3 Xp per BP is standard, even if badly written stuff (SoH merits, Abyssal taint) treats it as 2xp per BP.

Anyone have a good "flat xp cost" table? I'm considering using one.
 
This is the one I generally bring out. Essence remains scaling cost due to being so important.

* Attribute : 8/6 XPs
* Ability : 4/3 XPs
* Specialty : 2/1 XPs (1)
* Native-level Magics : 10/8 XPs (includes Charms and spells)
* Unfavorable magic : 9 XPs (includes heretical Charms, Infernal spells, and Knacks)
* Superior Magics : 12/10 XPs (includes mortals learning TMA and TCS, or Db learning CMAs)
* Essence : Rating × 8 XPs
* Virtue : 3~2 XPs
* Willpower : 3 XPs
* Backgrounds up to 3 dots : 3 XPs
* 4th and 5th dots of background : 3~4 XPs
* Combo : sum of minimums
* Stuff not on this list already : normally it's the old XP cost.
 
This is the one I generally bring out. Essence remains scaling cost due to being so important.

Hmn, specialties seem really cheap. I'd go 3/2 (Mountainfolk get craft specialties for 1)

Your chart is doing what i did for abilities attributes, that is using the cost of the third dot. But virtues are much cheaper, as using the 3rd dot method, they should be 6 xp. I notice that most people buy very little virtue, while I like to buy it up, so maybe i value it more. I'd lean towards 4/5 xp per virtue dot.

And as for WP... yeah, whatev, I'm in favor of cheap WP. I'd be willing to go to 2 on it.

Backgrounds I'd want more subtlety on. Relatively linear backgrounds are flat scaling, stuff like artifact I might want exponential scaling. I mean, artifacts are supposed to be a non-linear scaling.
 
Hmn, specialties seem really cheap. I'd go 3/2 (Mountainfolk get craft specialties for 1)
Specialties are generally cheaper than abilities, as they are significantly less useful than ability dots to everyone except DB(who gain a better dice pool). Plus, having lots of specialties, assuming they're good(as in, not stuff like swords) is a good sign that the person is making a character.

But virtues are much cheaper, as using the 3rd dot method, they should be 6 xp. I notice that most people buy very little virtue, while I like to buy it up, so maybe i value it more. I'd lean towards 4/5 xp per virtue dot.
Upping a virtue gives benefits and penalties, while upping an ability or attribute is a straight benefit. Having virtues be more expensive doesn't really make any sense. Yeah, that's what it would be by the chart, but the virtue costs are inane. You might as well say that Willpower should cost 18xp

Backgrounds I'd want more subtlety on. Relatively linear backgrounds are flat scaling, stuff like artifact I might want exponential scaling. I mean, artifacts are supposed to be a non-linear scaling.
Backgrounds are tricky, and while you can do this, I'd say a better way is to just not use Xp for backgrounds.
 
Can multiple instances of Dreaming Heart World be used at the same time?
It's not Stackable so, no. One Heart-World at a time.

Change-Accepting Adaptation allows the Lunar to spend "one Willpower to remove any mutation affecting her" and add them to her form library. Does this mean all of them at once, or can they be cherry picked?
I can't speak for Revlid, but given the very next line reads "These removed mutations are added to her form library", I'm going to assume the answer is "either, as you desire."

If bonus points were spent on mutations at character creation, would this turn those mutations into XP at the rate of two XP per mutation point, as mentioned in the mutation rules?
I would tend to assume no, but only because, well, why would you want to do such a thing when you could just spend BP's on stuff you want to begin with. Given that - sure, why not.
 
Can someone point me to the rules regarding using archery charms with artillery?

As far as I know, there's nothing that forbids you from already applying Archery Charms to artillery in the Corebook.

That said, I do remember hearing once or twice that Scroll of Kings has rules regarding that, but I don't have that book and can't confirm.
 
As far as I know, there's nothing that forbids you from already applying Archery Charms to artillery in the Corebook.

That said, I do remember hearing once or twice that Scroll of Kings has rules regarding that, but I don't have that book and can't confirm.
It does. It says that unless otherwise noted, you can't apply any except excellencies. This is generally regarded as a silly rule that doesn't serve much of a purpose.
 
Scroll of Kings created the Artillery keyword, which allows you to use certain Charms with, well, artillery weapons, like onagers. It would've been far neater if the Core had noted you can't use Charms to enhance artillery though.
 
Scroll of Kings created the Artillery keyword, which allows you to use certain Charms with, well, artillery weapons, like onagers. It would've been far neater if the Core had noted you can't use Charms to enhance artillery though.

Is there anything hugely gamebreaking about artillery being enhanced by archery charms? Especially given that they have Speed 'lol' to the point where you might lose even if you can force the other guy to perfect-or-die simply because they're so slow.
 
