Just reading through, do Exalt milestones seem a bit likely to end badly to anyone else?

Like, I know a lot of games that would make a Zenith or Night work to get a few milestones a story but, by RAW, seem to hand them out to the Dawn every single session without fail? Like, a fairly superficial reading of most Dawn-like milestones is "You rolled join battle somewhere" whereas a night caste has to specifically break into someone's lair (probably alone given the non-stealthy nature of other characters) and did a thing.

Like, I'm fine with the idea of incentivizing players to do certain things or approach problems in certain ways, but milestones seem like a somewhat profoundly blunt way of doing that and that feels like it probably puts a lot of pressure to keep people balanced on the GM? Particularly when some exalts have "reassure an important character" (that is, find a character who is down that matters to the plot and reassure them) and some have fight a battle (that is, presumably roll join battle). The latter definitely seems a lot more common in most games I've played?

Like, having basically two options, some of which vary dramatically in their general usefulness to the story and/or availability makes me a bit concerned that milestones are a kind of de facto shackle on newer storytellers, in that most people default to a fight a session or so, but that then encourages you to have the Zenith able to give an uplifting speech to someone once a session, the night caste offered clear chances to steal something usefully once a session or so.

For personal milestones, am I crazy or do the rules seem to give both a maximum AND minimum personal milestone of 1/session?
 
most people default to a fight a session or so, but that then encourages you to have the Zenith able to give an uplifting speech to someone once a session, the night caste offered clear chances to steal something usefully once a session or so.
Both of those things can also take place within a fight and are explicitly detailed in the combat rules. An Inspire action can be used to build power for another player, and Pilfer and Disarm are both gambits that could satisfy "stole an important item". The Solar Exalt milestones are all pretty easy to hit in this way.
 
Both of those things can also take place within a fight and are explicitly detailed in the combat rules. An Inspire action can be used to build power for another player, and Pilfer and Disarm are both gambits that could satisfy "stole an important item". The Solar Exalt milestones are all pretty easy to hit in this way.

Well, provided every antagonist is carrying one or more important items unless you also have a chance for the night caste to sneak that session.

That said, I think that's relatively fair particularly for Twilight and Zenith as written, but that also kinda renders it just a bit dumb? Like, okay, a Zenith/Twilight is obligated to take one build power action a session to ensure XP. A Night must, instead, spend power to succeed at one specific gambit. That definitely seems fairer to the players in terms of not defaulting to the Dawn just accruing XP faster, but also scans as intuitively silly game design. Instead of encouraging playstyles or approaches to narrative content, you're restricting options in tactical encounters in varyingly small ways that don't really seem to enhance fun or do anything meaningful.
This part, at the very least, has been acknowledged by the devs in the Discord server as a versioning clash issue. The text is wrong there.

Ah. Is the idea that it's once/session or once/character beat then?
 
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Ah. Is the idea that it's once/session or once/character beat then?

They got kind of swamped with people asking about it, but once I found out the text had the issue I kind of stopped paying attention to the specifics, and don't want to actually ask them. Their sticky post on the subject says:

1) There's a versioning issue with Milestones and advancement causing a clarity issue.
2) Characters will usually qualify for at least one kind of milestone per session, but
2a.) Until X* milestones are fulfilled for the circle for each type (Personal and Exalt) advancement doesn't happen *X=number of players in the circle
3) In testing, this ended up being about every two sessions (sessions being about four hours of play)
4) There's advice on pacing and changing pacing and advancement later in the book.

Edit: So they're not expecting everyone in a group to hit their Exalt milestones every session. And since the advancements are tracked for the whole group (a metaphor I remember flying around the discord was 'putting candies in a bowl'), even if there's a stretch with tons of combat, or no combat, the overall group advancement rate should keep steady since if the Eclipse isn't getting their advancement, the Dawn probably got 2 (over 2 sessions). This tracks fairly well for me, because I already had a similar house rule with the various supplemental splat XP pools in my base Ex3 games.
 
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Just reading through, do Exalt milestones seem a bit likely to end badly to anyone else?

