Because Solars must be the best at every niche and the thought of another splat having an ability they can't get makes certin people break out in hives. Except Shapshifting. Lunars can have that, but only because Infernals practically got it better (in 2e)
More like "Greatest at [Human Ability]" is part of the Solar's whole schtick, and thats an incredibly broad area of competency that makes it really hard to find a niche for anyone else to fill. Especially since [Human Ability] is how humans tend to interact with most everything.
 
So, a charm that said "Perfectly comprehend what this message was supposed to communicate to its intended recipient" would work.

That's literally what the Charm is!

Ex2 Core said:
This Charm lets the character uncoded, obscured, and hidden communication as if it were clear.

The One-Time Pad Debate is both dumb and unsolvable, because people aren't actually arguing about one-time pads, they are arguing over whether it's better to be a Huge Nerd or a Cool Jock.

I know that this isn't true because I'm on the "Jock" side for extremely nerdy reasons.

The thinking in your nerd example is much closer to mine than the thinking in your jock example, but I'm 100% pro-breaking-OTPs.
 
Part of my issue issue with the whole thing and the way a lot of charms work is a player who is very invested in ciphers and spycraft is going to be highly dissatisfied with a charm the instantly and perfectly breaks codes and is going to be hyper annoyed when such things are used against them.
The person who will be excited by a 'perfectly decode' charm is someone eco sees a code ad an impediment to their fun.

And you could replace 'ciphers'/'spycraft' with literally anything someone might be really interested/excited (or inversely, bored) about.

And I don't think the nerd/ jock analogy is really perfect cause, in general, people are going to be nerds about something's and jocks about others. Someone might be really excited about combat, while someone else can't wait for that to be over so they can get to the real game, court intrigue, while someone else can't wait for that to be over so they can get to the real game, city planning, while someone else can't wait for that to be over, so they can get to the real game, infiltrating an enemy complex, while some else can't wait for that to be over so they can get to the real game etc....

Different people ate going to want different things out of games and communication is a huge key. If a player starts in to about their cool plan to encode things with a OTP, if the ST doesn't want the game to be concerned with such things they should much clear such immediately. Letting tube player get into such abs then having an enemy pop 'perfect Code Breaking Prana' and instantly decipher it is kinda a dick move.
 
And I don't think the nerd/ jock analogy is really perfect cause, in general, people are going to be nerds about something's and jocks about others. Someone might be really excited about combat, while someone else can't wait for that to be over so they can get to the real game, court intrigue, while someone else can't wait for that to be over so they can get to the real game, city planning, while someone else can't wait for that to be over, so they can get to the real game, infiltrating an enemy complex, while some else can't wait for that to be over so they can get to the real game etc...

This is why you should combine these things.

Things like battle opera where the fights are real. Or poetry slam urban planning. Or infiltrations where you need to solve occult puzzle locks. (Sadly that last one is mostly limited to manses or FA ruins.)
 
I didn't say that, did I?

Part of my issue issue with the whole thing and the way a lot of charms work is a player who is very invested in ciphers and spycraft is going to be highly dissatisfied with a charm the instantly and perfectly breaks codes and is going to be hyper annoyed when such things are used against them.

Fair enough. But I think that's a bit of a different argument.

I mean, I don't have a strong math background at all, for starters; and was being somewhat hyperbolic.

But, um, and I apologize if this wasn't clear -

I mostly don't care about the question of cryptographic techniques in Creation except as relates to a hypothetical Exalted game hypothetical-me could be running? And so in that context, if I had a Solar player who was big into spying and codes and other Night stuff, the idea of a cipher they can't bypass with a single charm activation is an appealing tool, and possibly something said player might also find interesting and fun to game?

And so it makes sense to me that, if I were using cryptography and secret messages and such in my game, I wouldn't start with a one-time pad; because it's the final boss of ciphers and therefore should be deployed only after a suitable period of cat and mouse. Dropping it too early seems to me like it would ...kind of be unnecessarily mean? Like, if I had a player that liked the whole spy-games thing, I think it would be better to accommodate that and let them have that moment where they can just go "haha nope" to a cipher, or ciphers; let them be cool and do the whole problem-bypassing thing Solars do; and then escalate to "no, you have to work around this; attack the endpoints or the flaws in its implementation. You can't just crack it."

