To fix the problem of Endurance being a little underpowered compared to Physique, you could give it some of Willpower's role:
  1. The simple version would be, you can only spend willpower on combat charms Endurance times per scene.
  2. The bigger change would be making Endurance a separate resource entirely and changing combat and athletics charms to use it in place of willpower.

Nah.

If you want to go that route, just take a page from nWOD and turn Willpower in Endurance+Composture.
 
Look @Jon Chung your suggestion is terrible. Some people really like oWoD's wonderful wonderful world of Abilities. It had some real winners with amazing applicability. Like Stone Lore. Yes, it did exactly what you would think and nothing more.

I see your Stone Lore, and raise you Wood Lore and Helldiving.

Also: Spiritual Alertness, since Awareness already does that.
 
I'm a bleeding heart and "That would show the patriarchy..." has me weeping.

Anyway, Exalted.

I can't decide, is making my spooky Mara demon sorcerer Eclipse Solar more fun if they're a random kind of Southerner or should they be from Ysyr? What are your favorite places from the South, and what kinds of places have associations with Malfeas that could be idea fodder for a character?
 
By the way, what do you think of the Dreaming Sea in 3e @EarthScorpion?

Nothing about it has particularly garnered my interest.

More significantly, it's symptomatic of the 3E map design, where they want to change things up, but don't want to actually fix the major issues with the Exalted map with things like the legacy code of "the entire West".

Like, wow, I just want to re-emphasise the failure to fix the West. Kerisgame is running what should be a Western game of piracy, sea-mafia and dodging the Imperial navy. It's happening in the South, rather than the "true" West because the places where piracy actually happens have plenty of coastlines and notable islands - like the South China Sea and the Caribbean.
 
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Honestly I'm completely appalled at the utter lack of faux Norse in the north.

Not in the sterotypical Viking sense, but in the "these buggers are showing up everywhere and trading"

I'm just picturing the Realm's navy just getting utterly vexed at how these crazy northmen just constantly slip through their nets in these small open boats that cross massive amounts of water and make a killing in trade. More importantly in trade that isn't taxed.

[Which isn't to say several Houses aren't cutting deals for untaxed goods on the Blessed Isle, of course they are]
 
Nothing about it has particularly garnered my interest.

Well, that's better than abject hatred I guess. :V

More significantly, it's symptomatic of the 3E map design, where they want to change things up, but don't want to actually fix the major issues with the Exalted map with things like the legacy code of "the entire West".

I think that the Dreaming Sea is awesome personally, but I can see where you're coming from. I mean, the West has always had the problem of being "those islands" and REALM OPPRESSION (also doomfleet), and nothing else. In fact, taking a look at the Dreams of The First Age map, we can see that it is actually significantly better in this regard:

I mean, there are still huge straits of [NOTHINGNESS INTENSIFIES], but at least there is a large continent and some more islands where you can actually do stuff, and go to magical Australia and have adventures.

This is, by the way the map used for my Dragon-Blooded game, with the exception of having the Dreaming Sea in the Southeast. Because a huge sea left behind by a Wyld Incursion that is now teeming with mutated life and young empires rising to challenge the powers of the old nations is fucking awesome. And I also basically treat it like the Origin System from Warframe with Prasad as the Corpus who have a weird religion and operate though proxies, using their huge economic strengths to field hordes of lesser soldiers while supplementing those with individual heroes of awesome potency, while Volivat gets to be the Grineer, engineering soldiers birthed from the best attributes of ten men and one woman with their half-forgotten science and thaumaturgy. Meanwhile we have Ysyr leashing the might of the Wyld with their sorcerers to lead great hordes of ravenous creatures to war, in their goal to spread their empire, and thus basically being the Infested with more imperialism, while the ancient Hulks of Dis are returning to wage their ancient war agains the Old Realm that no longer exists. Thus we have Corpus, Grineer, Infested and the Sentients fighting over half-broken First Age Derelicts drifting through the depths of the Sea.