Like, I know a lot of games that would make a Zenith or Night work to get a few milestones a story but, by RAW, seem to hand them out to the Dawn every single session without fail? Like, a fairly superficial reading of most Dawn-like milestones is "You rolled join battle somewhere" whereas a night caste has to specifically break into someone's lair (probably alone given the non-stealthy nature of other characters) and did a thing.

Like, I'm fine with the idea of incentivizing players to do certain things or approach problems in certain ways, but milestones seem like a somewhat profoundly blunt way of doing that and that feels like it probably puts a lot of pressure to keep people balanced on the GM? Particularly when some exalts have "reassure an important character" (that is, find a character who is down that matters to the plot and reassure them) and some have fight a battle (that is, presumably roll join battle). The latter definitely seems a lot more common in most games I've played?

Like, having basically two options, some of which vary dramatically in their general usefulness to the story and/or availability makes me a bit concerned that milestones are a kind of de facto shackle on newer storytellers, in that most people default to a fight a session or so, but that then encourages you to have the Zenith able to give an uplifting speech to someone once a session, the night caste offered clear chances to steal something usefully once a session or so.

For personal milestones, am I crazy or do the rules seem to give both a maximum AND minimum personal milestone of 1/session?
Iirc, milestones are group activities. So everyone has to meet their before anyone advances.

Which imo is a good way to handle it, because it gives players an incentive to help the other players hit their goal.
 
I wonder why anyone would ever bother to use the mechanics presented for treating diseases when they're so much worse than just using Teamwork to give them a boost to their roll.

Also, is it just me or do the difficulties to treat/resist diseases seem pretty high? It's a difficulty 5 Sagacity action to "cure a plague ravaging a city" but it's also difficulty 5 just to help a single person get a bonus to their roll to recover.
 
Ahhh, so it's the entire structure of the per player advancements that are borked then. That looks a bit better.
There isn't any per player advancement it's all group advancement. Once a milestone is achieved it's added to a communal pool or counter that ticks up until it hits the number of players in the game and when that happens everyone gains a milestone of that type.

An example
Have 5 players in circle so need 5 milestones
0/5
Player completes a milestone
1/5 Ding!
Player completes a milestone
2/5 Ding!
Player completes a milestone
3/5 Ding!
Player completes a milestone
4/5 Ding!
Player completes a milestone
5/5 DING! Gain milestone reward reset counter to 0/5

And it doesn't matter which player completes a milestone either it can be everyone completing theirs once, one player completing theirs multiple times or a combination of both so you don't have to worry about hitting your caste/aspect exalt milestone every session to advance. You don't have to worry about advancing slower because your exalt milestone doesn't happen as often either.
 
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First Preview of Essence Charms got sent to backers, and...

It's fucking brilliant.

Like, full stop, this is probably the most incredible innovation in Essence--it's masterful.

"Yeah, you know all those baseline default Charms that every Exalt has to have to be competent but we put little spins on it to give flavor?"

"Yeah?"

"Why don't we just... Make them Universal Charms that every Exalt has access to?"

"But then how do we make each Exalt-type more flavorful?"

"Different Exalts modify the baseline value. So say, Ox-Body Technique gives a single -1 Health Level by default. Let's say Solars can add a -0 or an additional -1 on top of that, Sidereals replace the -1 with a 0, and so on so forth?"

"..."

"You'll save thousands of words of wordcount over the course of an Edition, and have basic functionality for every Exalt type right out of the box if we do it this way."

"BRILLIANT!"
 
First Preview of Essence Charms got sent to backers, and...


"BRILLIANT!"
Oh wow, I expected like, another week of wait before this came out. Super excited for work to end now.

So, if I'm reading excellencies right, an excellency lets you either double your roll for that ability or add your attribute for that ability, depending on exalt type. Seems a little clunky, but not awful.

EDIT: Probably going to houserule ox body into two modes. Solars get the addtional +0, while the Infernal's and Abyssal's get the two additional -1s
 
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I'm just pleased that they actually gave us Excellencies and Ox-Body. That's the minimum you really need to make a fully functioning character. Going to start making so many builds now.
 
