Interesting random idea. A Charm that allows you to substitute your knowledge in one area to train someone in another.

As in, all of those Martial Arts movie sequences where the apprentice sweeps the floor or does some extraneous bullshit. Except you don't even have to be good at fighting to teach them it.

You teach someone to paint, and somehow this also allows them to learn lessons of the careful work of the blade, or etc, etc.

It sounds silly, but kinda amusing. I mean, it'd mostly be just an alternate way to do a training sorta charm.

Teach someone sword-fighting by telling them about the body, teach them to make art by honing their instincts and athletic prowess, that kinda nonsense.
 
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A lot of this training mythos was why Sidereals approached problems with 'make an entirely new Martial Art' as a solution- which to be fair I actually thought was pretty cool, except the game doesn't do a really good job of mechanizing it or teaching players to function at that time scale. Plus the problem/challenge of requiring a player to make an entire TMA or CMA every time they want to do it.

To extend- a Sidereal's training magic should be about koans and parables and riddles. Or by doing unrelated tasks like meditation or sweeping. The idea of a Martial Art though is largely their answer to charms like Taboo-Inflicting Diatribe. It's their long-term/mass scale social modification strategy, by seeding populations with cultural landmarks that propagate forward in time.

Something I sort of glossed over in my previous post that I wanted to restate now that I'm awake- is that teachers should have a clear mechanic. I can't speak for 3e, but in 2e, if you lacked a teacher or equivalent, all the listed training times doubled. So the game was even slower- and this was presented almost as a 'gotcha' in the rules text. (The times should've been w/o teachers and then halved with teachers).

That's... Not really a very engaging mechanic. It's a checkbox on what could be (not should), a fun NPC, a character flourish, and so on.
 
Dragonblooded teachers and teaching magic is largely rooted in the idea of making more Dragonblooded. Depending on how you want to approach their charmset, this could be either a statement of their timeless 'soldier' spread, or their more modern 'decadent noble' spread. (Ideally the same charm can do both, so you see how it worked a either extreme).
I don't really think this is a useful heuristic tool for reaching a conclusion with regards to the capabilities and limits of Dragon-Blooded, in the same way that "human skill" leads to absurdities in the extreme when taken alone for Solars. Dragon-Blooded have a pretty solid meta-theme of institutional knowledge present throughout their Charms in both First and Second Edition, and the First Edition core refers to them both as 'footsoldiers of the Celestial Exalted' as well as 'knights and servants'. Ludohistorically, you only really begin to see the soldier theme in late First Edition and Second Edition.

I instead suggest that what Dragon-Blooded teach should fundamentally be based on institutions, Foucault's power-knowledge, discipline and punishment etc. Dragon-Blooded carry on their institutions and spread their knowledge, but it's the Solars who get stuff like setting up grand education programmes in the first place. You won't see a Dragon-Blooded turn a chosen elite into masterful scholar-bureaucrats, but you will see a Sworn Brotherhood cooperate to bring the educations of hundreds into line with the newest Five Years Plan and rectify school bureaucracies. They're not very good at setting up the programmes themselves - not much better than any other mortal with a bit of magical help - but they're very good at executing and institutionalizing.
 
I don't really think this is a useful heuristic tool for reaching a conclusion with regards to the capabilities and limits of Dragon-Blooded, in the same way that "human skill" leads to absurdities in the extreme when taken alone for Solars. Dragon-Blooded have a pretty solid meta-theme of institutional knowledge present throughout their Charms in both First and Second Edition, and the First Edition core refers to them both as 'footsoldiers of the Celestial Exalted' as well as 'knights and servants'. Ludohistorically, you only really begin to see the soldier theme in late First Edition and Second Edition.

I instead suggest that what Dragon-Blooded teach should fundamentally be based on institutions, Foucault's power-knowledge, discipline and punishment etc. Dragon-Blooded carry on their institutions and spread their knowledge, but it's the Solars who get stuff like setting up grand education programmes in the first place. You won't see a Dragon-Blooded turn a chosen elite into masterful scholar-bureaucrats, but you will see a Sworn Brotherhood cooperate to bring the educations of hundreds into line with the newest Five Years Plan and rectify school bureaucracies. They're not very good at setting up the programmes themselves - not much better than any other mortal with a bit of magical help - but they're very good at executing and institutionalizing.