Like, wow, I just want to re-emphasise the failure to fix the West. Kerisgame is running what should be a Western game of piracy, sea-mafia and dodging the Imperial navy. It's happening in the South, rather than the "true" West because the places where piracy actually happens have plenty of coastlines and notable islands - like the South China Sea and the Caribbean.

To be entirely fair, this is also because An-Teng is awesome, not entirely because the West is shit.

Okay the West is also shit, but that's besides the point. :V
 
Honestly I'm completely appalled at the utter lack of faux Norse in the north.

Not in the sterotypical Viking sense, but in the "these buggers are showing up everywhere and trading"

I'm just picturing the Realm's navy just getting utterly vexed at how these crazy northmen just constantly slip through their nets in these small open boats that cross massive amounts of water and make a killing in trade. More importantly in trade that isn't taxed.

[Which isn't to say several Houses aren't cutting deals for untaxed goods on the Blessed Isle, of course they are]

...headcanon accepted.

Honestly, I like the shape of 3e's map more- coastlines aren't as regular, there's honestly a lot more random stuff on there that gives me ideas.

And yeah, the map of the West is still shit, but it doesn't make 2e's problems in that area worse.
 
You can walk on a blank-slate magical Australia, without using specialized magic.

Well, you could just walk through any of the other, gigantic continents.

(Honestly, i have no trouble with the west. Sure, it's useless as a setting for a pirate/marine story, but wharever. If i want such a thing, i can just use the inner sea. You know, the place that is actually crossed with trade routes from the satrapies to the Blessed Isle).

(Then again, i have redrawn the map more of less completely, so wharever strikes your fancy).
 
Does Creation really need another blank-slate russia-sized continent, tho?
Better question: Does Creation really need yet more empty sea in the West? What is the point of having a fifth of the map be dead weight relative to the others?

Honestly I would want to give Creation like, one big stretch of empty sea at the outer portion of the West, like how the East steadily becomes more and more forested, and then make that big stretch of sea full of stuff, and maybe amp up the Wyld presence in it in order to keep piling stuff in there. Like, take a bunch of the batshit gubbinz that sci-fi has going on in deep space and give it an aquatic coat of paint.
 
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Look, learning Melee lets you wield all the melee weapons in the world. Knife, check. Sword, check. Spear, check. Halberd, check. Glaive, check. Chain whip, check. Seven section staff, check. Meteor hammer, check. Dual-wielding flails made of dead rats, check. Monowire whip, check. Whatever you want. If you can use it to hit people, you can use it with Melee. Cloud Strife is using the same ability Grand Goremaul Guy is using, which is the same ability Knife Girl is using, which is the same ability Zatoichi is using, which is... etc, etc.

Anyone who's ever actually done martial arts knows this is total bullshit (I'm a kendoka, ask me to use a spear, ha ha ha), but we throw it in anyway because abilities are allowed to be ridiculously, insanely broad to facilitate gameplay and reduce finicky stat tracking.

I believe this argument has already been had before (it migrated to the martial arts thread, where you can easily find it), but I don't quite agree. In pretty much any authentic traditional weapon system dating back to a time in which it was used, the training was holistic in nature, covering multiple weapons, rather than being hyperspecialised in one.

Kendo is a terrible example to be using, because like Olympic sport fencing it's divorced from it's combat roots; if you actually look at traditional Kenjutsu systems, they tend to cover instruction in more than just the Katana. To take another example, many of the principles of Liechtenauer's longsword teachings overlap with the spear.

So as far as Melee covering skill with just about any close combat weapon... I'm not that put out by it myself. It's not quite as egregious as you seem to be implying.
 
Honestly I would want to give Creation like, one big stretch of empty sea at the outer portion of the West, like how the East steadily becomes more and more forested, and then make that big stretch of sea full of stuff, and maybe amp up the Wyld presence in it in order to keep piling stuff in there. Like, take a bunch of the batshit gubbinz that sci-fi has going on in deep space and give it an aquatic coat of paint.

