You're seriously going to defend the ability for 1 success normal social combat hits to compel the target to do anything I want (with a couple exceptions) by claiming "working as intended"? Anything I want, as many demands as I want, after I exhaust the guy's maximum of five immunity topics.
Yes, I think social attacks need to be able to directly compel behavior. I think Ben Kenobi should be able to convince the inspector at a security checkpoint to let his group move along because these aren't the droids they're looking for, with just one swing of a Presence excellency. A Zenith with sufficient investment in Performance should be able to start or end a riot almost as easy as flipping a switch. Of course, pushing that emotional avalanche back uphill faces the significant complication of making one's message clear over the ambient noise and chaos, but that's what the spell Commanding Presence of Fire, a Pectoral of Resplendent Speeches, or even Phantom-Conjuring Performance are meant for.

Yes, that's a terrifying level of power, and yes it makes murdering someone rather than letting them get a word in edgewise seem like a tempting option under certain circumstances. Thus, the Usurpation, the Wyld Hunt, and the Fifth Diligent Practice, complete with amnesty for deluded cultists who just couldn't help themselves in the face of such crushing persuasion.

That doesn't mean prior mental state is inconsequential. Per the 2.5 errata (which, lest you put more words in my mouth, I consider the relevant portions of to be a significant, but not unsurpassable, improvement over corebook mechanics), if you're only just barely beating someone's MDVs, bonuses or penalties from intimacies and emotional priming are as tactically significant as high ground or cover in a physical conflict, the defender's own actions are actually more important (MDV modifiers for attacks or miscellaneous actions are -2 where physical action defaults to -1 , without as much access to penalty-negating charmtech) and the de facto cap is one, maybe two willpower per scene. Any non-extra who hasn't been spiritually mutilated can usually manage that much, and if you're asking them to do something which would clearly require suppressing virtues or missing out on Motivation progress, it's probably not even a hard decision. That means when you're dealing with peer opponents, social influence usually needs to stick to things that legitimately seem like a good idea, or at least not blatantly disastrous in some way that would cost more than a scene or two to fix.

Those "immunity topics" can be fairly broad - there's no hard cap to how many different oaths a high-Temperance character can consider themselves bound by, how many plans or allies Conviction can refuse to abandon, how many romantic prospects or imperiled innocents Compassion can seek to protect, or the scope of insults and indignities Valor can take offense at. The way that works, by 2.5 RAW, when someone's deeply committed to a moral stance, you can't just bypass it by emotionally bludgeoning them down to zero. They need to either have already suppressed the relevant virtue in that same scene, or still retain enough willpower with which to do so.

If you want to mechanically deny someone any OOC choice in the matter, with NMI, that means you need to score at least three threshold successes per point of willpower they have remaining, while their MDV is at +2 thanks to going against a virtue. Overstep, go directly against Motivation? Auto-resisted no matter how few they have left, and now they're in cornered-rat virtue-compulsion mode. If they've got exactly one willpower left, and you're trying to talk them into something repugnant, they can spend it on boosting MDV to be right back at "get behind me, Satan." Also, so far as I can recall there's no established way to obtain exact IC knowledge of how many willpower someone has remaining, short of something like Will-Feasting Onslaught failing because the tank's completely empty, so it's virtually impossible to ever be truly certain you've finally crushed the spark of heroic defiance - that's how the primordial war got started, after all - and if you're routinely throwing UMI at exalts who still have the Great Curse, it's theoretically possible for them to accumulate unlimited quantities of temporary willpower beyond the usual cap through repeated limit breaks.

There's not even any straightforward mundane way to figure out what someone's exact Motivation and Virtues are! The misleadingly-named Read Motivation action only reveals intimacies, and even then only once they've become contextually relevant. Try to push somebody around without getting to know them first, there's meant to be a non-negligible chance of unwittingly tripping over some principle you didn't realize they'd take so seriously. The point of having four relatively fixed Virtues, though, rather than 3e's potentially infinite range of Major or Defining connections and principles, is that it means you're not starting from a pure Postmodern social-constructionist blank slate: when building a psychological profile of Cynis Denovah Avaku, observations of his Compassion (and relative lack of Conviction) in unrelated contexts may suffice to draw useful conclusions as to how he'll feel about murdering a young Anathema, without needing to thoroughly research his positions on children and/or homicide specifically.

Interpreting principled disagreement as trolling isn't a very healthy attitude, if you ask me. Sounds like you might be so low on willpower/high on spite, Conviction 3+ won't let you seriously consider possible alternatives to a committed cause.
 
and if you're routinely throwing UMI at exalts who still have the Great Curse, it's theoretically possible for them to accumulate unlimited quantities of temporary willpower beyond the usual cap through repeated limit breaks.
In the context of this discussion, where NMI is being applied in a single scene to force someone to spend Willpower until they can't resist, this is inaccurate on several counts.

First, resisting NMI doesn't gain Limit.

Second, you only gain a point of Limit the first time you resist UMI in a scene.

Third, you regain Willpower upon the conclusion of your Limit Break (unless I am horribly misremembering), which is usually at the end of the scene (if not longer)- when the influence isn't being applied anymore anyway, as the opponent has been hammering you with social influence all at once specifically to avoid you getting a chance to refresh your defenses.
 