Which should all tie nicely together into a pattern where Sids are the people who subtly givep people / exalts the sparks that start learning, Solars are the ones who take that spark, blow on it and take whatever lesson they have to learn or give and make it into a way of revolutionising the discipline in question / some other great leap in knowledge, and the DBs are the ones who take that from the solars and build it up to last through the ages.

And then the solars all went mad, the DBs killed them, jump forward quite some time and here we are in game setting proper :V

Meanwhile the lunars are still mostly just fucked off somewhere and will still give you the teaching equivalent of some really fucked up drug blend- it'll be a hell of an experience, you won't be the same as you were before you had it, but it's a way that'll teach the student exactly what the specific individual thing they'd came to learn about was, and in a way that's specific to the student.
 
I don't really think this is a useful heuristic tool for reaching a conclusion with regards to the capabilities and limits of Dragon-Blooded, in the same way that "human skill" leads to absurdities in the extreme when taken alone for Solars. Dragon-Blooded have a pretty solid meta-theme of institutional knowledge present throughout their Charms in both First and Second Edition, and the First Edition core refers to them both as 'footsoldiers of the Celestial Exalted' as well as 'knights and servants'. Ludohistorically, you only really begin to see the soldier theme in late First Edition and Second Edition.

I instead suggest that what Dragon-Blooded teach should fundamentally be based on institutions, Foucault's power-knowledge, discipline and punishment etc. Dragon-Blooded carry on their institutions and spread their knowledge, but it's the Solars who get stuff like setting up grand education programmes in the first place. You won't see a Dragon-Blooded turn a chosen elite into masterful scholar-bureaucrats, but you will see a Sworn Brotherhood cooperate to bring the educations of hundreds into line with the newest Five Years Plan and rectify school bureaucracies. They're not very good at setting up the programmes themselves - not much better than any other mortal with a bit of magical help - but they're very good at executing and institutionalizing.

That's a good angle- one I hadn't immediately considered, but I stand by my thought that DBs should enable more DBs. Like, rapidly getting an outcaste/lost egg up to speed in dynastic politics/culture. Meiji-era reformation and as you say, five year plans.

Like, hypothetically, a group of DBs should be able to- via training magic as well as social and bureaucracy rules, micro-realms (satrapies) in service to their larger goals. Of course,a proper charm should be open-ended enough to allow players to put their own spin on things.
 
That's a good angle- one I hadn't immediately considered, but I stand by my thought that DBs should enable more DBs. Like, rapidly getting an outcaste/lost egg up to speed in dynastic politics/culture. Meiji-era reformation and as you say, five year plans.
How about training charms which take advantage of an Exalt's higher learning speed, which are much more likely to be used on Dragonblooded than on Celestials?
 
I'm not going to lie. It's kinda hard to get very interested in mechanics based around training time cause Training Time always felt like a fun tax.
 
I'm not going to lie. It's kinda hard to get very interested in mechanics based around training time cause Training Time always felt like a fun tax.
Many things about power growth in Exalted are speed bumps on fun. Training times make it so that you can't do mid-adventure power ups, child heroes are mechanically unviable (although that's scroll of heroes so who cares), and essence caps based off of age could easily be replaced by "Storyteller discretion". It feels like a lot of stuff got put in specifically to keep players from higher level play for as long as possible. Grand scale campaigns over hundreds of years are great things but they shouldn't be the only option for really big stuff.
 
I'm not going to lie. It's kinda hard to get very interested in mechanics based around training time cause Training Time always felt like a fun tax.

Many things about power growth in Exalted are speed bumps on fun. Training times make it so that you can't do mid-adventure power ups, child heroes are mechanically unviable (although that's scroll of heroes so who cares), and essence caps based off of age could easily be replaced by "Storyteller discretion". It feels like a lot of stuff got put in specifically to keep players from higher level play for as long as possible. Grand scale campaigns over hundreds of years are great things but they shouldn't be the only option for really big stuff.

Fun taxes like that are common in Exalted's design space- and I'm not at all happy with them either. But they also exist as genre convention enforcement. Now personally, i hate mid-adventure powerups, because I've generally ST'd more than played, and I was often frustrated by a player picking up The Exact Solution to a problem right then and there.