Oh, i agree with that. That's basically how i use the West.

I just prefer it at this barely explored, mostly inaccesible far place than, you know, yet another continent full of undefined Realm satrapies.

I believe this argument has already been had before (it migrated to the martial arts thread, where you can easily find it), but you're not exactly right, here. In pretty much any authentic traditional weapon system dating back to a time in which it was used, the training was holistic in nature, covering multiple weapons, rather than being hyperspecialised in one.

Eighteen weapons, yo.
 
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I believe this argument has already been had before (it migrated to the martial arts thread, where you can easily find it), but I don't quite agree. In pretty much any authentic traditional weapon system dating back to a time in which it was used, the training was holistic in nature, covering multiple weapons, rather than being hyperspecialised in one.

Kendo is a terrible example to be using, because like Olympic sport fencing it's divorced from it's combat roots; if you actually look at traditional Kenjutsu systems, they tend to cover instruction in more than just the Katana. To take another example, many of the principles of Liechtenauer's longsword teachings overlap with the spear.

So as far as Melee covering skill with just about any close combat weapon... I'm not that put out by it myself. It's not quite as egregious as you seem to be implying.

No, it's a perfectly illustrative example because it is narrow. Yes, kendo just deals with the sword. I only learned the sword. I cannot use a spear, nor can I use nunchaku, and a kusari-gama is right out. This means they are separate skills, and a traditional warrior's curriculum teaches these separate skills. I am just learning one skill out of the set of skills that would otherwise be taught to some Sengoku samurai or whatever, he does this for his day job and I don't.

My point is, in Exalted this is not the case. If I learn how to use a sword by putting XP into Melee, I can use a spear, I can use nunchaku, I can use two kusari-gama at the same time, it doesn't matter what I pick up, my omni-skill carries the whole lot. If there exist such broad, all-encompassing omni-skills in the system, then, there should not exist narrow, limited singular skills such as my kendo, or Dodge. That would be dumb. All skills should be roughly equally broad - you are being charged the same amount of XP to get them.
 
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I just prefer it at this barely explored, mostly inaccesible far place than, you know, yet another continent full of undefined Realm satrapies.

Yes, but that's the thing.

The "we know of remote islands, barely explored, full of rich resources to exploit" bit of history lasted for not very long at all, historically speaking. Because the colonial powers then explored them and exploited them, giving little regard to the distance.

So to get this version of the West, you have to either say the Realm doesn't know about the West and so it's a totally safe Direction for Celestials because the Wyld Hunt isn't going to be there, or pin the present in Creation into a very narrow period of history (maybe 100 years), where the Realm has discovered the resource of the West and has started exploiting them, but hasn't gone full British Empire on this and started painting the small islands on the map pink - or scarlet, as it would be in this case. The Realm is a colonialist naval power with a religiously sanctioned justification for expansion. And history quite conclusively demonstrates that barely explored, mostly inaccessible places full of natural resources get naval imperialist powers flocking like vultures to plant the flag there.

Security by obscurity doesn't really work.

Hell, look at the Dutch in Indonesia. Fewer than ten years after a single ship returned making a 400% profit on its investment, they'd set up a permanent outpost in what would later become Jakarta. Fifty years later, they controlled the dominant trading centre in the region. Two hundred years later, they ruled Indonesia. And that's private companies doing it - they only nationalised the private companies who'd conquered Indonesia in 1800.

(This is yet another reason that the canon Guild is utterly laughable. No, merchant princes aren't "content" to stay merchant princes - they supplant local powers and rule them as fiefdoms as per the various East India companies. The canon Guild should be simply ruling vast regions of the map and the Realm should consider it a rival power to military conflict with, in precisely the same way that the various Western imperialist powers fought over their East Asian holdings.)
 
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