Truth be told, I've never played a game where ciphers were even close to that important. In a game where they were, I'd kind of expect things to come down to dueling cryptography Charms and increasingly esoteric methods of preventing messages from being intercepted or even noticed.

I can see the appeal of mundane cryptographic escalation too. It's just not super compatible with the way I imagine Creation's mathematical scene. Which is, again, not something that canon defines.

The Realm's economic structure pretty much requires calculus equations. One of the major sources of power in the setting is extremely elaborate architecture, placed after extensive land surveys, so as far as math goes, it's a safe bet to assume they have calculus, trig, and our good old friend the number zero.

Abstract art is going to be highly developed because the primary audience for it (the ruling class of the Realm) is both immensely sophisticated and very long-lived. Depictive art is much less common and less favored in the Realm, but a) the Realm doesn't have a cultural stranglehold on all of Creation, b) rulers love seeing themselves depicted in paint and stone, and c) there's still a fair amount of art that survived the end of the First Age, and it did not have the Realm's cultural biases. So the visual arts are going to be all over the place in terms of levels of development.

General medicine is pretty effective thanks to the ubiquity of efficacious prayers, slightly magical tubers, and surviving knowledge of things like basic sanitation practices and anatomical texts. Major physical trauma can be a big problem, though, because beyond having basic anesthesia, their surgery ain't great.

Yeah, that's about how I picture it too.
 
The Realm's economic structure pretty much requires calculus equations. One of the major sources of power in the setting is extremely elaborate architecture, placed after extensive land surveys, so as far as math goes, it's a safe bet to assume they have calculus, trig, and our good old friend the number zero.

What level of calculus though? There's a difference between the calculus concepts which existed in ancient times (i.e. the method of exhaustion/infinite series approximations), which would cover integrals and differentiation on a basic level, and the systematized and generalized version of calculus that derives from the works of Newton & Leibniz.
 
You cannot break a message encrypted with a one time pad with a "decode this" charm - there is nothing to decode, it's an instruction to look something up in some other document, and you don't have the other document. Even if you have a perfect decoding charm, this does nothing to solve your problem - you understand the message just fine, but the thing's you're supposed to look stuff up in is not there, what are you gonna do?

A charm which explicitly let you pull information you don't have out of nowhere would work as we know that this is possible by the fact that Perfect Mirror exists (your perfect disguise can act correctly in ways you did not observe even if there is no way to extrapolate), but the charm in question would have to explicitly mention that before I would allow it to work, like Perfect Mirror.

Kek.

So, a charm that said "Perfectly comprehend what this message was supposed to communicate to its intended recipient" would work. A "Perfectly decode this message" charm would not work and makes no sense here, the same way looking at someone's pre-arranged signal flag without the corresponding reference of what colour flags mean what orders to execute means nothing to you since there's nothing to decode (the message is clear: the flag is red with a hexagonal icon, you just don't understand what it means without the signal book).

Note: I am assuming the OTP is executed correctly and the key is longer than the message. A "decode this" charm would work if this was not the case.

As I said, your assumption sucks. You can keep making it over and over but it's the frictionless spherical cow.

Especially, at a table, if a person contests an OTP with a Solar linguistics charm then their roll-off against the opponent's Intelligence + Linguistics roll should be interpreted as representing whether the opponent made a mistake sufficient for the Solar, aided by their formidable magic, to exploit.

The information need not come out of nowhere, but it also the particular failure mode need not be explicit unless you feel like narrating it. (For example, as I mentioned, the information might be leaked in the handwriting.)
 
The One-Time Pad Debate is both dumb and unsolvable, because people aren't actually arguing about one-time pads, they are arguing over whether it's better to be a Huge Nerd or a Cool Jock.

No, there is another faction, the people who think the Huge Nerds are posers and wrong about the details of the thing they're nerding out about. (After all, it's not the first time I've caught Chung trying to browbeat people with blatantly incorrect mathematical claims.)
 
Rule 3: Stop Harassing Holden
It's one of the scenarios that prompted EX3 to have an explicit rule urging Storytellers to go "yeah please stop trying to fuck my campaign in the ear, moving on"
Maybe you should have spent more time on the *actual* rules then, instead of trying to win some irrelevant forum arguments from years prior.

