Speaking of essence, am I reading the Kickstarter right? If you back they put your name in the book... but only the special edition. So if you want to *see* your name in print you better shell out 125 USD?
 
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Speaking of essence, am I reading the Kickstarter right? If you back they put your name in the book... but only the special edition. So if you want to *see* your name in print you better shell out 125 USD?
I think they put your name in the book if you back at any level. That reward is specifically for putting a character's name of your choice in the book as a NPC's name.
 
I think they put your name in the book if you back at any level. That reward is specifically for putting a character's name of your choice in the book as a NPC's name.
Think you misunderstood me. Every backer gets their name listed... but the list is only in the Special Kickstarter Edition, not the regular edition of the book.

You have to back at 125 USD to get the SKE.

Actually tuckerizing a character cost way, way, more than 125 USD.
 
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No clue then. I'd ask around but I left the Discord server for Exalted. It's a little uptight, not very relaxed, and I don't really want that kind of vibe when I'm not having a great time in my personal life. Kind of a problem with Exalted talk in general; people have a lot of deeply held opinions on different things, as Exalted is a very expansive game, and they don't really like budging on them.
 
Think you misunderstood me. Every backer gets their name listed... but the list is only in the Special Kickstarter Edition, not the regular edition of the book.

You have to back at 125 USD to get the SKE.

Actually tuckerizing a character cost way, way, more than 125 USD.

I tried asking the devs in the channel, and they said it was more a question for that James dude who runs all their kickstarters, so I can try to ping him about it tomorrow when I get home. I'm like 90% sure that's just a wording flub, though.
 
Systems Chapter's out!

I have to say, I love what they've done to simplify Social Influence. It simplifies the whole mess considerably while also making it very clear that it's not mind control (So that angry players don't have an excuse to bitch about it if they get socially influenced)

It's got a fun example too about how someone can Social Smash someone but then ask all the wrong questions, because it's all based on your threshold successes over the target's Resolve which you use to buy truthful answers--the cost being how much of an inconvenience it is for the person being Socially Influenced to speak of it.

"Where's the Young Mistress" (-1 Success)

"Not home"

"Tell me where she is!" (-2 Successes)

"I've brought her to a secret place where she can be evacuated from the Isle"

"What are you going to do next?" (-1 Success)

"Why, I'm going to kill you so none of this matters"

EDIT: Combat has also been very heavily simplified. You build Power by taking Actions, which can be fighting them but it can also be stuff like macgyvering weapons from the area around you, using Talk-no-Jutsu to wear them down, or deciphering a monster's weakness with your intellect, which you use to form your damage pool when you launch your Decisive Attacks.

SON OF EDIT: Gosh, this may be the best "Storytelling Exalted" chapter I've ever read, it actually acknowledges other forms of play than "Traditional Tabletop", makes it clear that 'You need to establish the Lines you won't cross in this game and the things that exist but won't be focused on because they're uncomfortable to people', and most importantly. Establishes that you absolutely need a group who communicates with each other and works together to form the cast instead of having a bunch of concepts that were never intended to work together.

Amazing. My confidence grows. The sidebar about "My character broods in the corner" is one of the most straightforward acknowledgements of how to try and compromise with people who trend antisocial by helping guide that concept into something with good flavor underneath the sharp exterior... Up to and including the implication of "Don't spend too much time chasing one antisocial player that you make the game un-fun for everyone else too--do you best to try and accommodate their wishes, but don't be afraid to put your foot down"
 
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I'm reasonably confident this is not how it works.

First off, you need to establish what you're trying to do before making any roll. Our example Exalt wants to learn where the young mistress is. This can't be a Read Intentions action, because those can only reveal motives, Virtues or Intimacies. This means we're trying to Persuade the target to take the action we want them to take.

We mostly just glower and try to look scary, so we aren't pulling on a specific Intimacy to get our goal; however, this also means no bonus for us. Let's say our target has some Integrity, but not too much, so their base Resolve is 3, plus they also have a Major Intimacy of Loyalty to the family they're serving. This means we start from a Difficulty of 6, and if we succeed on the roll, we can get them to do something inconvenient.

