So are stunts a thing in setting, or is it just a game thing?

They are an out of game abstraction. Making them an in-setting things leads to incredibly stupid things.

For example: "I walk across the wood floor and speak to him" is a two die stunt. Nothing cool or interesting is required for a stunt, just a description and a nod to the local environment.

Now, imagine how would you determine this in setting?
 
They are an out of game abstraction. Making them an in-setting things leads to incredibly stupid things.

For example: "I walk across the wood floor and speak to him" is a two die stunt. Nothing cool or interesting is required for a stunt, just a description and a nod to the local environment.

Now, imagine how would you determine this in setting?
It's worth noting that while this is the literal reading of the 2e rules, it's clearly not their intent. It's just that the literal reading makes the game vastly more convenient to play and run by handing out Willpower like candy, so a lot of groups have adopted it as their rule.
 
It's worth noting that while this is the literal reading of the 2e rules, it's clearly not their intent. It's just that the literal reading makes the game vastly more convenient to play and run by handing out Willpower like candy, so a lot of groups have adopted it as their rule.

I don't believe it's "clearly" at all. By my reading, they're there to get people more invested than "I attack the bad guy", and thus "I duck under his blow, trying keep the higher ground, and cut at his throat" is therefore doing everything the system wants and is 2-dice worthy.
 
Stunts are there to get the rollplayer roleplaying and make for a better overall experience. They're a great design choice but treating them as something in universe is a bit silly.
 
I don't believe it's "clearly" at all. By my reading, they're there to get people more invested than "I attack the bad guy", and thus "I duck under his blow, trying keep the higher ground, and cut at his throat" is therefore doing everything the system wants and is 2-dice worthy.
Like, the 1-point stunt example from the corebook qualifies as a 2-point by the standards @Aaron Peori is advocating, and the example 2-point is an incredibly involved, well, stunt that is three sentences long.

A 1-die stunt is "a good description of an action, as adjudicated by the storyteller." "I walk across the wood floor and speak to him" isn't even a good description, it's the baseline level of even bothering to roleplay at all. It certainly shouldn't qualify for two dice and a point of Willpower, except insofar as the mechanical borkedness of 2e makes Willpower-as-candy desirable.

"Two-die stunts require that the character interact with the environment in some notable fashion, taking advantage of the scenery that the Storyteller has provided." 'A floor exists' isn't notable. It's not taking advantage of anything.

At least your suggestion involves giving the scene a sense of action and reaction, of kinetic choregraphy. That's... better.
 
So if they are a mechanical abstraction how would the various Yozi Excellencies be represented in setting? Some are pretty easy, Malfeas just regenerates motes faster, but others like Oramus' seem to run into some difficulty as he can just keep making more resources
 
So if they are a mechanical abstraction how would the various Yozi Excellencies be represented in setting? Some are pretty easy, Malfeas just regenerates motes faster, but others like Oramus' seem to run into some difficulty as he can just keep making more resources

Step 1: unless contested by another yozi/primordial or a circle (hfa definition) the Yozi suceeds in whatever action it attempted
Step 2: if contested by a circle or another yozi/primordial the victor is decided based on narrative arguments.

EDIT: whoops misread.
 
Last edited:
They are an out of game abstraction. Making them an in-setting things leads to incredibly stupid things.

For example: "I walk across the wood floor and speak to him" is a two die stunt. Nothing cool or interesting is required for a stunt, just a description and a nod to the local environment.

Now, imagine how would you determine this in setting?

By 2e rules (I'm too lazy to find where I put my copy of 1e) they're not really an abstraction. Stunts represent the "the capacity of epic heroes to be truly spectacular when they take risks and act like heroes." It's also worth noting that Stunts are a way to get extra dice in a pool, so you wouldn't be able to Stunt anyway.


Like, the 1-point stunt example from the corebook qualifies as a 2-point by the standards @Aaron Peori is advocating, and the example 2-point is an incredibly involved, well, stunt that is three sentences long.

I think Peori's standard is a little more strict than you claim, since the 1-die Stunt example from 2e doesn't involve the environment.

As an aside, a frequent criticism of the Stunt system in Exalted is that since you Stunt before you roll the dice, you might end up failing on an action you Stunted as succeeding, which is jarring and immersion-breaking. My usual response to that criticism is that all you have to do is not be an idiot and not describe yourself as succeeding before you know if you do. I think some apologies are in order, because not only does 2e use as examples Stunts where the character succeeds before the dice are rolled, it uses as examples Stunts where the enemies are killed in one blow before the dice are rolled.
 
So if they are a mechanical abstraction how would the various Yozi Excellencies be represented in setting? Some are pretty easy, Malfeas just regenerates motes faster, but others like Oramus' seem to run into some difficulty as he can just keep making more resources

The amusing thing about the way I set up the Oramus Mythos Exultant is that by using it, you are automatically stunting. By manipulating the scenery in that way, you are interacting with the environment - so when you leap up onto a grey withered tree that wasn't there before, you're stunting and thus you can use the OME.