Yes, I think social attacks need to be able to directly compel behavior. I think Ben Kenobi should be able to convince the inspector at a security checkpoint to let his group move along because these aren't the droids they're looking for, with just one swing of a Presence excellency. A Zenith with sufficient investment in Performance should be able to start or end a riot almost as easy as flipping a switch. Of course, pushing that emotional avalanche back uphill faces the significant complication of making one's message clear over the ambient noise and chaos, but that's what the spell Commanding Presence of Fire, a Pectoral of Resplendent Speeches, or even Phantom-Conjuring Performance are meant for.

Nice try, but I'm going to forcibly drag this back on topic here - we're talking about NMI. Normal, mundane, completely non-supernatural social attacks. The sort of thing normal, completely and aggressively mundane people use on each other. Jedi Master Ben Kenobi is using the Jedi Mind Trick. The Solar Zenith starting a riot with a word is using a Solar Charm. You cannot pick out clear instances of unnatural mental influence, outright mind control magic here and use that to justify Bob the Farmer being able to command Steve the Farmer to eat cow manure, drink his own piss or fuck a goat with a 1 success hit. They are not the same thing. These things we are talking about are separate concepts. No reasonable person would conflate the Jedi Mind Trick with Bob the Farmer and say "look, these things are the same, and the limits we place on the Jedi Mind Trick should be the same limits that govern what Farmer Bob is using on his friend!".

Did you really think I was gonna let you get away with that? I'm just going to snip the rest of this here since I don't think you're arguing in good faith anymore, let's get to the point.

Yes, that's a terrifying level of power, and yes it makes murdering someone rather than letting them get a word in edgewise seem like a tempting option under certain circumstances. Thus, the Usurpation, the Wyld Hunt, and the Fifth Diligent Practice, complete with amnesty for deluded cultists who just couldn't help themselves in the face of such crushing persuasion.

We are not talking about the Usurpation. We are not talking about Ben Kenobi. We are not talking about the overwhelming persuasive power of a golden god-king of ancient days making speeches infused with the light of creation. We are talking about non-magical normal mental influence. The thing literal dirt farmer peasants use on each other.

Look, we have the following gameplay effects, and the incentives generated by those effects.
1) If anyone can beat your character's MDV with a completely un-enhanced normal social attack, without using charms, spells or other supernatural abilities, they can command you to do anything they want (with a couple exceptions). You may spend willpower to not do that, to a maximum of 2 points per subject, after which further use of that subject is ineffective. You, the player, know this.
2) If you run out of Willpower, you cannot activate a combo, and are therefore dead if combat starts, even if combat is a bunch of extras. You, the player, know this.
3) If you run out of Willpower, you cannot prevent your character from being commanded to do anything the attacker wants without further limits, as this is a completely un-enhanced normal social attack that costs no resources and has no requirements. You, the player, know this.
4) If you choose not to spend your Willpower to avoid a total combat loss due to not being able to activate combos, you must flee the scene immediately or concede to doing anything the attacker wants, whatever they demand, for as long as you remain in their presence, no matter how many demands they make or how outrageous those demands may be. This is easy to deduce. You, the player, know this.

Let's try again. What do you think these incentives encourage the player to do? Do you genuinely believe "I, the player, therefore want to kill or immediately flee anyone who can hit my character through their MDV with the most basic, un-enhanced normal social attack because I don't want my character to die or turn into a sock puppet" is an optimal state, which the game should be trying to encourage to happen? Because if you do, you, the GM, are saying you want your players to kill or flee any NPC with a reasonable set of social stats they ever meet, even if that NPC is Farmer Bob who definitionally has no supernatural powers whatsoever.

This is not what any reasonably decent GM I've ever met wants to happen, because it's not a good incentive set that promotes a state of good gameplay, but a bad incentive set that encourages players to do things that don't adhere to common sense and produces antisocial murderhobo behaviour. Do you actually want that to happen? I'm assuming you're a reasonably decent GM, and a reasonably decent GM will not say "yes" to this question.

Does the incentive set look different if the attacker cannot make the defender do anything they want with a normal social attack hit that costs no resources and has no requirements?

Interpreting principled disagreement as trolling isn't a very healthy attitude, if you ask me. Sounds like you might be so low on willpower/high on spite, Conviction 3+ won't let you seriously consider possible alternatives to a committed cause.

"Principled disagreement" doesn't attempt to conflate normal conversation with the bloody Jedi Mind Trick. Don't do that. It's painfully obvious.
 
Last edited:
Look, we have the following gameplay effects, and the incentives generated by those effects.
1) If anyone can beat your character's MDV with a completely un-enhanced normal social attack, without using charms, spells or other supernatural abilities, they can command you to do anything they want (with a couple exceptions). You may spend willpower to not do that, to a maximum of 2 points per subject, after which further use of that subject is ineffective. You, the player, know this.
2) If you run out of Willpower, you cannot activate a combo, and are therefore dead if combat starts, even if combat is a bunch of extras. You, the player, know this.
3) If you run out of Willpower, you cannot prevent your character from being commanded to do anything the attacker wants without further limits, as this is a completely un-enhanced normal social attack that costs no resources and has no requirements. You, the player, know this.
If you're going to accuse me of arguing in bad faith, you need to get it through your skull that I am - and have consistently been - talking primarily about the 2.5 rules, not the unmodified corebook system, so point one is significantly inaccurate and point two does not apply. As for point three... no, if you spent the last of your willpower on resisting a social attack, that same source can't do anything more to you socially without actual UMI or a new scene. If they waste a few actions trying, you can take the opportunity to mentally regroup with your own 2-die stunts.