But wait! It's reasonable for us to assume that this servant would be severely punished if they spilled the family secrets to some suspiciously anathematic strangers, so this actually needs not one, but two repurchases of the Persuade for 2 successes each. (One repurchase would get them to do something risky, but not risky enough to pose a threat to their livelihood - and in this scenario, "your employment is terminated" is one of the least bad things that could happen to them.)

So we need to roll 10 successes to intimidate this dude! Oh no!

Luckily, the ST accepts our proposal that "I prefer to avoid grievous bodily harm at the hands of the Anathema whenever possible" should really be worth at least a Minor Intimacy on the sheet of the average person, so the difficulty goes down to a much more manageable 8. Sadly, being the kind of dum-dum whose investigative technique is limited to making Jack Baueresque faces while shouting "WHERE IS THE BOMB" very intently, we still fail.

However, this does not stop us from attempting to make more social influence actions in the same scene, so now we try a Read Intentions to suss out what the goal of our target is here. Luckily, Read Intentions is never modified by the target's Virtues and Intimacies, so we only need to overcome a base Resolve of 3. We roll a five - allowing us to not only succeed, but also buy the effect of a different social influence action!

We decide we'd prefer to know what our target is up to, before committing ourselves to anything. "He's going to try to kill you, so none of this matters", our ST says with a shit-eating grin.

"Wait, you piece of shit", we complain vigorously. "If he thinks he can kill us so none of this matters, shouldn't trying to get him to tell us where the young mistress is have been an inconvenient task rather than a life-changing one? My previous persuade totally should've succeeded! Well whatever, I use my remaining two successes to buy the effect of Persuading him to do inconvenient task, so he should tell us where she is now."

"Wait, this is bullshit", the ST grumbles. "You can't just bypass opposed Intimacies by using your extra successes on Read Intentions to buy the effects of other social influence actions, this is degeneracy of the highest order."

"Well rules says I totally can", we beam while mentally noting that we shouldn't abuse this too much, otherwise he's gonna raise the issue to the devs on Discord.

"Whatever", he exhales, annoyed. "Asking a character to abandon or ignore their Major Virtue is an unacceptable influence anyways. His Major Virtue is his Loyalty to the family, so the influence attempt is still a no-go."

"Your adventure design is terrible!", we protest. "Antagonists are much more interesting when they aren't just going 'nope' to any influence you're trying to do! Also, how the fuck are we going to illustrate the rules for retrying influence now? Also what about the rules for hard bargains? Or rejecting influence? This example writeup is garbage!"
 
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It's fine - I'm reasonably confident I got a lot of things wrong, too! For example, you're actually supposed to increase the "success" (I assume cost?) of influence actions you buy with extra successes by the Intimacy value of whatever Intimacy or Virtue they're opposed by (so persuading someone off the back of a Read Intentions attempt would possibly not work like above - but then again, it also says Major Intimacies bump costs by 2 in this case, so maybe there's a discount?). Also, the difficulty of Read Intentions can be influenced by Intimacies, it's the cost of buying it with extra successes that is never increased. Or something. I'm sure I'll need to read it a couple more times to fully internalize it.
 
I'm reasonably confident this is not how it works.

First off, you need to establish what you're trying to do before making any roll. Our example Exalt wants to learn where the young mistress is. This can't be a Read Intentions action, because those can only reveal motives, Virtues or Intimacies. This means we're trying to Persuade the target to take the action we want them to take.

We mostly just glower and try to look scary, so we aren't pulling on a specific Intimacy to get our goal; however, this also means no bonus for us. Let's say our target has some Integrity, but not too much, so their base Resolve is 3, plus they also have a Major Intimacy of Loyalty to the family they're serving. This means we start from a Difficulty of 6, and if we succeed on the roll, we can get them to do something inconvenient.

But wait! It's reasonable for us to assume that this servant would be severely punished if they spilled the family secrets to some suspiciously anathematic strangers, so this actually needs not one, but two repurchases of the Persuade for 2 successes each. (One repurchase would get them to do something risky, but not risky enough to pose a threat to their livelihood - and in this scenario, "your employment is terminated" is one of the least bad things that could happen to them.)

So we need to roll 10 successes to intimidate this dude! Oh no!

