- Location
- Italy
Out of curiousity do you remember which magic path/spell was that? Cuz I remember finding the lesser magic in Godbound weak to the point I wondered why a GB player character would take them.Nah, I was more thinking of the part where we had to ban a specific kind of mortal-appropriate magic because a Godbound learning it for a single fact could be more worthwhile than Gifts for several levels.
Meh, I'll still take Godbound's combat experience and balance over Exalted's, 3rd or 2e (the only one's I have experience with).I think what made Godbound such a nonstarter for me is the fact that it repeats a lot of the things I disliked from Exalted 2E. Gifts like Nine Iron Walls or Defy the Iron are more or less functional equivalents to Perfect Defenses from Exalted 2E, where as long as you have Effort to spend you autoblock an attack without any additional drawback. Which, when combined with "Perfect Attack" style Gifts like Unerring Blade, basically means that unless you can fiat damage away with a Defense you're pretty much dead. If you can fiat it away though, then combat basically becomes a binary where the winner is the one who is able to run out of Effort last, coupled with intervening rounds where nothing more significant happens then "I automatically hit" and "I automatically block" which is just a boring waste of time for everyone.
It wasn't a good idea in 2E Exalted, it isn't a good idea now, and the most I can say about Godbound is that at least the lower Effort pools make the resource attrition process at least somewhat quicker than base 2E and is somewhat more comparable to 2.5E.
Take this sample combat here: Staff Pick [Sine Nomine] Godbound - Page 84
It's uncomfortably familiar, in the sense that two of the PCs end up eating shit because they lack applicable defenses to the Villain spamming unavoidable hits, with the third managing to grind down the Villain's effort first only to have the people who chose less Optimal abilities during char-gen used as hostages against him
At the very least, Exalted 3E gave abilities like these more of a drawback than just a flat cost, but Godbound seems to just repeat mistakes rather than solve them where combat is concerned.
I'll 100% admit that personal anecdotes and experience aren't the meter for a game's balance, but 3E was kinda ok out of combat and a dreadfully dry experience once fists and blades started flying, to the point that by the sixth session we unanimously killed the game, and with that also died my interest in using Exalted as anything more that a greatly interesting setting to adapt for games I find more enjoyable to play, like Godbound or Mutants and Masterminds like someone mentioned upthread.
For all the undeniable flaws of the d20 system and it's derivatives, neither of those games ever made me feel like the mechanics where detracting from my enjoyment of the game.
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