Mostly I just dislike the idea of there being a time where the player absolutely HAS to act disruptively at the table and the other players kinda just have to hope for the best.
Which is why I favor having a system to encourage your character to effectively lean-into their flaw/Limit Break in order to bleed limit in some manner.

Limit Break is the representation of the Great Flaw that classic heroes had, so having something that encourages the player to lean into that on a smaller scale can be used to help bleed off the Limit. It also helps set things up, in character, to reinforce that even having a Limit Break isn't strange or out of character as they already show hints of doing those things anyway.
 
Depends slightly on edition, but from the people and places I've been hanging around it happens at least once in their games.

In 2e for example, you get a point of Limit when you spend Willpower to resist Unnatural Mental Influence, so if you deal with a lot of that it could drive you over the edge, setting aside gaining limit from your Virtues or anything.

In 3e everyone has a Limit Gain condition, so if you picked something like "having to ignore injustice" you could end up wracking up a lot of Limit as well.
Once a game as in once a session, or once a game as in once throughout an entire game?

Limit Break, and the Great Curse in general, is designed to be vague. As an example lets use Raksi. In every edition Raksi is a crazed and violent autocrat who rules her city with an iron fist. Whether or not that's a result of the Great Curse is unclear. You can trace reasons why she might have become a violent autocrat but you can also argue that it was the influence of the Great Curse that drove her there. If limit break is being properly integrated into a characters story you shouldn't notice. It should just seem like they chose bad options that cause suffering a couple of times.

Honestly I'd have just preferred the 3e Dragon-blooded way of representing the Great Curse applied to every splat, in which the player chooses when to roleplay it out and if it's a good scene everyone likes, they get a little bit of XP. Way better than the weirdly mechanical way of representing a character's urges going out of control.

I enjoy the 2e Infernal way of bleeding limit, rather than hitting a limit break - do something that is definitely-not-optimal-but-in-character to bleed limit to keep from hitting Limit Break in the first place... though this can have a side effect of it acting more like have many mini-breaks instead of a large Break if it is set up right. Though it would suggest/require that the character has some sort of pressure that lets them know how close they are to a full Break.
While I do appreciate these answers, I wanted to know how often Limit Break comes up. Caring about whether it's good or not is step two. :V
 
While I do appreciate these answers, I wanted to know how often Limit Break comes up. Caring about whether it's good or not is step two. :V
The couple games I played, it didn't really. But a large part of that was due to the ST who didn't push us to keep close track of it, nor did he put much effort into setting things up where it might be an issue in the first place.

Though I think both games that I played that got past any sort of arc closed were in the modern-shard based homebrew world, so that can affect things as well.
 
Limit honestly feels like a holdover from a bygone era where Game Developers thought they had to insert a means into a game to force a character to do something potentilly unethical, stupid, or runs counter to their goals.

Then the internet age happened, stories of games became widespread, and suddenly everyone realized such means were largely redundant cause players are absolutely capable and willing to do stupid, unethical things for the shits and giggles on their own.

Edit: Which is why I feel like Limit rarely comes up in a lot of games - why force it when a player will often just do something idiotic on their own terms without you even having to set things up?
 
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Limit honestly feels like a holdover from a bygone era where Game Developers thought they had to insert a means into a game to force a character to do something potentilly unethical, stupid, or runs counter to their goals.

Then the internet age happened, stories of games became widespread, and suddenly everyone realized such means were largely redundant cause players are absolutely capable and willing to do stupid, unethical things for the shits and giggles on their own.
You do need some sort of incentive to really sell it. The Dragonblooded method works great though. Bait the Great Curse with XP as a sign that your character should be an asshole when it's good for the game.
 
So as someone has never really had a chance to participate in a game of Exalted, I have a question for the people who have: how often does Limit Break actually occur, in your experience? The books address it so briefly that it from my perspective it feels kind of superfluous for something that should be so important; like you could just say "Limit isn't a thing" and it would change almost nothing.

I'm wondering whether or not it's a bigger deal at the table than it comes off on paper.
The last Solars game I ran was 2e, and in six months of almost-weekly play I think we had maybe four or five Limit Breaks, two of which ended up being major turning points for the storyline.

Mostly I just dislike the idea of there being a time where the player absolutely HAS to act disruptively at the table and the other players kinda just have to hope for the best.
The player does not have to act disruptively, and Limit Break is not an excuse for the player to act disruptively. The character behaves in an extreme manner, but I wouldn't run Exalted with a player I didn't trust to not be a dick while roleplaying Limit Break.
 
So as someone has never really had a chance to participate in a game of Exalted, I have a question for the people who have: how often does Limit Break actually occur, in your experience? The books address it so briefly that it from my perspective it feels kind of superfluous for something that should be so important; like you could just say "Limit isn't a thing" and it would change almost nothing.

I'm wondering whether or not it's a bigger deal at the table than it comes off on paper.
I don't use it at all. I just push virtues harder
 
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So from what I'm hearing 3E has recovered from its iffy Core Book? That's good. I liked a lot stuff in that book (the hints of Ysyr and Prsad were my fav, along with the sorcery) but I felt that it's flaws dragged it down.
 