At the same time, relaxing on these restrictions pushes Exalted to a less thoughtful, 'beer and pretzels' kind of culture, which I think is a mistake. Everything happens at arbitrary speed of plot, instead of as an emergent consequence of the game mechanics in play. And, speaking for myself, I cannot optimize an ST's arbitrary impression of how things work.

I can however, buy charms and spells to travel faster, train more quickly, and so on.
 
Many things about power growth in Exalted are speed bumps on fun. Training times make it so that you can't do mid-adventure power ups, child heroes are mechanically unviable (although that's scroll of heroes so who cares), and essence caps based off of age could easily be replaced by "Storyteller discretion". It feels like a lot of stuff got put in specifically to keep players from higher level play for as long as possible. Grand scale campaigns over hundreds of years are great things but they shouldn't be the only option for really big stuff.
Bluntly, I suspect it was for the sake of the ST. Exalts need limits on rapid growth, badly, to keep the curve even slightly manageable.
 
edited to add - this should be an innate skill all sidereals get, not locked behind a charm
Something like this then?

Hidden Wisdom of Heaven

Sidereals make for strange yet astonishingly effective teachers. Manipulating the threads of Fate the Sidereal teacher ties together a lesson and a teaching. They may teach a student sweeping swordsmanship with the sweeping of a broom, the agility of a swallow with the pouring of wine, the motions of martial arts with the waxing of a floor, and the grace of a royal concubine through the care of a bonsai. Their training will often seem totally unrelated to what they are teaching until the student puts what they were taught into practice and is enlightened to the true meaning behind their lessons. Couching their students training in riddle and metaphor the Sidereal may act as a teacher for up to [Sidereal's Essence] dots in any attribute or ability, even attributes and abilities the Sidereal do not have at that level.

That baseline ability could then be expanded on by charms which increase the speed of training, number of people who it can train, and establish the Sidereals training method as one that can be passed down by students. Probably a Bureaucracy tree of some kind.

Bluntly, I suspect it was for the sake of the ST. Exalts need limits on rapid growth, badly, to keep the curve even slightly manageable.
Makes sense, this is very much a player side complaint.
 
Something like this then?

Hidden Wisdom of Heaven

Sidereals make for strange yet astonishingly effective teachers. Manipulating the threads of Fate the Sidereal teacher ties together a lesson and a teaching. They may teach a student sweeping swordsmanship with the sweeping of a broom, the agility of a swallow with the pouring of wine, the motions of martial arts with the waxing of a floor, and the grace of a royal concubine through the care of a bonsai. Their training will often seem totally unrelated to what they are teaching until the student puts what they were taught into practice and is enlightened to the true meaning behind their lessons. Couching their students training in riddle and metaphor the Sidereal may act as a teacher for up to [Sidereal's Essence] dots in any attribute or ability, even attributes and abilities the Sidereal do not have at that level.

That baseline ability could then be expanded on by charms which increase the speed of training, number of people who it can train, and establish the Sidereals training method as one that can be passed down by students. Probably a Bureaucracy tree of some kind.


Makes sense, this is very much a player side complaint.
Run a couple games, and someday, you will learn. And you will burn like my heart burns :(
 
Hidden Wisdom of Heaven
Sidereals make for strange yet astonishingly effective teachers. Manipulating the threads of Fate the Sidereal teacher ties together a lesson and a teaching. They may teach a student sweeping swordsmanship with the sweeping of a broom, the agility of a swallow with the pouring of wine, the motions of martial arts with the waxing of a floor, and the grace of a royal concubine through the care of a bonsai. Their training will often seem totally unrelated to what they are teaching until the student puts what they were taught into practice and is enlightened to the true meaning behind their lessons. Couching their students training in riddle and metaphor the Sidereal may act as a teacher for up to [Sidereal's Essence] dots in any attribute or ability, even attributes and abilities the Sidereal do not have at that level.

That baseline ability could then be expanded on by charms which increase the speed of training, number of people who it can train, and establish the Sidereals training method as one that can be passed down by students. Probably a Bureaucracy tree of some kind.
Capping the potential teachable dots at (essence) nerfs it too much for PCs, IMO.

