They're still on their last legs, though, so it'd be pretty easy for them to get incap'd again. It's a neat recovery mechanic, regardless.Adjacent to the subject of getting one shot, I like how you can bring an Incapacitated ally back into the fight if you can feed them enough Power.
On a separate note, but I am having some difficulty with the attributes. Specifically Fortitude. Force and Finesse both feel like active descripters to me. You do things with force or with finesse. But you don't really do things with fortitude. You endure things with fortitude.
IDK, I just feel like I'm not grokking Fortitude. All the uses I can think of for it feel very passive.
Yeah, I feel like something along the lines of "Steadfastness" or whatever would better convey the various concepts that Fortitude is trying to encompass.
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.
It's to require you to spend at least that much time / game presence building up to make that attack in the first place.Thinking further on it, I suppose the issue is that if hardness doesn't reduce the damage of attacks, well then what is it for?
So, your example definitely helps me better conceptualize hardness as a way of forcing longer engagements, and I can definitely see some fun build options, but barring some sort of mechanic that lets you reduce the power built up on you, hardness is still only marginally useful.It's to require you to spend at least that much time / game presence building up to make that attack in the first place.
Like, the entire "but hardness makes people more likely to be one-shot" line implicitly claims that build power / withering attacks / etc don't have game presence. Consider a group of infantry trying to maneuver around a tank, bait it down narrow alleyways and distract the gunner so they can sneak their ATM into position to shoot it through the weaker back armor. That's an extended fight in which the infantry might only make one serious attack, and if they win the fight that one attack is going to kill the tank; does that seem like a story that implies tanks are fragile compared to infantry?
Are you certain about that? People have brought it up, and yeah, I suppose RAW it could be read that way, but that just seem kind of nonsensical to me.You always get at least overwhelm in power when you attack, even if you miss.
I guess it would be good if like, there was a whole chapter of this book featuring magic powers you can buy that change how the rules work for your character.Barring hardness being substantially easier to get, some sort of mechanics which let you lower power to make your hardness more useable, or soak being prohibitively more expensive, I just don't see hardness being useful mechanically.
It's becoming increasingly apparent to me that Exalted is a game where the characters are supposed to succeed at everything. The drama, the game posits, ought to come from the consequences of success and the ways that your legendary deeds shape the world, rather than the struggle to perform those deeds or the tension of not knowing if you will succeed or fail. That's a perfectly fine idea for a game. What gets me, though, and what I think has led to a lot of tension whenever I sit down to play or run Exalted, is that all of the actual game, its mechanics, doesn't seem to support that. Actions, be they attacks or treating diseases or climbing mountains, have Difficulties that you roll dice to overcome. All of the tension present in that dice roll, in the random chance, the probability curve, is about whether or not you do the thing. The mechanics of the game don't really care about, or help to shape, what happens next.The flipside of this is that incapacitation itself is kinda wishy-washy (it can mean being stabbed and on death's door, but also being disarmed and put in an awkward spot but also just being really fucking sad - and, by RAW, I can keep singing at my friends and build their Power while being any of those three).
It also seems really hard to get incapacitated in the first place? Dramatic injuries reduce incoming damage to 0, taking a dramatic injury to an attribute is pretty much equivalent to a slap on the wrist, and you can take FOUR of the damn things before you'd have to face the music. All in all, I get the impression that the game is just really afraid to let players fail at anything, which is... not the thing I'm looking for in a game. Yes, not even in a game about epic kung-fu demigods who can shake the pillars of the heavens.
Except that chapter hasn't been released yet, and there is no proof that there will be charms to solve this problem.I guess it would be good if like, there was a whole chapter of this book featuring magic powers you can buy that change how the rules work for your character.
it was asked about in the discord and was confirmed by the devs to be intentionalAre you certain about that? People have brought it up, and yeah, I suppose RAW it could be read that way, but that just seem kind of nonsensical to me.
My point was more that the degree to which this is a problem at all (you have gotten pretty strong pushback on this point and not just from me) is predicated on like, at best a very incomplete picture of the game and that this is probably not the time to declare that things are A Problem anymore than the doomsaying about which anima powers were good or bad was warranted before we even knew how the system worked.Except that chapter hasn't been released yet, and there is no proof that there will be charms to solve this problem.
I can only offer my feedback on what exists, not the imaginary charms that you have invented in your head to fix this problem. Maybe the charms chapter will fix this problem, maybe it won't. We can't know that until that chapter is released.
My point was more that the degree to which this is a problem at all (you have gotten pretty strong pushback on this point and not just from me) is predicated on like, at best a very incomplete picture of the game and that this is probably not the time to declare that things are A Problem anymore than the doomsaying about which anima powers were good or bad was warranted before we even knew how the system worked.