Enhancing a social attack with an excellency doesn't turn it into UMI. Exact same mechanics as normal social influence, just throwing more dice at the problem. You seem to want mundane social combat defanged to the point where it can't even usefully arbitrate an in-setting game of truth-or-dare.

As for beating MDV with negligible effort, there's an important asymmetry: Dodge MDV is based on Essence + Willpower + Integrity. Someone who's at all concerned about this sort of thing when building a starting character can easily attain WP 10, Essence 3, and Integrity 5, for a base MDV of 9. Routine two-die stunts pump that up to 11, and the defender wins ties, so twelve successes needed for a minimal hit, 24 for one that costs five willpower to resist. How are you proposing anybody routinely throw around dice pools that big for zero motes? Amalion's smile is only twenty dice, so such a starting character with no personality-based bonuses or relevant charms - possibly even an enlightened mortal rather than an actual exalt - can simply shrug off that particular final boss's main gun more than half the time, zero willpower spent.
 
If you're going to accuse me of arguing in bad faith, you need to get it through your skull that I am - and have consistently been - talking primarily about the 2.5 rules, not the unmodified corebook system, so point one is significantly inaccurate and point two does not apply. As for point three... no, if you spent the last of your willpower on resisting a social attack, that same source can't do anything more to you socially without actual UMI or a new scene. If they waste a few actions trying, you can take the opportunity to mentally regroup with your own 2-die stunts.

Enhancing a social attack with an excellency doesn't turn it into UMI. Exact same mechanics as normal social influence, just throwing more dice at the problem. You seem to want mundane social combat defanged to the point where it can't even usefully arbitrate an in-setting game of truth-or-dare.

As for beating MDV with negligible effort, there's an important asymmetry: Dodge MDV is based on Essence + Willpower + Integrity. Someone who's at all concerned about this sort of thing when building a starting character can easily attain WP 10, Essence 3, and Integrity 5, for a base MDV of 9. Routine two-die stunts pump that up to 11, and the defender wins ties, so twelve successes needed for a minimal hit, 24 for one that costs five willpower to resist. How are you proposing anybody routinely throw around dice pools that big for zero motes? Amalion's smile is only twenty dice, so such a starting character with no personality-based bonuses or relevant charms - possibly even an enlightened mortal rather than an actual exalt - can simply shrug off that particular final boss's main gun more than half the time, zero willpower spent.

WP 10 and Integrity 5, to say nothing of being an E3 Exalted, is so far to the right end of the bell curve that enough humans have not yet been born to fill up the N in the "one in a N" formulation. Such a character is about as far from a representative member of the class of "humans who interact with other humans in social combat" as it is possible to get. Most demons are closer to the WP 5 Integrity 0 average humans than this person.

More importantly, most NPCs of interest aren't MDV 9 either. None of the Guild Factors, no mortal king whose court you are visiting, not the wicked sorcerer ruling from their conjured tower. The fact that ten thousand Terrestrials, many thousands of which are explicitly trained in negotiation, persuasion, and such, resort to main force to deal with recalcitrant mortals rather than throwing an excellency and a social charm or two implies that while Exalts are powerful social combatants, mortals are not chafe in that arena.
 
Last edited:
Honestly it sounds like the issue is that, unlike other systems, Exalted doesn't really consider the content of your argument when determining the difficulty to convince someon of something.

Conving me to kill my wife and to eat chocolate are both the same difficulty if I have intimacies "love my wife" and "hate chocolate"

Being able to rank intimacies as in kerisgame would help, but I don't think that gets granular enough
 
If you're going to accuse me of arguing in bad faith, you need to get it through your skull that I am - and have consistently been - talking primarily about the 2.5 rules, not the unmodified corebook system, so point one is significantly inaccurate and point two does not apply. As for point three... no, if you spent the last of your willpower on resisting a social attack, that same source can't do anything more to you socially without actual UMI or a new scene. If they waste a few actions trying, you can take the opportunity to mentally regroup with your own 2-die stunts.

Why would I be talking about 2.5 in the comment that started this subthread? I'm just gonna quote myself below, since this thing spawned off you quoting this paragraph.

That being said, there's no reason to do more work than you have to in order to get something that works, we should spend the least possible effort to gain the most possible benefit. You can, for example, largely fix the Social Combat NMI problem by removing the ability for social combat hits to compel actions, you don't have to replace the whole thing. For something like "mote regeneration increases the more you stunt" though, the only way to get something that works is to cut the connection between mote regeneration and stunting. Luckily for us, the replacement is simple: the reactor and style concept takes up less than one page to explain and solves multiple problems simultaneously.

2.5 has already deleted this problem by implementing a cap on the willpower-to-zero tactic, ergo, I could not have been talking about 2.5 when using this as an example where deleting things can fix mechanical problems easily, 2.5 doesn't have this problem. Where did you get 2.5 from? I am talking about 2.0 and using that known problem to illustrate the simplicity of solving problems by deleting problematic capabilities. Again, where the hell did you get the impression this was about 2.5?