Oh wow, I expected like, another week of wait before this came out. Super excited for work to end now.

So, if I'm reading excellencies right, an excellency lets you either double your roll for that ability or add your attribute for that ability, depending on exalt type. Seems a little clunky, but not awful.

EDIT: Probably going to houserule ox body into two modes. Solars get the addtional +0, while the Infernal's and Abyssal's get the two additional -1s

No, it's "+ability to this roll, some Exalts can add +attribute instead of it's higher"

So you get max 5 dice out of Excellencies alone.

Anyway though, it wasn't the full Charm Preview, just a couple to show how they're done up--it's just super good.
 
No, it's "+ability to this roll, some Exalts can add +attribute instead of it's higher"

So you get max 5 dice out of Excellencies alone.

Anyway though, it wasn't the full Charm Preview, just a couple to show how they're done up--it's just super good.
Yeah, that was a typo. I meant to say it doubles your ability roll or lets you add + attribute instead.

At least, I assume that that's what they mean when they say + ability. The wording was a little confusion.
 
No, it's "+ability to this roll, some Exalts can add +attribute instead of it's higher"

So you get max 5 dice out of Excellencies alone.

Anyway though, it wasn't the full Charm Preview, just a couple to show how they're done up--it's just super good.

Hell, if I knew that was gonna get this kinda reaction here I'd have said something a while ago. We've known about universal charms + modes for months.
 
Anyone have a list of the abilities? I can't access google drive atm.


Article:
Abilities
Awareness: Survey a scene, notice details, spot ambushes, and use physical senses.
Athletics: Move quickly, balance, dodge attacks.
Close Combat: Fight in close quarters, unarmed or with a weapon.
Craft: Create items, food, structures, or art, including their magical counterparts.
Embassy: Navigate social structures and bureaucratic procedures.
Integrity: Withstand mental duress, outside influences, and magical manipulation.
Navigate: Find one's way across Creation, and utilize transportation.
Performance: Influence others through artful expression, influence spirits through prayer.
Physique: Perform physical feats, resist the environment, illness, and poison.
Presence: Influence others by personal magnetism, persuasion on an individual level.
Ranged Combat: Fight at range with a variety of weapons.
Sagacity: Understand academic and historical teachings, languages, occultism, and medicine.
Stealth: Perform unseen actions, pass unnoticed, use disguises.
War: Command others, employ battlefield tactics.
 
It seems like an elegant solution, especially for a compressed system like Essence. It feels admittedly a bit early to judge whithout seeing more, so I shall eagerly await the full preview. Three charms are not a lot, after all.

I like how Lunars and Gemetians use the mode-name in Mongoose-and-Cobra Escape to paint a strong viusal without having to use further word count.

That said, as an Infernals fan: What is up with Skyfire-Seizing Flare? Skyfire-Seizing Repast was an energy (Skyfire - meaning sunlight, really) absorption (Seizing) charm, but this evasion charm does the absolute opposite - blatantly false advertising, that. Something like 'Skyfire-Shedding' might have made more sense, if the alliteration and callback are vital. It quite honestly feels like parts of two iconic Malfeas charm-names glued together just to evoke 2e.
I am not sure whether to bother the devs about such a triviality, but it is jarring compared to the more fitting, evocative names.

Also - Malfean evasion? Malfeas is not a Yozi whom I would associate with evasion of all things, which makes me curious as to why no other Yozi was chosen and as to how the Infernal Charm thematics will differ form 2e.
2e Infernals relied upon Yozi-Charmsets to maintain thematic cohesion, so I wonder how they will feel like in a more standartized Ability based system, compared to thematically purer spalts like Solars, Abyssals and Lunars.
 