Except I'm not. I'm offering feedback on something about the system that worries me, and breaking down why. Which is kind of the whole reason that early manuscripts are provided to backers.My point was more that the degree to which this is a problem at all (you have gotten pretty strong pushback on this point and not just from me) is predicated on like, at best a very incomplete picture of the game and that this is probably not the time to declare that things are A Problem anymore than the doomsaying about which anima powers were good or bad was warranted before we even knew how the system worked.
Charms are part of the base system. Essence isn't built for mortal play. You're supposed to have Charms.Except I'm not. I'm offering feedback on something about the system that worries me, and breaking down why. Which is kind of the whole reason that early manuscripts are provided to backers.
Also, I didn't want to bring it up in my earlier post, but charms should not be used as fixes for problems in the base system. If hardness relies on charms to be patched into usefulness, than that is in itself a bit of a red flag.
This is the kind of thinking that gave us EX3's godawful craft system, so Solar Craft could look good by obviating large chunks of it.Charms are part of the base system. Essence isn't built for mortal play. You're supposed to have Charms.
This is the kind of thinking that gave us EX3's godawful craft system, so Solar Craft could look good by obviating large chunks of it.
I…that's…it was asked about in the discord and was confirmed by the devs to be intentional
Incorrect. You deal more damage than just the Power invested, the damage of a decisive attack is Power invested+Threshold Sux+Weapon Autosux+(other modifiers). If you spend 10 power at once, you only get threshold sux and weapons modifiers once. if you split it into two 5 power attacks each, you get to double up on threshold sux and co.Since a high power attack deals more damage, that means that someone with high hardness is receiving the same damage over the same period of time, its just in the form of a few powerful blows instead of several weaker ones.
Honestly, yeah. I'm picking at these things because I feel like the system is really good overall, and so there are concrete issues I can point to for improvement. Unlike say, F.A.T.A.L. where the whole thing is so bad I can't pick out singular issues, the core of Essence is really strong and so my complaints are mostly minor things. I've said before that most of what I dislike is an easy houserule away, and even what I consider the worst mechanic (hardness) isn't, like, awful or anything.I…that's…
*sigh*
You know what, the devs have accrued enough good Will from me so far that I will give them the benefit of the doubt until we have all the rules.
Anyway, regarding Hardness, regardless of its mechanical effectiveness or lack thereof, I will say that it probably does the best job at making armor feel like armor I've seen, and it does a lot for me in helping me embrace withering attack's conceit that they're fer realz srs attacks, but they still only cause scrapes or other minor cosmetic damage lol.
'Cause, your armor is your armor, yeah? It's supposed to protect you. So when someone hits with a withering attack, it's a real, serious attempt to inflict injury, but thanks to your armor protecting you the attack itself doesn't inflict any serious injury.
So you maneuver, and test defenses, Building Power until you are able to make a decisive attack, at which point you're able to strike at a weak point or land a blow strong enough that it's able to penetrate the armor and actual inflict harm on your meaty bits.
But because your armor protects you in a non-binary fashion and doesn't just crumple like paper the moment you whack it juuust hard enough, it still absorbs some of the harm, which is your Soak.
So, yeah. Ultimately I just like how they did hardness and soak, regardless of whether it turns out to be flawed.
This is honestly a really good point. I hadn't considered how the smaller, weaker, decisivie attacks are more Power-efficient and thus allow you to get more attacks which translates to more damage from Thresh-hold sux and weapon damage.Incorrect. You deal more damage than just the Power invested, the damage of a decisive attack is Power invested+Threshold Sux+Weapon Autosux+(other modifiers). If you spend 10 power at once, you only get threshold sux and weapons modifiers once. if you split it into two 5 power attacks each, you get to double up on threshold sux and co.
Edit: But of course, soak applies twice as well.
I don't think those are remotely comparable. The kind of thinking that gave us EX3's godawful Craft system is in fact - exactly as you allude to - that the core system is still built for mortals (but in a way so it feels shitty), but the Craft system lets you obviate all the parts that feel bad. Essence is built around the assumption that you are an Exalt from the ground up.This is the kind of thinking that gave us EX3's godawful craft system, so Solar Craft could look good by obviating large chunks of it.
It's becoming increasingly apparent to me that Exalted is a game where the characters are supposed to succeed at everything. The drama, the game posits, ought to come from the consequences of success and the ways that your legendary deeds shape the world, rather than the struggle to perform those deeds or the tension of not knowing if you will succeed or fail.
I have heard from the people who play with it that the craft system itself isn't terrible, just what solar craft does to it. The major failing is that it doesn't allow architects. That's just what I've heard tho. Haven't actually managed to play a game of exalted that lasted long enough for craft to become relevant in any form.