More generally, the clue's in the name. It's their Mythos, imposing itself on the world around them and on themselves. SWLIHN has unshakeable purpose (so has plenty of WP to spare), Theion's Conviction is unmatched (so he always has Conviction channels), Adorjan kills with her proximity (so does damage to things around her).
 
By 2e rules (I'm too lazy to find where I put my copy of 1e) they're not really an abstraction. Stunts represent the "the capacity of epic heroes to be truly spectacular when they take risks and act like heroes." It's also worth noting that Stunts are a way to get extra dice in a pool, so you wouldn't be able to Stunt anyway.




I think Peori's standard is a little more strict than you claim, since the 1-die Stunt example from 2e doesn't involve the environment.

As an aside, a frequent criticism of the Stunt system in Exalted is that since you Stunt before you roll the dice, you might end up failing on an action you Stunted as succeeding, which is jarring and immersion-breaking. My usual response to that criticism is that all you have to do is not be an idiot and not describe yourself as succeeding before you know if you do. I think some apologies are in order, because not only does 2e use as examples Stunts where the character succeeds before the dice are rolled, it uses as examples Stunts where the enemies are killed in one blow before the dice are rolled.
I mean, the system works best if your group is already into roleplay and thus you roll first and then describe the stunt, but that's not something you can do with any collection of people.
 
I mean, the system works best if your group is already into roleplay and thus you roll first and then describe the stunt, but that's not something you can do with any collection of people.

No, that doesn't work. You need to know the size of the dice pool before you roll, and whether it's a 0, 1, 2, or 3-dice stunt is only something you know after describing it. Hence, Stunting the outcome leads to a strange situation where you can say you do something and then that doesn't happen.
 
No, that doesn't work. You need to know the size of the dice pool before you roll, and whether it's a 0, 1, 2, or 3-dice stunt is only something you know after describing it. Hence, Stunting the outcome leads to a strange situation where you can say you do something and then that doesn't happen.
It's a good faith principle. You call an X die stunt, we roll, you describe the outcome. If everyone is good about living up to what they're calling, complete with other people pitching in if needed, it works.

The group I ran was always super rules light, "wouldn't this be cool" heavy though so YMMV. Definitely something that only works if you're doing this as a collective storytelling experience as opposed to a more game focused style.
 
The amusing thing about the way I set up the Oramus Mythos Exultant is that by using it, you are automatically stunting. By manipulating the scenery in that way, you are interacting with the environment - so when you leap up onto a grey withered tree that wasn't there before, you're stunting and thus you can use the OME.

More generally, the clue's in the name. It's their Mythos, imposing itself on the world around them and on themselves. SWLIHN has unshakeable purpose (so has plenty of WP to spare), Theion's Conviction is unmatched (so he always has Conviction channels), Adorjan kills with her proximity (so does damage to things around her).
I understand that he's stunting as per the rules, that part I get. But no motes are spent. So in setting do people just think that Oramus can create stuff whenever he wants out of thin air? I guess the trouble I'm having is describing in character what stunting is, since it's just a mechanical abstraction created to encourage certain kinds of play. The current model I'm working with is describing every character as if they always have the benefits of the stunt, so if a PC fights an Ebon Infernal he knows that the Infernal simply makes things worse by his very presence. Others aren't as easy.
 
Like, the 1-point stunt example from the corebook qualifies as a 2-point by the standards @Aaron Peori is advocating, and the example 2-point is an incredibly involved, well, stunt that is three sentences long.
Worth noting that the 2e rules also explicitly note that the examples given are longer than actual stunts would or should be, since they have to set the scene as well. I have problems with the 3e stunt rules, but they are much better presented than 2e's, especially in how they handle examples.
 
Yeah, but can the Infernal exalted with that mythos do so

Look, that kind of reality-twisting is pretty much a hallmark of Infernal Charmsets. TED can turn items into another thing. SWLIHN has transmution stuff. In my Oramus write-up, things with an Oramus theme enter the world around him. He passively twists things to conform to his aesthetics and his view of the world.
 
Look, that kind of reality-twisting is pretty much a hallmark of Infernal Charmsets. TED can turn items into another thing. SWLIHN has transmution stuff. In my Oramus write-up, things with an Oramus theme enter the world around him. He passively twists things to conform to his aesthetics and his view of the world.
So it's less "I create whatever I need when I need it" and more "I'm constantly causing the world to twist and change, the stunt is just me taking active control of the process"?
 
*stares at pages of 70% complete homebrew that haven't made notable progress in months*

I'll trade ya work ethics. :V
Well, the Black Garda School is incomplete. It's missing: stats for Erkishal and pale nymphs, a write-up of the Night-Sky Peacock with stats, short blurbs for a sample student and the black outriders with stats, and a more developed exploration of their relationship with other powers to make them feel more grounded and interconnected in the setting.

But I write in bursts and when the moment's passed it's passed. Any homebrew I make is generally written in a few hours to a couple days, and at some point I either have it finished, dump it on a forum in a rough unfinished form, or never publish it at all. I very rarely work on anything for more than a week.
 
For someone who wants to get into Sidereals, what would y'all recommend I take a look at and which bits should I ignore?
 
Back
Top