Article:
Abilities
Awareness: Survey a scene, notice details, spot ambushes, and use physical senses.
Athletics: Move quickly, balance, dodge attacks.
Close Combat: Fight in close quarters, unarmed or with a weapon.
Craft: Create items, food, structures, or art, including their magical counterparts.
Embassy: Navigate social structures and bureaucratic procedures.
Integrity: Withstand mental duress, outside influences, and magical manipulation.
Navigate: Find one's way across Creation, and utilize transportation.
Performance: Influence others through artful expression, influence spirits through prayer.
Physique: Perform physical feats, resist the environment, illness, and poison.
Presence: Influence others by personal magnetism, persuasion on an individual level.
Ranged Combat: Fight at range with a variety of weapons.
Sagacity: Understand academic and historical teachings, languages, occultism, and medicine.
Stealth: Perform unseen actions, pass unnoticed, use disguises.
War: Command others, employ battlefield tactics.
Thanks!

Related (in that I used this list while producing these hacks) I would like to present 2 simple hacks for Infernals. These hacks are designed to duplicate the 2e Infernal excellencies, not necessarily in function, but in spirit. The intent here is to mimic how the Infernal Excellencies pushed players into acting more like the Yozi, which is something that I always really loved.

Not really sure which of the two hacks I like more, so I would appreciate feedback.

Infernal Attributes Hack
The fell might of the Yozi warps and twists the minds of their chosen, making them mirrors of their demonic masters.
When creating an Infernal, replace the standard Attributes (Force, Finesse, Fortitude) with three of the Yozi-attributes listed below. These attributes may be switched out at appropriate milestones.

Infernal Excellency Hack
Purchasing this charm lets the Infernal replace one of their attributes with a Yozi-attribute (see below) of their choice. The new Yozi-attribute has a dot value equal to that of the attribute it is replacing, and acts in all ways like a regular attribute, save that it can only be used for actions which meet the criteria defined in its write-up.

Choose three Abilities. (Number subject to change). The Infernal may spend 1 mote to double her Yozi-attribute rating for any rolls involving these three abilities.

Further purchases of this charm may add 1 new ability to an existing Yozi-attribute or replace an existing attribute with a new Yozi-attribute. New Yozi-attributes receive 3 abilities as if this were the character's first time purchasing the charm.

Yozi Attributes
Malfeas: The fallen King of the Primordials is arrogant, cruel and given to excessive displays of obvious force for the chance to show off and the sadistic joy he feels when enemies and allies look upon him in awe and terror. He is vast and full of hate toward those who betrayed and imprisoned him, seeking vengeance with indiscriminate callousness to the collateral damage he inflicts on the innocent. The Demon City is resilient and strong enough to lift the world or crush it underfoot. The green fires raging in his heart blight the very Essence of everything they touch, marking the world with his wrathful glory. He holds authority over all things wise enough to bow before the world's creators.

Characters may apply this Charm to any actions in which they choose the ostentatious or overkill approach over merely adequate solutions. Any intentional subtlety or display of restraint makes this Excellency inapplicable, including adding less than half the maximum possible dice bonus to a roll (rounded down). Note that force does not necessarily equate to violence. A forceful seduction in which an Infernal confidently orders a prospective paramour to accompany him rather than cajoling or flattering her can benefit from this Charm just as readily as a stomp delivered to a prone enemy's face. Strangely, the power of Malfeas may also enhance any Performance action to dance or create music. These are the secret pleasures of the Demon City that embarrass Ligier.

Cecelyne: The Endless Desert is patient and deliberate. She holds back, amassing resources until she can overwhelm her opposition. Her law places the strong over the weak, celebrating a doctrine of arbitrary and capricious hypocrisy. She demands reverence from allies and enemies alike and works terrifying and wondrous miracles to expand her worship. She is deeply insightful into the desires and failures of others and owns those whose wishes she fulfills. She borders everything and eternity, so everyone comes to her in time. Her heart overflows with desolation, turning all around her to literal or metaphorical wasteland. When her patience runs out or her plans reach fruition, her rage is sudden and shocking.