Yes, that's the stupid thing.

Ignore it. It's an air-breathing mermaid effect.

Eh, if it's established that a mermaid can't breathe air and that they need a 'spell of air breathing' the same way that a land dweller would need a 'spell of water breathing' to breathe underwater that's not much of an issue.

The problem is that, IIRC, Wonders of the Lost Age (Book of Sorcery 1) was the first book to describe artillery weapons in full, and that one didn't note the existence of the keyword either.

Is there anything hugely gamebreaking about artillery being enhanced by archery charms? Especially given that they have Speed 'lol' to the point where you might lose even if you can force the other guy to perfect-or-die simply because they're so slow.

Arrow Storm Technique, Flashing Vengeance Draw and Trance of Unhesitating Speed let you play around with by declaring '1 shot attacks (Essence x 3) targets,' 'weapon is instantly ready' and 'make up to Essence+1 attacks, regardless of Rate, and at full dicepools.' Oh, and Inexhaustible Bolts of Solar Fire lets you laugh at ammunition constraints for a scene.

And unlike bow based weapons, even artifact bows, Archery based artillery tends to be a very heavy hitter.
 
Eh, if it's established that a mermaid can't breathe air and that they need a 'spell of air breathing' the same way that a land dweller would need a 'spell of water breathing' to breathe underwater that's not much of an issue.

The problem is that, IIRC, Wonders of the Lost Age (Book of Sorcery 1) was the first book to describe artillery weapons in full, and that one didn't note the existence of the keyword either.

That is the air-breathing mermaid problem; it's implicit that it's not established that mermaids can't breathe air normally. If the core book had actually said that mermaids can't breathe air, there'd be no problem when a latter book includes the spell of air-breathing for mermaids.
 
Can multiple instances of Dreaming Heart World be used at the same time? Also, what book is Mutagenic in? I've checked both Dreams of the First Age and Oadenol's Codex, and didn't see that manse power.
Yeah, you can have multiple heart-worlds, why not? If it's about linking them into some kind of nexus, do note that they're not manses themselves, just represented with manse powers. They don't even produce hearthstones.

Mutagenic is an Ink Monkeys thing.

Change-Accepting Adaptation allows the Lunar to spend "one Willpower to remove any mutation affecting her" and add them to her form library. Does this mean all of them at once, or can they be cherry picked?
It's intended to be individual mutations, with the following caveats:
a) It doesn't particularly break anything if you remove all your mutations in one use instead.
b) I usually lump mutations together into groups of mutations I can remove or alter in one clump, like Big Claws = Deadly + Natural Weapon.

If bonus points were spent on mutations at character creation, would this turn those mutations into XP at the rate of two XP per mutation point, as mentioned in the mutation rules?
You've got the xp totals wrong, but in principle yes. I wouldn't allow it for natural mutations like a wolfman's snout, though.

Training rules apply as normal, ignore any mistakes on that front.
 
Plus, having lots of specialties, assuming they're good(as in, not stuff like swords) is a good sign that the person is making a character.

I'm rather skeptical of the idea that picking mechanical representations of narrative features is somehow a sign of better roleplay or characterization.

(As someone who was primarily a D&D 3 player till recently, the idea that you character fluff has to be directly reflected by the mechanics still bothers me. Yes, I get that WW games are designed for closer fluff/crunch integration than d20 but I still have a natural hate reaction to, say, people who insist that my character needs the Sneaky feat because he is sneaky - no he doesn't - he has enough ranks in stealth skills, and I need that feat slot for something actually useful.)

Upping a virtue gives benefits and penalties, while upping an ability or attribute is a straight benefit. Having virtues be more expensive doesn't really make any sense. Yeah, that's what it would be by the chart, but the virtue costs are inane. You might as well say that Willpower should cost 18xp

Attributes cost more than abilities because attributes are (at least in theory) more broadly applicable. In theory virtues are also more broadly applicable. "inane" is putting it a bit strongly.

Backgrounds are tricky, and while you can do this, I'd say a better way is to just not use Xp for backgrounds.

So just handle them narratively? My impression is that this incentivises players to put all their starting background dots in more abstract stuff like Backing and Cult and Influence and Contacts, and then pester the ST to let them go treasure hunting to pick up artifact/resources. That's not necessarily a bad thing, but wasn't part of the goal of flat costs was to get rid of the preferential "you must spend starting BP on this or suck up the inflated opportunity cost" issue?
 
So... we have another exalted third edition leak, though this one is a touch more serious.

It appears to be the entire text of the document (including the chapter fiction), likely the PDF before it was sent to layout to be beautified with art, fancy text etc etc.

That's all I shall say on the matter. (Well that and I do wish kick starter backers get a copy of this version as well as the proper one, because its a nice small easily loading size excellent for using on a digital device to play with).
 
