...

I'm beginning to think that Exalted 3rd edition might be the perfect game to run Mortals only with.

According to almost everyone it seems to be the best Exalted yet once you cut out all the various types of charms!
They failed to learn their lessons from 2e, and also seemingly forgot the innovation made in the Infernals book.
 
Sublime Transference
Supreme Celestial Focus
Supreme Perfection of Craft

How aren't those three charms together an infinite crafting XP generator that can be used to pay for more Doombots? It starts off slow and then ramps up the longer the game goes buy, especially since Supreme Perfection is paying you out daily. There are a bunch of charms that give you free crafting exp barely doing anything, even ignoring the potential brokeness of Spirit-Stoking Elevation (which when combined with Flowing Mind Prana and its expansions is ANOTHER potentially infinite xp loop, albiet one that requires essence 3 at the earliest before you can take advantage of it.

Sorry, I honestly thought you were joking and I gave an over the top response in return. My bad. :( I also thought we were talking about Exegesis of the Distilled Form again, which I believe I debunked.

Hokay, Sublime Transference is a charm that lets you switch silver points to gold, or gold to white, at a set exchange rate. Which, admittedly, can get you a doombot someday, provided you're really dedicated with your crafting.

Supreme Celestial Focus lets you spend gold points to learn other crafting fields. Which is entirely warranted, given how much of a point sink craft is otherwise.

Supreme Perfection of Craft lets you get more points, the more fields you mastered, provided you spend that time crafting and investing more of your points. Keep in mind, the point generator charms assume you're in your workshop, building this stuff up.

Honestly all the point generators seem to be less 'here's the path to ultimate power' and more 'here's a bone for investing soooo much effort into this system.' All the investment it takes to get to that point is a form of torture, as it relies on shoving yourself inside your lab working on shit while the rest of the group is out there doing things.

I'll agree though, that Craft and the MA divide are the weakest parts of the system, but even then they're better than 2E.


Because 5e is a decently designed game, obviously.

Debatable

CR is pretty clearly labelled on each monster, martial characters can actually do shit now, it pretty clearly addressed design goals beyond 'feel like DnD', especially in regards to ease of introducing new players and ensuring combat moves swiftly.

Wonderful. How is CR determined? What numbers do I give to monsters I choose to make? Martial characters could always do shit, the question is 'are they worth playing compared to other classes,' and let's be real here, D&D 5E was nothing more than an attempt to undo the balance and tight design of D&D 4E to satisfy people unhappy with all the changes.

The Crafting system is a series of bizarre decisions, the way they worked in martial arts is dumb, the obsession with dice manipulation/success adders/cascading reroll charms sucks, I'm not fond of the thematic elements, the handling of the Kickstarter and surrounding PR has been crap, the skill-curve on charms encourages min-maxing again (There are a couple exceptions, like War. Eukie did a breakdown earlier), Invocations likely need a rework unless I've missed something on the implementation (And are already receiving homebrew to compensate), and the entire Hundred Faced Stranger line is a terrible idea.

I'll admit, Craft is questionable. It functions but it's inelegant and difficult to work with. Even so, it's still better than what we got than 2E though, and it's still a decent system even if the emphasis is placed firmly on wringing as many successes out of as few dice as possible. The Martial Arts divide is fine, really, because they are worth the investment they require. Pound for pound, Single Point Shining in the Void is superior to conventional Solar Melee, especially when we factor in Mastery. The skill curve has most of the ability reqs at 5, but during charmbuy at Chargen the max your ability scores are at are 3, and you will more than know that you need abilities at 5 to get the rest of the charms further down the list. They're called Evocations and I'd really like to know what the problems are. Homebrew is sometimes less about compensating for difficulties and more about matching to your personal preferences: see also the people who tried desperately to get Fighters worth a damn in 3E while everyone else insisted that this is how it's meant to be.

As for Hundred Faced Stranger, much like differences over the Doombot charm, that's just, like, your opinion man.

And please read this if we want to compare PR gaffes on our favoritest editions. Holden gets a lot of people mad, but Mike Mearls has helped cause real and serious harm to people that goes far beyond rpgs: http://failforward.co.uk/post/93348768153/how-dungeons-and-dragons-is-endorsing-the-darkest

On the plus side, Combat might function for once (Haven't seen any destructive testing on it), base system doesn't look too bad. Some of the fluff isn't inherently terrible? Haven't looked at sorcery yet, not sure what that's like.