Enhancing a social attack with an excellency doesn't turn it into UMI. Exact same mechanics as normal social influence, just throwing more dice at the problem. You seem to want mundane social combat defanged to the point where it can't even usefully arbitrate an in-setting game of truth-or-dare.

Ben Kenobi telling stormtroopers that those were not the droids they were looking for is not an Excellency usage. He is using the Jedi Mind Trick, which I think should be modeled as UMI. You are claiming that it is NMI. I am not accepting your claim and do not agree to move forward accepting that as an axiom. Why do you think this is a reasonable assumption, and why do you think I would agree to use that assumption? Doing so would be conceding the point that it is acceptable for Farmer Bob's NMI to command Farmer Steve to gorge on feces with 1 success, because now NMI is allowed to do everything the Jedi Mind Trick can do.

As for beating MDV with negligible effort, there's an important asymmetry: Dodge MDV is based on Essence + Willpower + Integrity. Someone who's at all concerned about this sort of thing when building a starting character can easily attain WP 10, Essence 3, and Integrity 5, for a base MDV of 9. Routine two-die stunts pump that up to 11, and the defender wins ties, so twelve successes needed for a minimal hit, 24 for one that costs five willpower to resist. How are you proposing anybody routinely throw around dice pools that big for zero motes? Amalion's smile is only twenty dice, so such a starting character with no personality-based bonuses or relevant charms - possibly even an enlightened mortal rather than an actual exalt - can simply shrug off that particular final boss's main gun more than half the time, zero willpower spent.

You do realize that making those social attacks is completely free, right? And that in 2.0 context, there is no willpower cap?
 
Last edited:
Im not familiar with the base problem you are outlining, could you go into more detail?

In Exalted 2, it was possible to make someone do anything besides commit suicide or go against their life motivation by hitting them with a one success social attack. You could resist this with willpower, but you have a limited supply of willpower and they can just spam until you run out, then spam some more to make you do whatever they want anyway. Willpower is also needed for you to not die in combat.

The problem is that this set of facts makes it so that the incentivized course of action for a player who knows how the system works is to immediately try to kill or run away from anyone who could hit reasonably reliably through their MDV with a normal, completely un-enhanced social combat attack, because of the severe consequences of a) being hit by such a social attack while out of willpower and b) being out of willpower in combat. This is a problem because doing that is not the course of action the GM wants the players to choose when they meet NPCs, it's psychotic murderhobo behaviour which the system shouldn't be encouraging.

The point of bringing this up is to illustrate that it's extremely easy to fix this problem by deleting the ability to drain someone's willpower to zero by spamming free basic social attacks at them, much easier than trying to somehow systemically solve the bad incentive of players wanting to murder people before they have their willpower drained to zero while also preserving the ability to drain someone's willpower to zero by spamming free basic social attacks at them.
 
Last edited:
Honestly it sounds like the issue is that, unlike other systems, Exalted doesn't really consider the content of your argument when determining the difficulty to convince someon of something.

Conving me to kill my wife and to eat chocolate are both the same difficulty if I have intimacies "love my wife" and "hate chocolate"

Being able to rank intimacies as in kerisgame would help, but I don't think that gets granular enough
Actually the system does take the content of the argument into account, in the form of MDV modifiers, as well as rules for unacceptable and impossible orders. The relevant section, since it once again feels like I might be the only one at book club who actually finished reading the work we're trying to discuss:
Intimacy, Virtue or Motivation: If a social attack attempts to convince a character to take a course of action that directly supports an existing Intimacy, she is at -1 MDV to resist. If the attack would result in a character acting in direct accordance with a dominant Virtue (any rated at 3+), she is at -2 MDV. Social attacks that directly align with a character's Motivation impose a -3 MDV. Only the greatest of these penalties apply, so attacks that play on a Virtue and an Intimacy impose a -2 penalty, not a -3.
Social attacks that demand a character act against an existing Intimacy give the target a +1 MDV. If the attack is patently unreasonable and/or would force a character to betray her core values (i.e., perform an action prohibited by a Virtue rated at 3+), the MDV bonus increases to +2. Convincing someone to violate her Motivation and/or place her in immediate physical danger gives her +3 MDV to resist. Only the highest of these bonuses applies.
While players may suggest and justify penalties or bonuses based on Intimacies, Virtues or Motivation, the Storyteller remains final arbiter and should use common sense when determining the modifier. This is especially true when testing previously unstated loyalties. Most characters will feel protective loyalty toward their family members and friends and will be equally devout in their enmities. Convincing someone to betray a friend should be harder than convincing her to harm a rival. A bonus and penalty may simultaneously apply from these factors, such as when a character fi nds her high Compassion opposed to an action deemed necessary by high Conviction. In this case, the +2 and -2 would cancel out.
For quicker resolution, the Storyteller can simply reference the character's previous behavior to determine how opposed or amenable she would be to the suggested course of action, assigning a -3 to +3 personality modifier to MDV as appropriate. This rule makes characters accountable to player decisions: If a character condones a cold-blooded murder, others will probably have an easier time convincing her to permit another such murder in the future.
 