The way I'm approaching it is from a mixed circle perspective. If a circle is made of a mix of equally experienced celestial exalted with one sidereal, then the sidereal should be able to act as a tutor for the circle for almost anything even if the sidereal doesn't personally have it at the necessary level- abilites, attributes, charms, essence, willpower, native charms, martial art charms, even spells if the sidereal is initiated into sorcery. This gives them a niche, even if it's a minor one. It encourages sidereal players to play up the wise old master role, even if they aren't actually wise old masters themselves.

Limiting that to 2-3 dots of something at play start is an unnecessary restriction, I think, since it can't put anyone into xp debt. If that cap exists, then only the NPC sidereal mentor can effectively apply it where it can be shown off. And yeah, various charms should be able to expand the scope of how fast you can train someone - If chejop kejak makes time in his calendar to sit down and have tea with you and you discuss poetry for fifteen minutes, that should give you leave to spend as much xp as you have on a whole host of things due to the numinous insight he can cram into a conversation.

I'd throw in some kind of "when a sidereal is acting as a teacher, that time spent counts as meditation for the purposes of mote recovery" bone as well, to encourage sidereals to act as hubs for groups of exalts.
 
It's easier to get stronger relative to the elder asshole NPCs in fucking Vampire than Exalted. The high-essence shit was poorly planned to start with and has never been good.

Reminder that in Vampire: the Masquerade, because of how soak, health levels, and actions interacted, a couple of fight-optimized vampires could easily gank a single elder vampire and eat his soul for more power.

Vampire was also specifically a game where the unfairness of older vampires being far more powerful than you was not a bug, but a feature. You were supposed to be the gutter-punks who set the system on fire or stayed outside of it.
 
So, whats the recomended XP costs in a 2e game if using flat xp?. Kerisgame listed suggestion but the prices on the Attributes and Abilities Section differ from what is on the Character Creation section.
 
In any case, shoggoth stuff suits the divine apex predator theme perfectly. That it plays nicely with shapeshifting is just a minor extra bonus.
"Shoggoth stuff" really doesn't suit the predatory Lunar at all. It presents a whole catalog of its own themes that do not enhance Lunar themes and in many cases contradict them. A proper exploration goes a lot deeper than merely stapling on a few gribbly bits and effects, implying a fundamental alienness of not only form but of mind that is wholly unsuitable for Lunars. Loki doesn't screw you over for inscrutable purposes beyond human comprehension, he does it because he's a dick/it was funny/you deserved it. A proper shoggoth Exalt could presumably be done, but it's not Lunars. Or probably even fundamentally human.

At best, you end up with a superficial treatment that adds another poorly mixed element to the pot, resulting in an incoherent, ill-formed mess, kind of like this guy:
the very model of a modern moon anathema? said:
It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter.
— H. P. Lovecraft, At the Mountains of Madness
I suppose it's shapeshifting of a sort, but one shapeless blob is pretty similar to the next. Why throw out a rich mythological history of animal shapeshifting in favor of formlessness?
 
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It's easier to get stronger relative to the elder asshole NPCs in fucking Vampire than Exalted. The high-essence shit was poorly planned to start with and has never been good.

Somewhat better in 3e, for what it's worth.

"Shoggoth stuff" really doesn't suit the predatory Lunar at all. It presents a whole catalog of its own themes that do not enhance Lunar themes and in many cases contradict them. A proper exploration goes a lot deeper than merely stapling on a few gribbly bits and effects, implying a fundamental alienness of not only form but of mind that is wholly unsuitable for Lunars. Loki doesn't screw you over for inscrutable purposes beyond human comprehension, he does it because he's a dick/it was funny/you deserved it. A proper shoggoth Exalt could presumably be done, but it's not Lunars. Or probably even fundamentally human.

At best, you end up with a superficial treatment that adds another poorly mixed element to the pot, resulting in an incoherent, ill-formed mess, kind of like this guy:

I suppose it's shapeshifting of a sort, but one shapeless blob is pretty similar to the next. Why throw out a rich mythological history of animal shapeshifting in favor of formlessness?

Nobody's suggesting that Lunars shouldn't be able to turn into animals.

There are certainly aspects to Lovecraftian monsters that don't fit the Lunar Exalted. But you could say the same about the traditional mythological monsters. Or animals. It's just a matter of picking and choosing what you include.

