Jon Chung
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Do I? That's a good question! Are you actually interested in hearing an answer or are you just trying to get a soundbite?
It's all right, I'm going to assume the former.
If I wasn't actually interested I'd just make sarcastic comments and post ASCII image macros, so yeah, let's go with that.
So, here's how it works. "Viable, non-breaking and costed appropriately for Solars, Abyssals, Infernals, Lunars, Sidereals, Alchemicals, Dragon-Blooded, raksha, spirits and first circle demons" is not actually a binary - it's a spectrum. Things can be more or less viable, more or less non-breaking, more or less appropriately costed.
The further you are to the wrong side of the spectrum, the worse the product is on these specific factors. The closer you are to the right side of the spectrum, the more effort-intensive your product is.
But, uh, here's the thing. You get something out of this. There is an actual product which adds richness to the gameplay, provides player enjoyment and so on.
So, you strike the balance. You assess how much work you can expand, and you move the slider on the best spot you can get on that spectrum.
That does indeed mean that your product will not be entirely "viable, non-breaking and costed etc." Some stuff will be too expensive for a Solar, some stuff will be overpowered in the hands of a Dragon-Blood. This may have a negative impact on the game. You do in fact want your product to be as balanced for cross-splat compatibility as it can be given the effort you can allocate.
As long as the benefits surpass these drawbacks, the end product is fine. Some people will complain that if you have this one Charm interact with this other Charm it will cause an unbalanced interaction, but as long as enough people have an improved experience from it it's omelette and broken eggs.
Stuff you can do to move the slider closer to the right end of the spectrum:
1) Have Charms grant special benefits to the most powerful (or MA-focused) Exalted splats.
2) Restrict the full power of certain Charms to the least powerful (or least MA-focused) splats.
3) Don't give MA access to first circle demons as a general rule.
4) Restrict MA access to spirits of the right category or power.
Ex3 is doing at least the first two, I don't know about the others. Those are ways in which you can improve the unbalance inherent to cross-splat access to martial arts.
Y'know, I actually agree with you here that it is a spectrum, but I feel like you're not understanding my argument, which is fundamentally about developmental resource allocation.
Let's say we have a minimum threshold of mechanical quality on our spectrum which we must reach in order to satisfy players. Mine would be set higher on the spectrum than yours, but just to be fair and balanced, let's go with something as bare-minimum as "does not produce degenerate builds along the lines of the Twilight Essence Reactor, Joy in Adversity/Lightspeed Body Dynamics reactor, Cobra Style or Obsidian Shards of Infinity, etc, etc". I think we can agree that this is a fair product quality floor, so to speak.
Because this is an exception-based system in which degeneracy can come from interacting bits, every time we make a bit, we need to check whether or not our new bit fits into any combination of bits that now exist such that a degenerate build which fails our threshold check exists. This takes time/effort (and therefore money) to do, because in order to certify our products as meeting this minimal threshold of mechanical quality, testing work needs to be performed (by the writer/developer creating the product or some other QA guy, either in parallel to the development or in some sort of iterative process, it doesn't matter). The sticking point is that making the QA guy do ten times the necessary work per production unit (assuming work scales linearly, a very generous assumption) as he would otherwise have to do if there was no such thing as charmshare is, on face value, fucking stupid.
To use a work-related analogy, it's easier to develop software for iPhones compared to Androids because iPhones have less fragmentation - you need to do less testing, less accomodation of multiple different operating system variants. If we're designing a new smartphone ecology from scratch, we should probably ensure that OS updates work like iPhone and not like Android, so developers need to do less pointless bullshit and more actual product creation.
And honestly, I get not liking martial arts. If they do nothing for you then they represent a net loss to the game, from your point of view. The important thing is to keep in mind that the game is trying to reach a certain audience, and that audience has historically been highly receptive to martial arts as implemented, so... It's not bad design.
It's not that I don't like martial arts. I think they're cool too. I read a lot of Legend of the Condor Heroes back in school, dude. But look at this from my POV: the resource price tag on charmshare is ludicrously insane, and the things people like (wuxia stylin', aesthetics, etc) aren't necessarily tied to the thing which has the massive price tag (lol charmshare), so why are we paying for charmshare?
There must be a way to get the cool stuff about wuxia fiction into the game without paying this insane price, or lowering our quality threshold floor to the point where it is meaningless and we do no QA at all in order to lower that price, yes?
Unless you like charmshare because it's charmshare, for its own sake and independently of the martial arts fiction associations it's using, for some reason.
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