Still down-low promoting Morke's Patreon in your spare Twitter hours, or did you think everyone sort of overlooked that "my bad, I forgot my best friend was a sex pest" non-apology?
 
Because Solars must be the best at every niche and the thought of another splat having an ability they can't get makes certin people break out in hives. Except Shapshifting. Lunars can have that, but only because Infernals practically got it better (in 2e)

More like "Greatest at [Human Ability]" is part of the Solar's whole schtick, and thats an incredibly broad area of competency that makes it really hard to find a niche for anyone else to fill. Especially since [Human Ability] is how humans tend to interact with most everything.
I feel like this kind of issue would be a lot simpler to resolve if when people wondered whether a Solar can do a thing, the implicit assumptions that "a Solar" means "any given Solar," and "can do a thing" means "with Solar Charms." At least, those are assumptions that I have been picking up.

Should a Solar be able to decrypt anything? Absolutely, because a Solar can have Supernal'd in the relevant skill and then invested heavily in the decryption Charms needed. Should any Solar be able to? Fuck no, because it takes even Solars centuries to millennia to achieve Essence 4 and 5, and may not have the ability to even buy the necessary Charms to try for most of their careers.

Should a Solar be able to do anything? Absolutely, because a Solar can have other Exalts and spirits as allies to do things pure skill cannot allow, possess Hearthstones, Sorcery, or Artifacts with Evocations that can allow them wield powers outside of their themes, and take actions to surmount their limitations and obstacles. Should Solar Charms be able to do anything? Fuck no, if for no other reason than otherwise there would be no reason to go out and get cool shit, because a 5-dot daiklave of awesomeness incarnate would be just as meaningful to possess as a random stick, as long as you had the right Solar Charms.
 
A lot of the issue on the OTP-crackability for a fully specc'd Solar boils down to this for me - a One Time Pad isn't a tool, like a encrypted message or weapon or lock pick. Its a plot Macguffin.

If something of that level of investment is treated as anything other than a major plot point, it defeats the entire point of having it exist in the first place.
 
It's not such a high level of investment.

A one-time pad is really not that hard to cook up. You just a need to share a randomly generated text string equal in length to whatever message you're going to send.
 
The one-time pad is a modern invention, and thus should be assumed to be as "Creation-Ok" as someone from the bronze age inventing an airplane, or a train or anything else that's modern like that.
 
And this is why this discussion will never be settled no matter how many times we have it, because it's not about the mechanics of one-time pads and specific Charms, it's about people's core assumption about how the game should work.

Incorrect. We can settle all questions by allowing Google or Apple to be our arbiters.

You just type in "Exalted is a game about..." in your phone and let Google's autocomplete do the rest

"Exalted is a game about the Mueller thread"

I mean I suppose Exalted's a game about the powerlessness of the masses watching a handful of men blinded by hubris make awful decisions, with their only hope being trusting in unknowable, flawed saviors

So it makes sense
 
Part of my issue issue with the whole thing and the way a lot of charms work is a player who is very invested in ciphers and spycraft is going to be highly dissatisfied with a charm the instantly and perfectly breaks codes and is going to be hyper annoyed when such things are used against them.
The person who will be excited by a 'perfectly decode' charm is someone eco sees a code ad an impediment to their fun.

This is also why EX3 stresses "ask your Storyteller." The truth is, I personally have no reason to give a shit how you're adjudicating the minutiae of the game as long as you're having fun. There are certainly, say, lie-detecting powers floating around that could reward a player trying to beat them by tactically giving true-but-misleading answers, omitting information without actually falsifying their responses, responding with leading questions rather than actually answering outright, using Avoiding the Truth Technique to fool their interrogator since they can't fool the Charm, etc. If you've got a player who would be similarly delighted by using the detailed nuances of other elements in a similar fashion, sure, rule that it's possible. The default slant doesn't run in that direction, since "guy has to beat lie detection" is much more common in popular fiction than "guy has to beat magic decryption," and if you don't already know what an OTP is you are probably spectacularly uninterested in finding out, but hey knock yourself out. Ain't gonna bother Bob and Bob's group two houses down who shrugged and let a Charm run straight over the top of an OTP without slowing down. You're not actually playing in the same world, just similar-looking worlds grown from the same seeds.

Ask your Storyteller. He knows which ruling is going to make the group happy or piss it off better than I do.
 
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