Actually the system does take the content of the argument into account, in the form of MDV modifiers, as well as rules for unacceptable and impossible orders. The relevant section, since it once again feels like I might be the only one at book club who actually finished reading the work we're trying to discuss:
Right but, as I pointed out in my post, there are no rules for differentiating between the intimacies severity. "I like chocolate" and "I love my wife" as intimacies have the same severity, so if I offer you a piece of chocolate to kill your wife it's the same as if you had neither intimacy
 
*Groans*

This isn't even a Rule 0 thing. This is situational bonuses.

As for willpower tapping, most people aren't going to take you seriously if you tell them to do something like "eat this thing you hate," but as long as it's minor, anyone can be badgered into nearly anything. If it's something like "kill your wife?" That's the point where you need UMI, since you can opt out of social combat by attacking people. If it's "eat shit," eventually you're going to snap and punch the guy.

This is generalizing, and I'll be the first to admit you have a point. As it is, though, the system makes sense, and can be implemented well. I'm not saying it's fantastic, or inherently broken- although I will say it's complex enough that newbie players or STs will have trouble using it, much less using it well. That said, Exalted isn't really a "starting" RPG; we have 5e D&D as a gateway RPG. It's ultimately a system that tries to achieve full simulation, and that leads to bugs.

Overall, though, I'm one of the guys who still loves perfect defenses, because they're such a unique concept (well, not "Saitama-level effect," any Mary Sue can have one of those, but as they're put forward), and I laugh at people complaining about the Ten Stages Of Combat because so many are optional- random farmer won't be using charms, not every spirit will want to waste motes on a counterattack- even if they do lead to Combat Taking Forever. It's a TTRPG thing, and I love that there's more than "I have +15 to Bluff." I still love the original Twilight Anima Power, and think that it's ok Dawns don't have as good a shield as the researchers- they have fear effects, since they're made to break armies.

There is no system that cannot be powergamed, and I love that Exalted 2e didn't even bother pretending otherwise. In regards to social combat, though, most of the time you won't attack a person in public because they tried to convince you to do them a favor- and when they go to extremes, it becomes justified. I can't argue that it's far from perfect, or that the design team made some absolutely hideous mistakes at times, or even say that I disagree with your view on how designers should design games...

But I can say that if you're going to murderhobo, you might as well play Dark Heresy. Or D&D, if you like Not Dying.

Jon, I can understand that you're frustrated with the system. Thank you for acknowledging 2.5's changes as outside of your arguments. That said, I think your examples - telling a neighbor to kill his wife - actually support Opting Out By Attacking. Could you present some others, as well as show what does work in 2e's system? I'm not entirely sure where you're coming from, and I find contrasting my own arguments tends to help me get my point across whenever I'm in a debate like this.

rogthnor, I will agree that the lack of major/minor intimacies is a flaw in the social system. That being said, the system's quite complicated already, and there are ways out when things become unreasonable. As it is, thankfully "attack my wife" tends to be linked to compassion (attack person), temperance (wedding vows; duty to wife), and possibly even conviction (my household is under verbal attack). With the additional fact that roleplaying leads to the use of "and now the farmer punches his neighbor in the face," I'd like to say the system doesn't represent the relative emotions but does allow their use - a farmer won't attack you if you bug him to eat The Hated Chocolate (unless you're being really annoying), but will if you poke at him to attack his wife. Does he need a bigger bonus for this? It's not like we're ever going to mention "By the way, I, farmer Bob, love my wife exactly 3.535 times as much as I hate chocolate!" As for paying him to attack his wife with chocolate... most people don't waste intimacies on food, in my experience. They are, to quote the book, a way of saying "My character loves his horse, his sword, and his country." With value in the social system, people tend to put intimacies on objects, people, or organizations... people to be loyal to and tools to be cherished/protected (will you sell your sword, which saw you through the war, for a meal? Nope!)

Strange_Person, I agree with most of the points you're making, but do you think you could tone down the wording slightly? I'm worried that this discussion will get overly heated, and while your last post wasn't a problem, I still wanted to touch base with you and voice my concerns regarding the Modhammer being attracted to the thread. It's amazing how quickly some threads turn into flame wars, and phrases like "get it into your skull" and mentions of arguing in bad faith make me (understandably, I think) somewhat nervous.
 
Strange_Person, I agree with most of the points you're making, but do you think you could tone down the wording slightly? I'm worried that this discussion will get overly heated, and while your last post wasn't a problem, I still wanted to touch base with you and voice my concerns regarding the Modhammer being attracted to the thread. It's amazing how quickly some threads turn into flame wars, and phrases like "get it into your skull" and mentions of arguing in bad faith make me (understandably, I think) somewhat nervous.
Yeah, just gets a bit frustrating when things seem to be going in circles. I'll tone it down.
Right but, as I pointed out in my post, there are no rules for differentiating between the intimacies severity. "I like chocolate" and "I love my wife" as intimacies have the same severity, so if I offer you a piece of chocolate to kill your wife it's the same as if you had neither intimacy
If you want your character to care about something more than an ordinary intimacy, without mind-altering charmtech, you need to find some way to tie it to Virtues or Motivation. Anyone with free will - mostly meaning any non-akuma - can redefine their Motivation by burning 2 xp. Virtues tend to be more expensive, but still don't require training, and can thus potentially be raised mid-scene. "The grinch's heart grew three sizes that day" and so on. However, boosting a virtue or discarding the old Motivation will have other consequences, because deeper commitments mean broader ripple effects.