Characters may apply this Charm to any actions in which they build on prior planning and effort to succeed more thoroughly or carefully. Cecelyne's Excellency also assists actions that give others what they want in order to influence and ultimately own them. She also helps punish those who break a deal or betray their loyalty to the Infernal or his laws. The Charm may assist any attempt to amass or jealously protect resources that are directly useful to the Exalt's established plans, but has no power to help spur-of-the-moment whims, acts of meaningless self-indulgence or displays of truly selfless altruism. The Endless Desert helps Infernals endure unrelentingly harsh conditions, whether physical or social, as well as resist challenges to their long-term plans. The Charm does not help characters resist random misfortune, nor can it thwart actions of those advancing an agenda unrelated to the Infernal's long-term goals.

She Who Lives In Her Name: The Principle of Hierarchy is methodical and meticulous. She analyzes every variable and chooses the most efficient and orderly method by which to achieve victory. Her utilitarianism is absolute and consistent as clockwork. She is as brilliant as she is alien, cold and unfeeling. Her violence is dispassionate and perversely pure, unmotivated by sadism and yet capable of systematically disassembling every obstacle in her path without the slightest remorse. She builds and improves structures of all kinds and abhors chaos, randomness and free will in all its forms. She finds excessive effort wasteful and prefers to apply the minimum exertion necessary to attain the desired outcome. Her directives are fascist and totalitarian, but ruthlessly fair. She has no moral restraint against deception, nor any attachment to honesty, but her nature must choose the most expedient method even when it is not the solution that best matches her talents. She demands perfection, especially from herself.

Characters may apply this Charm to actions that create new order or reinforce existing order in any way, as well as actions that encourage others to join and loyally follow any hierarchical organization. She Who Lives In Her Name enhances efficient actions that demonstrate appropriate use of force; her power does not aid half-hearted or excessive efforts. Showing empathy for individuals invalidates that action for enhancement, though empathy toward society or another collective structure is permissible. The Charm enhances actions carried out methodically and logically but not improvised or unconventional solutions. Spreading chaos is never allowed, but ineffective organizations and policies may be dismantled to pave the way for a better order.

Adorjan: The Silent Wind is restless, always in motion and never satisfied. She expresses the inevitability that bad things happen regardless of who you are or how many backup plans you have. She is catastrophe and calamity, the unconsidered variable that shreds the best-laid plans of Yozi and Exalt alike. She kills because it is her nature to hurt everything she touches, not because she revels in suffering. More than any of her siblings, Adorjan is insane and encompasses contradictions. Adorjan scours her enemies, breaking to enlighten them, even if the lesson proves fatal. Her actions display vicious whimsy, especially toward the complacent and comfortable. She loves purposeful chaos that exposes the flaws in systems and lays the proud, but abhors chaos the sake of chaos as much as abhors stasis. She is a balancing force of wickedness against the excesses of the righteous. Her depredations inspire heroes to reach their full potential through the crucible of tragedy, invariably ruining their lives in the process. Greatness is the worst curse her touch imparts. She inflicts more pain on those she loves than those she hates. No one expects her. She refuses to be understood and torments those who try.

This Charm can enhance any action that causes unexpected or sudden harm, such as surprise attacks or attacks that are part of flurries. Actions that create ongoing discomfort or take away sources of comfort also fall under the purview of the Silent Wind. Socially, her attacks tear away Intimacies rather than building them, teaching people to let go of attachments and worries rather than continue meaningless cycles of love or vengeance. The behaviors she compels are mad and invariably disturbing, but she does not care how the minds of others break. Adorjan's power may be applied to any actions that help tear down structured society or spread anarchy, regardless of the reasons or methods for doing so. The Charm can't assist actions that are planned in great detail in advance, though it is permissible to do something whose consequences will not manifest until a later time. Actions motivated by insanity may only benefit from Adorjan's touch when there is some greater and immediate purpose behind them (even if the meaning isn't communicated to other characters). The Silent Wind embodies the madness of the freed mind, not an idiot's babbling.