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The problem is that, IIRC, Wonders of the Lost Age (Book of Sorcery 1) was the first book to describe artillery weapons in full, and that one didn't note the existence of the keyword either.
Actually, the same prohibition exists there, just without an associated keyword.

Oh, and Inexhaustible Bolts of Solar Fire lets you laugh at ammunition constraints for a scene.
It doesn't, because it can't produce ammunition with a resource cost, which artillery ammunition has.
 
...I find myself wondering if there are any canonical demons who would be particularly suited to the purposes of kidnapping individuals, and if not, which Yozi might be best suited for something like that.

Well, what options in particular a Sorcerer might have in that area in general, basically.

Hmm, so apparently there's been a seconds leak of the exalted 3e core rule book. Complete with Chapter fiction, and everything but artwork.

I imagine Onyx Path's going to be pretty dammed angry about that one. Hopefully, the existence of it doesn't cut into profits/cause delays.
 
Eh, if anything, it shows that either Onyx Path lacks computer security, or that both leaks have been internal.

On the one hand... how much security does a company that produces tabletop RPGs really need? I don't think anyone's got so much time to burn that they'll try to hack into random freelancers' computers just to get a PDF.

On the other hand, an internal leak on a project this small would make it really easy to find out who did it and would basically ensure that they would never work in RPG publishing again.
 
Also, Duel Magnus Prana is still in there, the one that generates a perfect duplicate of you, that's actually a robot.

We also find out that the cost to activate it, 20 white crafting XP, is equal to what it takes to create 2 Artifact N/A projects.
 
Right, I know I said I wouldn't say anything else... but I really want to play a sorcerer now...
 
I'm rather skeptical of the idea that picking mechanical representations of narrative features is somehow a sign of better roleplay or characterization.

(As someone who was primarily a D&D 3 player till recently, the idea that you character fluff has to be directly reflected by the mechanics still bothers me. Yes, I get that WW games are designed for closer fluff/crunch integration than d20 but I still have a natural hate reaction to, say, people who insist that my character needs the Sneaky feat because he is sneaky - no he doesn't - he has enough ranks in stealth skills, and I need that feat slot for something actually useful.)
First off, no one's saying that you need to take . In fact, I'd remind you that you get several dots of specialties for free in character creation. Moreover, unlike stealthy, specialties offer actually meaningful boost to a character. To balance that, they're supposed to be somewhat limited in scope, and not at applicable as abilities, which leads into how they inform the character. If I have a dot in investigation, I can always apply that. If I have a specialty dot in Sherlock Scan or Interrogation, well, that isn't, so my character should gravitate towards the areas that he's supposedly focused in(because that's where I put more resources).

Moreover, by putting specialties as basically as expensive as ability dots, you're basically putting them in the same zone as dots in an ability, which means that they're significantly less useful. Why buy a dot that you can only sometime use, when for essentially the same amount you get a dot that's always applicable. This is similar to my issue with virtues.

Attributes cost more than abilities because attributes are (at least in theory) more broadly applicable. In theory virtues are also more broadly applicable. "inane" is putting it a bit strongly.

The fact that virtue channels are once per story(thus applicable less often), dependent on the scene, and cost resources to use make them less versatile, not to mention the downsides for having high(and thus useful) virtues. So, no, I wouldn't really say that the cost to raise a dot of virtue according to the book aren't inane.

And it should be noted that attributes are cheaper under this model as well. Yes, they're still more expensive than abilities, but without the scaling costs the degree of expense is much less.

So just handle them narratively? My impression is that this incentivises players to put all their starting background dots in more abstract stuff like Backing and Cult and Influence and Contacts, and then pester the ST to let them go treasure hunting to pick up artifact/resources. That's not necessarily a bad thing, but wasn't part of the goal of flat costs was to get rid of the preferential "you must spend starting BP on this or suck up the inflated opportunity cost" issue?
Backgrounds have never had a scaling cost(outside of character creation), and even during the game they don't necessarily have a cost(it's up to the ST). There's also the issue that there's no such thing as balance among artifacts/resources, so making them scaling wouldn't really help.

Eh, if anything, it shows that either Onyx Path lacks computer security, or that both leaks have been internal.
Not necessarily. It's possible for the leaks to be from different people. I would bet on there being some holes in their computer security. It's almost certainly not their priority, and it's essentially a proven fact that most people are utterly terrible about security.
 
Also, Duel Magnus Prana is still in there, the one that generates a perfect duplicate of you, that's actually a robot.

We also find out that the cost to activate it, 20 white crafting XP, is equal to what it takes to create 2 Artifact N/A projects.
Ah, Glorious Solar Doombot, my old nemesis. What are it's prerequisite charms? Is it in a robot making tree, a retroactive equipment tree, a giving artifacts all the powers of a Solar Exalt tree, or what?
 
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