There's a lot in Lovecraft that's compatible with human motivations; shoggoths, in particular, seem to be after food and freedom.

I'll be more specific. Lunars should:

-Be able to take the forms of Lovecraftian monsters, assuming they pull off an appropriate Sacred Hunt.
-Be allowed to apply gribbly tentacular aesthetics to some of their Charms, if they so choose.
-Have Appearance Charms that make them look so horrifyingly wrong that people go mad.
-Be able to play with geometry and the flow of time a little bit.
-Not be harmed by seeing the visions of Oramus or other Lovecraftian elements of the setting.
-Have a variety of madness-related Charms, and perhaps a few that relate to dreams. In particular, they should have access to forms of madness that are arguably more correct than sanity.
-Be able to spawn lesser monsters, whether that means breeding beastmen, breeding Deep Ones, turning people into werewolves, turning people into shoggoths, or whatever.
-Be able to inspire that specific fear I talked about earlier, of being a small brief mortal in a fundamentally indifferent universe, helpless and hopeless. Maybe with a specific intimidation-roll-booster.

Lunars should not:

-Have incomprehensible motivations.
-Be able to play with geometry and the flow of time a lot. My inclination would be to limit such effects to the Lunar's body and lair.
-Actually make the universe indifferent or hopeless.
-Be able to abandon their non-Lovecraftian side; a Lunar who turns into Cthulhu shouldn't be Cthulhu any more (or any less) than a Lunar who turns into Sue the Tyrant Lizard is Sue the Tyrant Lizard.

...

Now that I've gone into some detail about exactly what I mean, do you actually disagree? And if so, with which bits?
 
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Somewhat better in 3e, for what it's worth.



Nobody's suggesting that Lunars shouldn't be able to turn into animals.

There are certainly aspects to Lovecraftian monsters that don't fit the Lunar Exalted. But you could say the same about traditional the traditional mythological monsters. Or animals. It's just a matter of picking and choosing what you include.

There's a lot in Lovecraft that's compatible with human motivations; shoggoths, in particular, seem to be after food and freedom.

I'll be more specific. Lunars should:

-Be able to take the forms of Lovecraftian monsters, assuming they pull off an appropriate Sacred Hunt.
-Be allowed to apply gribbly tentacular aesthetics to some of their Charms, if they so choose.
-Have Appearance Charms that make them look so horrifyingly wrong that people go mad.
-Be able to play with geometry and the flow of time a little bit.
-Not be harmed by seeing the visions of Oramus or other Lovecraftian elements of the setting.
-Have a variety of madness-related Charms, and perhaps a few that relate to dreams. In particular, they should have access to forms of madness that are arguably more correct than sanity.
-Be able to spawn lesser monsters, whether that means breeding beastmen, breeding Deep Ones, turning people into werewolves, turning people into shoggoths, or whatever.
-Be able to inspire that specific fear I talked about earlier, of being a small brief mortal in a fundamentally indifferent universe, helpless and hopeless. Maybe with a specific intimidation-roll-booster.

Lunars should not:

-Have incomprehensible motivations.
-Be able to play with geometry and the flow of time a lot. My inclination would be to limit such effects to the Lunar's body and lair.
-Actually make the universe indifferent or hopeless.
-Be able to abandon their non-Lovecraftian side; a Lunar who turns into Cthulhu shouldn't be Cthulhu any more (or any less) than a Lunar who turns into Sue the Tyrant Lizard is Sue the Tyrant Lizard.

...

Now that I've gone into some detail about exactly what I mean, do you actually disagree? And if so, with which bits?
I don't think a Lunar who embraces a sanity-breaking form should be able to just cast it away like it's nothing. Something that alien should at least twist their intimacies.
 
Nah, this ain't infernals.

Lunars are like the moon. Eternally changing and shifting. But still essentially the same

Agreed.

Thematic arguments aside, Appearance needs stuff to do. If you gate all the really strange or nasty stuff behind that kind of drawback, you're constraining the mechanical space of an already constrained ability.

It's hard enough to fit a ninth of a Charmset into Appearance without this kind of thing.
 
Its not like Infernals even have Shintais that twist their own Intimacies. Every Charm they have that messes with how they think is Permanent*, and 'assumes the shape of a terrifying unknowable creature' isn't usually Permanent.

*That I can recall.
 
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