Edit: Oh, yeah, charm-bloat. Forgot that.

It's really only bloat when the Charms in question are purposeless filler. Charm bloat is caused BY having a few too-big Charms that swallow too much design space, resulting in all the remaining Charms being irrelevant trash that nobody wants to take.
 
Last edited:
You don't need League's level of live stress testing or Starcraft II's high level of competitive play to find a problem in a reasonably simple tabletop game, dude.

Math doesn't lie. If there's a problem that can be demonstrated with a reasonably simple description and properly constructed test case (and seeing this system is supposed to be run on human wetware at table in real time with no assumed technological aids beyond a dicebot, this is a given), trying to dismiss any analysis by pulling out the "Lawl you haven't run enough real-world games to have global consensus, that result is meaningless!" routine is pointless.

If there are mechanical problems demonstrated mathematically, address them in the same way. That's the only way you're going to get any traction with the system hacking crowd.

Disclaimer: I don't particularly care about the Exalted line as a consumer at this point, haven't read the leak and generally aren't interested in Exalted 3. This is a general statement about game design and the analysis of systems.
That's largely true, and would be quite cogent if the "3e sucks" contingent was backing up their position with detailed mathematical analysis. But they aren't.
 
I'm tempted to find the leak to analyze it for myself, but the better part of me wants to wait. I'm really happy to hear sorcery has been improved, and I'm also really eager to read the setting updates. It makes me regret slightly of redoing my Exalted fic before the updated fluff was dropped.
 
That's largely true, and would be quite cogent if the "3e sucks" contingent was backing up their position with detailed mathematical analysis. But they aren't.

What does this have to do with Omicron's statement? Is this a defense of his claims? If so, this isn't a particularly valid way to do so, since it doesn't particularly matter what the quality of the analysis here is when what is being looked at is the validity of the method of analysis itself.
 
Still empty. Still stupid. Harder to make shit up on a map when there's nothing on the map.
 
Last edited:
I often felt the West gave me the most freedom in just making our own stuff up. On the other hand, if you're not into world building Exalted will be a pain.
 
There are a lot of new areas in the West, and Wavecrest/Seahaven aren't treated as angry neighbors anymore (like when they are thousands of miles apart)

Thank goodness. That was always something that annoyed the hell out of me. Same with Gem and Paragon's rivalry. It's like Sparta having beef with the Picts over trade.
 
What does this have to do with Omicron's statement? Is this a defense of his claims? If so, this isn't a particularly valid way to do so, since it doesn't particularly matter what the quality of the analysis here is when what is being looked at is the validity of the method of analysis itself.
Not... exactly. Your post just stuck out, because you're defending the value of on-paper mathematical analysis of game systems. I agree that those are valuable, but I don't see why it's relevant, since I haven't seen much on-paper mathematical analysis of game systems in this thread. I guess it makes sense if you were defending on-paper mathematical analysis on general principle because Omicron seemed to be disparaging it, but I'm not sure that's what he meant. The criticisms of 3e he's been arguing about seem to be taking the form "3e sucks because system X is shit", which, in the absence of both in-play experience and detailed on-paper analysis, is not a very compelling argument - either would be valid, but as is, he's not wrong to disparage them.
 
*snip*

The Martial Arts divide is fine, really, because they are worth the investment they require. Pound for pound, Single Point Shining in the Void is superior to conventional Solar Melee, especially when we factor in Mastery.

*snip*

As an aside to this statement, someone in one of the 4-chan threads did a simulation of two E4 Solars using these two charmsets going at it to see if that really was the case. The end result being that after just one round of combat, both Solars had blown their entire mote pools on a crazy series of clash attacks and whoever won the last clash was likely to kill the other outright.

So, not as cut and dry as all that.

The posts start here.
 
Yeah, its hard to be angry neighbours when your ships can practically be outraced by a man walking.

???

Assuming the average speed of a walking person is 3 miles per hour, even a pleasure yacht with no oarsman, no favorable wind, and no bonuses from the current will still goes twice as fast as a dude walking.