That's why comparison to the 3e system on Rule Zero grounds strikes me as absurd. Sure, it's got that graduated scale of intimacies, what it takes to change them, and how far it's possible to push someone based on how much leverage you have... but by discarding standardized Virtues, they've ultimately introduced more ambiguity (and thus need for rulings to patch holes) into mechanical constraints on behavior outside social combat.
 
Yeah, just gets a bit frustrating when things seem to be going in circles. I'll tone it down.

If you want your character to care about something more than an ordinary intimacy, without mind-altering charmtech, you need to find some way to tie it to Virtues or Motivation. Anyone with free will - mostly meaning any non-akuma - can redefine their Motivation by burning 2 xp. Virtues tend to be more expensive, but still don't require training, and can thus potentially be raised mid-scene. "The grinch's heart grew three sizes that day" and so on. However, boosting a virtue or discarding the old Motivation will have other consequences, because deeper commitments mean broader ripple effects.

That's why comparison to the 3e system on Rule Zero grounds strikes me as absurd. Sure, it's got that graduated scale of intimacies, what it takes to change them, and how far it's possible to push someone based on how much leverage you have... but by discarding standardized Virtues, they've ultimately introduced more ambiguity (and thus need for rulings to patch holes) into mechanical constraints on behavior outside social combat.
I never mentioned 3e? So I'm unsure what you are arguing against?

My point was just that there needs to be a better system in place to determine difficulty based on what is being argued for/against

The system used in kerisgame is a good example, though I am unsure if 5 lwvwla of intimacy introduces enough granularity, and I dislike how it removes virtues and motivations as universal concepts
 
Last edited:
*Groans*

This isn't even a Rule 0 thing. This is situational bonuses.

As for willpower tapping, most people aren't going to take you seriously if you tell them to do something like "eat this thing you hate," but as long as it's minor, anyone can be badgered into nearly anything. If it's something like "kill your wife?" That's the point where you need UMI, since you can opt out of social combat by attacking people. If it's "eat shit," eventually you're going to snap and punch the guy.

This is generalizing, and I'll be the first to admit you have a point. As it is, though, the system makes sense, and can be implemented well. I'm not saying it's fantastic, or inherently broken- although I will say it's complex enough that newbie players or STs will have trouble using it, much less using it well. That said, Exalted isn't really a "starting" RPG; we have 5e D&D as a gateway RPG. It's ultimately a system that tries to achieve full simulation, and that leads to bugs.

Overall, though, I'm one of the guys who still loves perfect defenses, because they're such a unique concept (well, not "Saitama-level effect," any Mary Sue can have one of those, but as they're put forward), and I laugh at people complaining about the Ten Stages Of Combat because so many are optional- random farmer won't be using charms, not every spirit will want to waste motes on a counterattack- even if they do lead to Combat Taking Forever. It's a TTRPG thing, and I love that there's more than "I have +15 to Bluff." I still love the original Twilight Anima Power, and think that it's ok Dawns don't have as good a shield as the researchers- they have fear effects, since they're made to break armies.

There is no system that cannot be powergamed, and I love that Exalted 2e didn't even bother pretending otherwise. In regards to social combat, though, most of the time you won't attack a person in public because they tried to convince you to do them a favor- and when they go to extremes, it becomes justified. I can't argue that it's far from perfect, or that the design team made some absolutely hideous mistakes at times, or even say that I disagree with your view on how designers should design games...

But I can say that if you're going to murderhobo, you might as well play Dark Heresy. Or D&D, if you like Not Dying.

Jon, I can understand that you're frustrated with the system. Thank you for acknowledging 2.5's changes as outside of your arguments. That said, I think your examples - telling a neighbor to kill his wife - actually support Opting Out By Attacking. Could you present some others, as well as show what does work in 2e's system? I'm not entirely sure where you're coming from, and I find contrasting my own arguments tends to help me get my point across whenever I'm in a debate like this.

rogthnor, I will agree that the lack of major/minor intimacies is a flaw in the social system. That being said, the system's quite complicated already, and there are ways out when things become unreasonable. As it is, thankfully "attack my wife" tends to be linked to compassion (attack person), temperance (wedding vows; duty to wife), and possibly even conviction (my household is under verbal attack). With the additional fact that roleplaying leads to the use of "and now the farmer punches his neighbor in the face," I'd like to say the system doesn't represent the relative emotions but does allow their use - a farmer won't attack you if you bug him to eat The Hated Chocolate (unless you're being really annoying), but will if you poke at him to attack his wife. Does he need a bigger bonus for this? It's not like we're ever going to mention "By the way, I, farmer Bob, love my wife exactly 3.535 times as much as I hate chocolate!" As for paying him to attack his wife with chocolate... most people don't waste intimacies on food, in my experience. They are, to quote the book, a way of saying "My character loves his horse, his sword, and his country." With value in the social system, people tend to put intimacies on objects, people, or organizations... people to be loyal to and tools to be cherished/protected (will you sell your sword, which saw you through the war, for a meal? Nope!)

