most certainly not worried about, it's Abyssals not having the ability to kill stuff).

Rather, Charm selection depends entirely on the underlying character concept. On the flipside however, some of the more outlying character concepts kinda require the abilities and quirks granted by specific Charms to work properly. Hard to be Jason Voorhes (I think?) if you don't have any Dream Invasion charms, and the Mad Scientist works alot better if it's not just all changeable characterization, but instead has a permanent Madness charm to hang on to that states 'Because this character is crazy obsessed with Science!, he's also really god at it', that he's required to unlearn should he ever be cured of that obsession.

The fact that you want each abyssal to be largely unique in thematics...it's going to be a cluttered mess that's largely unapproachable, or leave quite a lot to the individual tables to homebrew. Not to mention the issues with having multiple players all wanting to play different versions of abyssal. They don't have to be the same, but at the moment your argument seems less about Abyssals as a type of exalted and more for Abyssals to be a generic name for a group of different types of exalted, like using celestials or creation exalted.

See above why each abyssal being largely unique in thematics is not something I feel should need to be commented on beyond saying 'Yes, and? Of course they are, same as for everyone else.'

The cluttered mess should not be, from what I can see, though I would appreciate an opinion from a more experienced homebrewer than me to back that up nonetheless. I mean, would you call the Infernal charmset a cluttered mess, consisting as it does of several completely unique trees with little resemblance to each other? Granted, my idea of Abyssals would have a lot more of those trees, but they'd be a lot shorter too, so that should even out.

Homebrew, of course, should not be necessary to use this Charmset. Unless you want to call homebrew 'pick one of several different given mechanical quirks for this charm, alternate ones can be bought for 4XP each with stacking allowed by repurchase of the parent charm, and then decide on the exact visual, such as if your AoE damage/concealment charm works with clouds of dust, shadow, or insects'.

Players all wanting to play different characters, uh, duh? See above again why I don't really feel why that's any different from what's already done. I mean, yes, it will require some coordination as the table hashes out how the different characters will interact, but not, I think, any more than you'd have with say, a Dawn, a Twilight, and a Night in the same party, assuming those actually are all proper characters with their own personal motivations and specialties instead of just being cardboard cutouts of their caste intended to be part of party and nothing else.
 
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Pretty well! The main issue I've run into is deciding when to make a roll and when to handle things narratively.

Like, dueling a heretical Guardsman and dueling Abaddon the Despoiler seem like they should be distinguished by more than just 'what difficulty are you rolling against'. Currently the latter would involve several rolls, each resolving a 'stage' of the fight, whereas the former might require one successful roll for the PC to emerge victorious.

I had a couple of ideas.

If you could apply temporary Aspects to a character to represent how they're approaching a climactic confrontation, I feel like that would add a bit to the discussion and tactics of an attack.

If a Chaos Lord decides to [Break them with boasts] and Amadeus [Strikes first and strikes fast], the lord is caught off guard and Amadeus gains an advantage.

Alternatively, if Amadeus decided to [Be wary of treachery], his army's morale might be damaged as Amadeus is slower to silence the enemy.

(For social stuff, I'd seriously suggest stealing things wholesale from the Burning Empires. It's good stuff.)

Other than that, maybe add some sort of gambling/entanglement aspect to represent how much they commit to the engagement. Maybe betting Excellencies or bonuses?

For example, Amadeus commits 3 Excellencies to dueling a Chaos Lord. 3 Excellencies represents a serious engagement with an opponent and retreat will be difficult, if not impossible. If he succeeds, he receives the effect of 3 Excellencies without spending anything himself, the sight of his triumph rejuvenating his followers and turning the tide of the battle. If he loses, he's down three Excellencies and is in deep, deep shit.

Also, wow this took a lot longer to type than I thought it would.

EDIT: @Maugan Ra, apparently, a giant chuck of my post got deleted. Sorry about this.
 
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