Ebon Dragon: The Shadow of All Things is Other, not wholly of the world nor fully alien to its precepts like the Neverborn. He is self-indulgent and without conscience but can be trusted to act with enlightened self-interest at all times, making him the most dependable and trustworthy of the Yozis so long as those dealing with him don't forget his nature. He corrupts and seduces others away from virtue and honor because these concepts are poisonous to him rather than because he wants to enlighten or enslave. He genuinely believes the universe should be darkened until it approaches his unholy perfection, but his warped magnanimity hides a deeper and greater hatred of all light—literal or metaphoric. The Ebon Dragon is hollow, assembling his semblance of identity from lies, copied mannerisms and observed vices, constantly recreating himself in the image of whatever offends and frightens his adversaries the most. Moreover, he is The Nemesis, finding greater joy in thwarting the dreams of others than advancing his own agenda. Whereas the Silent Wind brings agonizing freedom to others, the Ebon Dragon can't abide his own restraint, whether by prison walls or social mores.

This Excellency enhances actions that attack morality, break established moral codes or cheat in lieu of playing fair. This includes most criminal acts, except in societies where crime functions with the knowledge and quiet approval of the reigning government. Direct and intentional violations of the laws of Yu-Shan or the dictates of Cecelyne always offer chances for antagonism. The Shadow of All Things gleefully turns heroes into villains or reveals to a self-styled heroine how her actions were actually villainous all along. While a character with this Excellency experiences confinement or restraint, the Charm can only enhance actions that help him break free from that immediate imprisonment until he has done so. The Charm also can't assist actions that knowingly help anyone else more than they help the Infernal, even when he still stands to profit a great deal. A third limitation is that the character can't use the Charm when being honest, unless revealing a horrid truth that will hurt or debase the listener. Finally, all actions must show subtlety, if not outright guile. Choosing a brazen course of action over a subtle one forfeits any opportunity to use this Charm. In these restrictions, the Ebon Dragon's Excellency offers the most and least freedom of any Yozi.

EDIT: Also, here is a list of Yozi with associated abilities, if that will be useful to anyone.

Malfeas: Physique, War, Prescence, Craft, Close Combat

SWLIHN: Craft, Sagacity, Navigate, Integrity, Embassy

ED: Embassy, Ranged Combat, Stealth, Prescence, Navigate

Cecelyne: Performance, Integrity, Sagacity, War, Physique

Adjoran: Close Combat, Athletics, Awareness, Stealth, Integrity
 
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It seems like an elegant solution, especially for a compressed system like Essence. It feels admittedly a bit early to judge whithout seeing more, so I shall eagerly await the full preview. Three charms are not a lot, after all.

I like how Lunars and Gemetians use the mode-name in Mongoose-and-Cobra Escape to paint a strong viusal without having to use further word count.

That said, as an Infernals fan: What is up with Skyfire-Seizing Flare? Skyfire-Seizing Repast was an energy (Skyfire - meaning sunlight, really) absorption (Seizing) charm, but this evasion charm does the absolute opposite - blatantly false advertising, that. Something like 'Skyfire-Shedding' might have made more sense, if the alliteration and callback are vital. It quite honestly feels like parts of two iconic Malfeas charm-names glued together just to evoke 2e.
I am not sure whether to bother the devs about such a triviality, but it is jarring compared to the more fitting, evocative names.

Also - Malfean evasion? Malfeas is not a Yozi whom I would associate with evasion of all things, which makes me curious as to why no other Yozi was chosen and as to how the Infernal Charm thematics will differ form 2e.
2e Infernals relied upon Yozi-Charmsets to maintain thematic cohesion, so I wonder how they will feel like in a more standartized Ability based system, compared to thematically purer spalts like Solars, Abyssals and Lunars.
Honestly, given the Infernal's switch to being Ability-Exalts, I imagine we will be losing a lot of the different flavored charm trees, and instead getting a more... generic sounds negative in a way I don't really like, but honestly I can't think of a better word for it.

Like, between this and the Infernal's anima powers, I am expecting the Infernals to be less Yozi Exalts and more Villain exalts. Which isn't a bad thing, the Infernals as like JRPG villains has a lot of fun potential and I am eagerly awaiting more, but I do expect them to default to Malfeas charms.
 
Malfean evasion: emit so much green fire that your enemy goes blind and can't hit you?
 
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