Luckily, the ST accepts our proposal that "I prefer to avoid grievous bodily harm at the hands of the Anathema whenever possible" should really be worth at least a Minor Intimacy on the sheet of the average person, so the difficulty goes down to a much more manageable 8. Sadly, being the kind of dum-dum whose investigative technique is limited to making Jack Baueresque faces while shouting "WHERE IS THE BOMB" very intently, we still fail.

However, this does not stop us from attempting to make more social influence actions in the same scene, so now we try a Read Intentions to suss out what the goal of our target is here. Luckily, Read Intentions is never modified by the target's Virtues and Intimacies, so we only need to overcome a base Resolve of 3. We roll a five - allowing us to not only succeed, but also buy the effect of a different social influence action!

We decide we'd prefer to know what our target is up to, before committing ourselves to anything. "He's going to try to kill you, so none of this matters", our ST says with a shit-eating grin.

"Wait, you piece of shit", we complain vigorously. "If he thinks he can kill us so none of this matters, shouldn't trying to get him to tell us where the young mistress is have been an inconvenient task rather than a life-changing one? My previous persuade totally should've succeeded! Well whatever, I use my remaining two successes to buy the effect of Persuading him to do inconvenient task, so he should tell us where she is now."

"Wait, this is bullshit", the ST grumbles. "You can't just bypass opposed Intimacies by using your extra successes on Read Intentions to buy the effects of other social influence actions, this is degeneracy of the highest order."

"Well rules says I totally can", we beam while mentally noting that we shouldn't abuse this too much, otherwise he's gonna raise the issue to the devs on Discord.

"Whatever", he exhales, annoyed. "Asking a character to abandon or ignore their Major Virtue is an unacceptable influence anyways. His Major Virtue is his Loyalty to the family, so the influence attempt is still a no-go."

"Your adventure design is terrible!", we protest. "Antagonists are much more interesting when they aren't just going 'nope' to any influence you're trying to do! Also, how the fuck are we going to illustrate the rules for retrying influence now? Also what about the rules for hard bargains? Or rejecting influence? This example writeup is garbage!"
This sounds terrible. Have you raised these issues with the devs on discord?
 
Your adventure design is terrible!", we protest. "Antagonists are much more interesting when they aren't just going 'nope' to any influence you're trying to do! Also, how the fuck are we going to illustrate the rules for retrying influence now? Also what about the rules for hard bargains? Or rejecting influence? This example writeup is garbage!"
I guess it's a good thing that this isn't anything like the example scenario given in the book then? That example is about an NPC trying to influence a PC, and does go on to demonstrate the rules for rejecting influence/hard bargaining.
 
Yeah, Hard Bargain is basically "Either compromise by creating a complication but avoid the influence, or refuse even that much and their next roll gets a hefty bonus."

Also, yeah, the example is an NPC against a PC, the book is very clear that edge cases should always favor the PC. This was the player cheekily dealing with an NPC who had the wrong priorities in mind.
 
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I do wonder why you would choose to attack someone directly with a Withering attack when you could just Build Power at a lower difficulty than trying to hit their defenses, but I don't have the full picture yet.
 
This sounds terrible. Have you raised these issues with the devs on discord?

I don't think it's terrible.

First off, I flat-out got the Read Intentions exploit wrong - if you try to piggyback a Persuade off of a Read Intentions knowing that their Resolve would be boosted by an Intimacy against the Persuade but not against a RI, you still have to add the rating of the Intimacy to the cost of purchasing the Persuade effect with extra successes. This means you net gain 1 success, but you also lose out on being able to support your Persuade attempt by harping on any of your target's Intimacies, so most of the time you probably end up losing more than you gain overall.

Second is the issue with Major Virtues, but I wouldn't start making too much of a fuss about it until we see the antagonists chapter - who knows what kind of enemies even get Major Virtues?
 
I do wonder why you would choose to attack someone directly with a Withering attack when you could just Build Power at a lower difficulty than trying to hit their defenses, but I don't have the full picture yet.

If I were to guess, it's probably because Withering Attacks interact directly with Charms to get more out of it, while Build Power has it as a secondary focus but trades off with being able to pass that Power on to someone else.
 