Actually it's interesting. Looking it up, an average ship journey in ancient times went at about 4 mph. Assuming the winds were good and the currents favorable, they could push that up to a wopping 6-7 mph!

http://penelope.uchicago.edu/Thayer/E/Journals/TAPA/82/Speed_under_Sail_of_Ancient_Ships*.html

This stuff was slooow
 
Last edited:
How aren't those three charms together an infinite crafting XP generator that can be used to pay for more Doombots? It starts off slow and then ramps up the longer the game goes by, especially since Supreme Perfection is paying you out daily. There are a bunch of charms that give you free crafting exp barely doing anything, even ignoring the potential brokeness of Spirit-Stoking Elevation (which when combined with Flowing Mind Prana and its expansions is ANOTHER potentially infinite xp loop, albeit one that requires essence 3 at the earliest before you can take advantage of it.)

Ie pay crafting experience to teach mortals, get proper experience back.
It quite obviously does not, and there is really no reasonable reading under which it would. You commit white XP instead of real(or Solar) XP and can recover white XP at the end of story. It's still extraordinarily powerful if you use it on your circle, but does not help you personally.

It appears that intended purpose of Exegesis of the Distilled Form was to allow a crafting Solar who uses teaching charms to maintain rough parity with their circle, who would otherwise have more XP than them. With that, it's existence is entirely reasonable.
 
It quite obviously does not, and there is really no reasonable reading under which it would. You commit white XP instead of real(or Solar) XP and can recover white XP at the end of story. It's still extraordinarily powerful if you use it on your circle, but does not help you personally.

It appears that intended purpose of Exegesis of the Distilled Form was to allow a crafting Solar who uses teaching charms to maintain rough parity with their circle, who would otherwise have more XP than them. With that, it's existence is entirely reasonable.
I wouldn't bother. They clearly don't want to hear what it actually is, they want to feel vindicated about hating on Third for not being whatever the fuck it was that they wanted it to be.
 
I wouldn't bother. They clearly don't want to hear what it actually is, they want to feel vindicated about hating on Third for not being whatever the fuck it was that they wanted it to be.

No, I don't think that's completely fair. I do think they're giving 3rd a disservice though.

But I think overall we just have radically different preferences. I'm still gonna get mad when someone unironically recommends what I think is just a tweaked D&D 3.5 to me as a reasonable substitute for Exalted. And that goes for any Exalted edition, really. :p
 
Last edited:
It needs to be noted that the amount of crafting exp that you need to expend to use Exegesis is massive, with the major risk of getting a pretty bad payout.
 
It quite obviously does not, and there is really no reasonable reading under which it would. You commit white XP instead of real(or Solar) XP and can recover white XP at the end of story. It's still extraordinarily powerful if you use it on your circle, but does not help you personally..

There are plenty of reasonable readings under which it would, but lets avoid that argument at this time (after all its very easily fixed with errata). The fact that you can convert craft XP into charms for your fellow circlemates though really does strike me as bad design at this point, even as someone whose about to start a game as a Supernal using Lore based Teacher (but no crafting so I can resist temptation). Its a bit like the Lore charm that lets you start near immediately with potentially 40xp worth of evocations for yourself or a circlemate. They make excellent thematic statements, but I'm just unsure about whether or not the sheer potential power that can bring to the table quickly was warranted/needed (even if it makes me want to give the teacher Volcano cutter for shits and giggles).

It needs to be noted that the amount of crafting exp that you need to expend to use Exegesis is massive, with the major risk of getting a pretty bad payout.
It appears that intended purpose of Exegesis of the Distilled Form was to allow a crafting Solar who uses teaching charms to maintain rough parity with their circle, who would otherwise have more XP than them. With that, it's existence is entirely reasonable.

I think we've established by now that I'm not quite a fan of Exegesis and the potential shennigans that it leads to. I honestly don't believe that there should be any overlap between crafting xp and actual experience at all, since the reward for being an excellent crafter in this edition is having plenty of awesome things that you've crafted (especially since you don't need to pay xp for story merits such as artifacts you've made in play). At the same time though, I admit that I am a fan of the way that Tireless Learner Method works, in that if you've put the time and effort into teaching a number of people you may actually come out ahead on experience wise but even then your rewarded in having plenty of trained loyal staff to do the tasks required of them.

At the same time though I think both charms have a bit of square peg round holes problem to them. Why does it cost the user XP to train someone in lore or occult while making Tiger Warriors and Sea Devils do not unless you feel like giving them additional almost supernatural abilities. If it didn't require them experience to do that teaching and training, then there wouldn't be any need for potentially abusive charms that can almost make it better then adventuring to do so.
 
Back
Top