So from what I'm hearing 3E has recovered from its iffy Core Book? That's good. I liked a lot stuff in that book (the hints of Ysyr and Prsad were my fav, along with the sorcery) but I felt that it's flaws dragged it down.
It's pretty cool. The corebook still has some issues that impact the rest of the line negatively, like Solars being disproportionately strong, but it's not very hard to address. Both Lunars and Dragon-Blooded have been very cool and Arms of the Chosen was a breath of fresh air. It's a genuinely fresh and cool direction that the line has taken, it's not perfect and has its issues, but the majority is pretty cool.
 
What about metaplot? Has it progressed? I mean RoTSE is non canon right? There should be more metaplot with new edition.
 
The art in The Realm seems pretty damn good so far.
Except for the picture of the Jadeborn on p125, who are riding horses* in broad daylight** and have a super-bright, super-stylized aesthetic in themselves and their gear that's straight out of World of Warcraft, complete with gold-banded treasure chests, tabards, & little goblin-dudes who are bright teal with bold magenta hair-crystals.


* They're made of solid stone, they'd snap the poor horse in two - also, why would they use horses when they spend most of their lives underground?

** Without getting stoned, which is... a valid way to change them for 3e, admittedly, but it's not addressed at all in the sidebar discussing them, so I'll blame this on the artist not getting properly read in on what he was commissioned for.
 
I've published another installment of my bestiary, this one with stats for Solars.

Is there any way to buy your stuff without going through OP?

My feelings on the company have soured enough that I'd rather go around them if possible.

What about metaplot? Has it progressed? I mean RoTSE is non canon right? There should be more metaplot with new edition.

I disagree; we're better off with no metaplot.

Metaplot is worse than useless to anyone who's changed the world significantly. And that's most Exalted groups.
 
Except for the picture of the Jadeborn on p125, who are riding horses* in broad daylight** and have a super-bright, super-stylized aesthetic in themselves and their gear that's straight out of World of Warcraft, complete with gold-banded treasure chests, tabards, & little goblin-dudes who are bright teal with bold magenta hair-crystals.


* They're made of solid stone, they'd snap the poor horse in two - also, why would they use horses when they spend most of their lives underground?

** Without getting stoned, which is... a valid way to change them for 3e, admittedly, but it's not addressed at all in the sidebar discussing them, so I'll blame this on the artist not getting properly read in on what he was commissioned for.
Yeah, I don't quite like that picture either, I discussed it for a while with Eric Minton and some others, but decided it was fair cop they chose another aesthetic than the one I liked. Personally, I've always liked to visualize the Mountain Folk sort of like Greek or Renaissance statues but made of gems. It's very human-like, but also possessed of the same inhuman coldness as those statues are, which I always thought was a lovely visual.
 
Except for the picture of the Jadeborn on p125, who are riding horses* in broad daylight** and have a super-bright, super-stylized aesthetic in themselves and their gear that's straight out of World of Warcraft, complete with gold-banded treasure chests, tabards, & little goblin-dudes who are bright teal with bold magenta hair-crystals.
At least now they aren't agonizingly cliche dwarves.

* They're made of solid stone, they'd snap the poor horse in two - also, why would they use horses when they spend most of their lives underground?
Tbf, stone is not uniform in weight; I think a horse could manage a person-size chunk of pumice, for example.

** Without getting stoned, which is... a valid way to change them for 3e, admittedly, but it's not addressed at all in the sidebar discussing them, so I'll blame this on the artist not getting properly read in on what he was commissioned for.
I'm taking it to mean that the Great Geass, or at least that part of it, is no longer a thing, and not even one of the devs coming up to me and saying otherwise will convince me that this is not the case.

I disagree; we're better off with no metaplot.

Metaplot is worse than useless to anyone who's changed the world significantly. And that's most Exalted groups.
Metaplot is useful for providing idea seeds, but that declines sharply when the metaplot bleeds into everything like RotSE. To say nothing of determining the fate of Her Redness, what if I fucking want the Ebon Dragon to marry someone else, huh?

Edit: Or when they leave out an entire chunk of the setting in the main books because it will get detailed in the metaplot book.
 
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*reads about crime on the Blessed Isle, and how it's nearly impossible to completely police against banditry due to the sheer amount of territory involved*

God damn, Dutch's gang in RDR2 would have loved it in the Blessed Isle
 
Yeah, I don't quite like that picture either, I discussed it for a while with Eric Minton and some others, but decided it was fair cop they chose another aesthetic than the one I liked. Personally, I've always liked to visualize the Mountain Folk sort of like Greek or Renaissance statues but made of gems. It's very human-like, but also possessed of the same inhuman coldness as those statues are, which I always thought was a lovely visual.

For what it's worth, I'd only heard about them in previous editions, but never really read any of the material or saw the art, so it wasn't jarring to me.
 
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