I do wonder why you would choose to attack someone directly with a Withering attack when you could just Build Power at a lower difficulty than trying to hit their defenses, but I don't have the full picture yet.
If I were to guess, it's probably because Withering Attacks interact directly with Charms to get more out of it, while Build Power has it as a secondary focus but trades off with being able to pass that Power on to someone else.
In addition to Charms, I would hazard that other reasons would be that you can't flurry other action with Build Power but could do so with withering attacks, because piling onto a boss with Withering attacks reduces their hardness via Concentrated Attacks, because weapons probably make attacking more efficient somehow, and probably other things I'm not thinking of.

On an unrelated note, I gotta say that I really like Essence's stunt rules.
 
I'll be honest. I'm not 100% certain I like the combat changes. I understand why they changed it, but the shifting initatives was one of the coolest things in 3e. Though it was horribly complicated to run, so yeah...

I will say I 100% don't like the new turn order. It's not 100% clear, but if the join battle is on an individual level, then each party just needs one "initiator" with a high join battle to go first. And with how swingy exalted combat can be (though maybe essence will be less) allowing the full party to do all thier turns at once can lead to some very one sided battle. The choose who goes next initiative system can work, but I don't feel like it's a good fit for exalted.
 
This is why important storyteller characters can interrupt that turn order.
I did see that, as well as a reference to charms that allow players to interrupt the storyteller's characters if they go first.

I'm just wondering if it would have been simpler and better to just have turn order decided by the result of the initiative roll like D&D does instead. Right now it's effectively decided by the highest roll on the storyteller/circle's group anyways, as both the Storyteller and circle probably have an ideal order for their characters (ex, general inspires first then soldiers attack).

Eh it's not a dealbreaker, just not exactly what I thought of when I thought simplified 3e combat system.
 
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Still not super sold on Virtues returning, since I don't think they really add anything and are less nuanced than Principles or Intimacies.
 
Still not super sold on Virtues returning, since I don't think they really add anything and are less nuanced than Principles or Intimacies.

It seems more like the old "Motivation/Demeanour" thing that World of Darkness and Scion used though? Just giving an Exalty-name.

Since the idea here isn't "Have like, a billion intimacies to cover most realistic interactions", but is instead "Have only the most important things as Intimacies, while you have certain ideals that govern things that aren't otherwise quantified"

They're not an extra form of mana like they were in 2nd edition, so I think it works from the perspective of reducing bookkeeping?
 
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This sounds terrible. Have you raised these issues with the devs on discord?
They get really annoyed if you bring up issues in Discord, from what I've seen, but the provided feedback forms are a mess. Kind of disappointing; they don't really have the Josh Sawyer (of Obsidian Studios fame) mindset, where he doesn't get rattled if you talk to him about stuff you disliked in his games.
 
I did see that, as well as a reference to charms that allow players to interrupt the storyteller's characters if they go first.

I'm just wondering if it would have been simpler and better to just have turn order decided by the result of the initiative roll like D&D does instead. Right now it's effectively decided by the highest roll on the storyteller/circle's group anyways, as both the Storyteller and circle probably have an ideal order for their characters (ex, general inspires first then soldiers attack).

Eh it's not a dealbreaker, just not exactly what I thought of when I thought simplified 3e combat system.
I can see the logic if you consider the simplicity being done with a particular eye towards people new to Exalted or even to RPGs altogether; it has the advantage over a D&D initiative roll in that you don't have to actually keep track of the specific order in which everyone is going, and you don't have to worry about whatever initiative tracker you're using crashing/getting knocked over/etc. Just "one side goes, sorts out order amongst themselves, then the other side goes and does the same, rinse and repeat."

It's certainly not ideal even with that taken into consideration, but I do kinda understand why they went with it.
 
They get really annoyed if you bring up issues in Discord, from what I've seen, but the provided feedback forms are a mess. Kind of disappointing; they don't really have the Josh Sawyer (of Obsidian Studios fame) mindset, where he doesn't get rattled if you talk to him about stuff you disliked in his games.
I'd probably get really annoyed too if I had to deal with feedback from the Exalted fanbase on a regular basis.
 
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