See! Bubbles! And this one I had actual exposure to! >.<
For personal milestones, am I crazy or do the rules seem to give both a maximum AND minimum personal milestone of 1/session?
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.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.
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?
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.
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:
Iirc, milestones are group activities. So everyone has to meet their before anyone advances.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?
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.Ahhh, so it's the entire structure of the per player advancements that are borked then. That looks a bit better.
Oh wow, I expected like, another week of wait before this came out. Super excited for work to end now.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
Yeah, that was a typo. I meant to say it doubles your ability roll or lets you add + attribute instead.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.
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.
Thanks!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.
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.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.
Malfean evasion: emit so much green fire that your enemy goes blind and can't hit you?