Strange_Person, I agree with most of the points you're making, but do you think you could tone down the wording slightly? I'm worried that this discussion will get overly heated, and while your last post wasn't a problem, I still wanted to touch base with you and voice my concerns regarding the Modhammer being attracted to the thread. It's amazing how quickly some threads turn into flame wars, and phrases like "get it into your skull" and mentions of arguing in bad faith make me (understandably, I think) somewhat nervous.

So I've been thinking on this for a bit, and it makes me wonder if the problem you are addressing @Jon Chung is a problem at all? Or rather, if a character is approaching combat in such an adversarial manner, than responding with violence might be the game working as intended?*

The way I understand your position is this. Resisting a social attack drains WP. Having less WP puts you at a severe disadvantage in combat. Therefore, if you are going to fight someone the optimal thing to do is to hit them with a bunch of social attacks which compel behavior the player finds unacceptable, but which are not unacceptable orders, such as hurting themselves, stripping naked etc. Because of this, people are incentivized to join battle when confronted by someone who can reliably beat their MDV.

But given the example you gave, that response is in genre for the type of stories Exalted is meant to emulate? Like, one of the big sources of inspiration for Exalted is sword and sorcery books like Conan the Barbarian. If someone walks up to Conan and tells him to strip naked, he'll ignore them and walk away because it wasn't a good argument (didn't make it past his MDV). If someone starts heckling and whatnot and says the same thing (a social attack that bypasses his MDV) he won't grit his teeth and walk away (spend WP) he'll punch the guy in the face.

Basically, if a character is really using NMI to try and get you to do something you find unacceptable, then you should only be spending WP in lieu of joining battle if fighting a battle is considerably worse than losing WP, and that seems to be working as intended.**

*I don't have my books on me so I can't doublecheck how joining battle effects social combat. But IIRC when someone does a social attack you can join battle to basically ignore their social attack and start regular combat.
 
Last edited:
But given the example you gave, that response is in genre for the type of stories Exalted is meant to emulate? Like, one of the big sources of inspiration for Exalted is sword and sorcery books like Conan the Barbarian. If someone walks up to Conan and tells him to strip naked, he'll ignore them and walk away because it wasn't a good argument (didn't make it past his MDV). If someone starts heckling and whatnot and says the same thing (a social attack that bypasses his MDV) he won't grit his teeth and walk away (spend WP) he'll punch the guy in the face.

Basically, if a character is really using NMI to try and get you to do something you find unacceptable, then you should only be spending WP in lieu of joining battle if fighting a battle is considerably worse than losing WP, and that seems to be working as intended.**

*I don't have my books on me so I can't doublecheck how joining battle effects social combat. But IIRC when someone does a social attack you can join battle to basically ignore their social attack and start regular combat.

If someone is approaching a discussion in such a hostile manner, then responding with violence is in theme for the world of exalted.
I think you're misunderstanding Jon's exaggerated examples(mainly for comic effect or emphasis) for his actual position. He's using the examples to illustrate how acceptable orders under NMI are a super broad category that includes absolutely dumb positions, not that this is how people in the world have to use them. Because Jon's position is that any an every use of NMI under 2.0's ruling can be considered just as hostile as what you suggest here, no matter how innocuous. The 'hostile manner' is the act of attempting to have a discussion.
 
I think you're misunderstanding Jon's exaggerated examples(mainly for comic effect or emphasis) for his actual position. He's using the examples to illustrate how acceptable orders under NMI are a super broad category that includes absolutely dumb positions, not that this is how people in the world have to use them. Because Jon's position is that any an every use of NMI under 2.0's ruling can be considered just as hostile as what you suggest here, no matter how innocuous. The 'hostile manner' is the act of attempting to have a discussion.
Then I think I'm gonna need some non-exagerrated examples, because I cannot think of any NMI that's is so horrible I would need to spend WP to resist them, but which couldn't be responded to with join battle. And if that's the case, then it seems to me that those examples must be so infrequent as to be edge cases not worth designing rules for (as no system is perfect).

Unless you are saying that a good player should always use either WP or Join Battle in order to prevent their actions from being compelled, and that doesn't seem to be the way the rules are intended to work or a fun way to play.

Like, if Helen of Troy says she will marry me if I attack the Realm (effective NMI) then letting that social attack hit me (not spending WP or activating Join Battle) isn't a failure state. It's an interesting story and one that makes the game more fun*. And thats partially what I mean when I say the problem might be an inherently adversarial relationship with the social rules, as opposed to the rules themselves. Obviously if you treat the existence of a social attack as an attack then the game breaks down, but that only works if you treat a successful compel action attack as bad in and of itself.

*Also it's probably fair to assume that if she's social specced then you can still win a fight even with 1 less WP
 
Basically, the thing is, systems tend to move in the direction of their incentive gradient.

So if you're designing a system, you really want to make sure that you aren't pointing that gradient towards non-fun play space, even if the logical extreme is so obviously awful nobody would do it. Because you are making a system that naturally wants to make things worse, instead of making a system that, at least under most conditions, tries to make your game better.

Doing a good job of that is... pretty much the definition of 'good systems design.'

It's like, do you particularly want to live next to the Sarlacc pit? Yes, there's a railing. Yes, no sane person will ever go near that place. Yes, even if they did any vaguely sober person would have no problem not falling in.

