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.