But... why have it around in the first place?
 
Last edited:
Then I think I'm gonna need some non-exagerrated examples, because I cannot think of any NMI that's is so horrible I would need to spend WP to resist them, but which couldn't be responded to with join battle.

So, this whole thing is about incentives, yeah? Players are more likely to do what the system encourages them to do (by making some courses of action more probable to lead to victory, or avoid loss) because that's just how people work. You have a goal, you do what you think is the best thing to do to reach the goal, you avoid doing stuff you know will not help you get there.

The point of this whole example with 2E is to demonstrate a sample bad incentive that shapes player behaviour in a detrimental way - if it is true that a) being out of WP means you automatically lose in combat and b) normal mental influence hits can force you to lose WP or effectively be turned into a sockpuppet, then given that those facts are true for the purposes of argument, it is (in terms of system logic) not irrational at all to call Join Battle or run away from anyone who can beat your MDV and tries to compel you to do something you don't want to do the moment you see the size of their dicepool and know their hit probability, because you are rightly terrified of the consequences.

But in the heuristics the players are using based off normal human social interaction, it is irrational to do that. It's impossible in real life to make someone completely unable to fight back against physical assault by badgering them to do dumb stuff until they say no ten times. We know for a fact in real life that convincing someone to buy you a beer is plausible but convincing them to kill their wife is (usually, kek) not. If the player does what the system's incentives encourage (such as attempt to drain his target's WP to zero by badgering them to do dumb stuff or reacting to being asked to do dumb stuff like he's being physically attacked), he's doing something that doesn't work by common sense, an action that is anti-immersion and breaks verisimilitude.

By real life norms, someone who reacts to being badgered by gunning down the badgering person is a psycho murderer. By the system's ruleset here, gunning down the badgering person is justified self-defense.

So here the system is doing a bad thing - the natural direction the player is being led in is a direction that causes problems for the game.
 
Last edited:
I think this is our core disagreement? I don't consider a successful social attack to be "being turned into a sock puppet" I see it as the other character convincing mine to do something

Do you think your buddy Bob could, in a million years, convince you to drop trousers, take a shit then eat your own feces in public? In real life.

NMI in 2.0 can do that! Or worse. Without requiring supernatural thresholds of difficulty or anything. I don't think it should be able to do that, but it does do that. If you acquiesce to this sort of order because you fear losing WP, "turned into a sockpuppet" is a reasonable way to describe this, IMO. Either you obey or lose a tenth what is effectively your health bar. If you don't want to obey or die, what can you do if they keep "attacking"?
 
Last edited:
You're swinging back and forth here.

I think Rogthnor's made my point for me, but again, major extreme things - "turned into a sock puppet" - means you punch them in the face.

You do have a good point in your earlier post- namely, that badgering a person ten times in real life doesn't leave them completely defenseless.

But when you badger someone excessively, it IS tiring. Mentally draining, etc. I suppose a tired person would respond poorly to surprises compared to one less drained... but yes, the ten times thing (for people with 10 WP, which is rare) isn't a thing.

That being said, having no temporary willpower doesn't mean you're suddenly worthless in combat. If you're drained, you can run away from/attack people who give you orders or try to stab you in the face. So again, not sure where you're coming from here.

In the cases where "you can't do that!" it tends to mean "The Infernal's using Mind Spider Curse again!" Or maybe Crowned With Fury... anyways, a mentally drained person being vulnerable to magical mind control, or superhuman persuasion, makes total sense.

I suppose that the problem you're seeing is that Exalted tends to break down when you use it for mortals. When 90% of people fall into "two, maybe three dots," it's clear that the system isn't really meant to simulate the masses of humanity doing things. That's narrative stuff; the system is built for the walking demigods whose words are law and allies are legion. It breaks down when you simulate farmers the same way D&D breaks down when you simulate housecats.

That being said... I think the the Illiad example Roghtnor gave says it best. Exalted supports social play, but it does mean that people can persuade others to do things - otherwise, social stats are pointless, and everyone would only build combat characters - with "stab the silver-tongued lawgiver," "punch the bastard saying 'murder your wife' in the face," and "stare at the idiot and his stupid suggestion for five seconds, and then just... walk away. You're done with this shit." all built in as leeway for the extreme examples. What you're describing, the "badgering people 10 times over minor things," is the sort of thing that makes enemies anyways, and honestly its basically Social Paranoia Combat. Can you reserve all your motes for perfect defenses? Yes. Should you? Not really. Just because dumping motes into attacks against an exalt is a bad idea doesn't mean you can't use them in excellencies, minor assaults, ensuring stunting goes your way... and hell, if you're not facing other Exalts, that's when massive attacks come into play! Plus, perfects vs armies of mooks... or even actual armies... are sub-optimal compared to scene-long penalty eliminators. Seriously, penalty eliminators. You can't get much more "boring but practical" in terms of crunch, and at the same time, there's so much potential for well-done stunting. "I duck behind the guy stabbing at me so the arrow aimed at my head is held back by the archer!" "I backflip through the webbing, crawling like a spider to the edge of the ship!"

I mean, come on. Paranoia combat isn't just boring, it's weak.
 
Back
Top