notanautomaton
I've got 99 quests, I've finished one
I see he takes after his old man.
I see he takes after his old man.
I don't know; combining Excalibur with Invisible Air means you can give it an anima-suppressing charm that shunts anima levels into a special pool, then have the blasting charms run off of anima levels (from the pool or your actual anima). That way you can dump eight or nine anima levels into the top-end blasts for ridiculous destruction.That would be me .
Personally, so far as Excalibur goes, I'd probably move Invisible Air to Hearthstone with Evocations, ala the Freedom Stone, and combine Avalon and Excalibur into one Artifact for granting evocations. Given the way Evocations work, putting a perfect defense in an Artifact is a lot less sketchy then in 2e.
You could also have the range and damage for the blast separate, and allow the wielder to spend as much essence as they want to improve them. Or you could require that the wielder put all of their remaining motes into the attack, to reflect the massive mana requirements of the blast.I don't know; combining Excalibur with Invisible Air means you can give it an anima-suppressing charm that shunts anima levels into a special pool, then have the blasting charms run off of anima levels (from the pool or your actual anima). That way you can dump eight or nine anima levels into the top-end blasts for ridiculous destruction.
Well, if there was just one blasting charm in there, maybe, but why would you do that?You could also have the range and damage for the blast separate, and allow the wielder to spend as much essence as they want to improve them. Or you could require that the wielder put all of their remaining motes into the attack, to reflect the massive mana requirements of the blast.
XP or a four dot merit at chargen, and let's be real here, who even wants Merits like Giant when all it gets you is an extra -0?
A bit of a math quibble, but given that one average 1 bp is roughly equivalent to 3xp in terms of what you can purchase with it, it's 1:2 for caste or 6:7 for out of caste.
I mentioned before how the BP to XP ratio isn't at a 1:1 basis, but I'd also like it noted that Willpower doesn't have a scaling cost. That's important, because in 2E you were a dummo if you didn't max out willpower considering how expensive it got afterwards.
Agreed. I remember this being a problem that a lot of playtesters had issues with, but the Devs were determined to keep it out of a sense of aesthetics. I don't necessarily agree, but it seems they've angled the chargen metagame to at least give more incentive to maximize things instead of tricking the players too much. But yeah, all this could've been avoided if they just had ONLY bp or ONLY xp. Just don't blame the playtesters, the argument from a few posters earlier that they're a cult that endlessly approved of every dev decision is both gross and disingenuous.
I'd think that Innate would offset that! You get Evocation effects from other artifacts, allowing you to keep those abilities even when you pick up new artifacts. Innate gives you more reason then ever to switch your weapons around, to get a bunch of Evocation effects without crushing your mote pools under attunement.
I disagree somewhat. It's not possible to get every charm, even in a single tree. What the dice trick charms do is incentivize specialization in specific themes. Some are for grappling, some are for feats of strength, and so on. Mechanically they're useful, and outside of that encourage the building of a specialized theme rather than omni-competence in every field, which was a problem in 2E where all you needed was the perfect effects at the beginning of a charm tree and never had to bother with it again.
I think we should consider the possibility that this was deliberate. They're certainly not trying to hide the fact that they've done so - the chargen chapter even explicitly calls out buying up your abilities as a good investment. There are a couple decent reasons I can think of why they might do this.
First, even with flat XP costs and no high-skill charms, buying abilities up to 5 at chargen would be a good idea anyway, since having big dicepools on your key abilities is very important. As such making it obvious to newbies that it's a good idea with aggressive pricing and lots of high-skill charms to drool over can actually help them avoid chargen mistakes.
Second, it's thematic. Solars are supposed to excel in the areas of their expertise, standing at the pinnacle of mortal ability even before they start exerting themselves. Giving them the ability to do so on the cheap at chargen means that solars coming out of chargen are going to excel as they should. Incentivising players to build their characters like proper solars (by making an obvious trap out of failing to do so) helps push people to keep things in-theme without feeling like a heavy-handed "this is the right way to do it".
I think you're underestimating new players a little. They may not think to cross-reference the BP and experience tables, but they will notice that one BP for an ability dot is cheap, and four for a charm is a significant investment. And when they're picking their starting charms, they're very likely to say "Wow, look at this E1A5 charm I want. I'd better go back and raise that ability; it's only 2 BP". And even if they miss both of those, they're almost certainly going to notice where it comes right out and says that charms give the lowest return on investment.The E3E devs explicitly condemned min-maxing, unless I've missed something.
But this still encourages min-maxing. Which the E3E devs are against. In addition the conversion efficiencies are not explicit, you have to go and compare the BP and Exp tables to figure them out (Which a player may not realize they need to do), and will not be obvious to new players.
If it's deliberate, it's done badly. If it's not deliberate, it's counter to their goals.
And hey, guess what? They also give new players that advice! Check this out:It's not an obvious trap, lots of new players won't notice it due to the separation of the Experience and BP tables and the setup of the chargen chapter. In addition, informing new players that "This is the right way to do it" is not a bad thing, it's basic advice to give new players a step up so they can perform at-par.
Page 144 said:Bonus points grant you flexibility to match your concept. If you don't have a solid idea of what
you want to spend bonus points on, it's generally most cost-effective to use them to raise Caste
and Favored Abilities; new powers such as Charms and spells give the lowest return-on-investment.
Tertiary Attributes are a little bit cheaper to buy up than primary or secondary
Attributes to make it easier to shore up unwanted shortcomings in your character. Finally, Merits
are very affordable so you won't feel pressured to cut out parts of your character concept in order
to meet a point budget.
They could not put 61% (454/737 charms) of the charms at (Ability) 5 minimums, so the vast majority of ways to expand what you can do don't require 5 dots in an Ability.As for encouraging min-maxing, do you really think anything they do could make players stop? I can easily imagine the devs saying to themselves "boy, I wish players would stop min-maxing, but since they won't, I might as well make sure that thematic characters are more optimal".
A merit tax isn't really better? It still suffers from the efficiencies of purchases inside and outside of chargen, hurting new players. In addition, useless merits hurt players who decide to grab them because they look interesting, this to disproportionately effects new players who don't see why some options are basically traps. It also still has the problem of being a merit that does nothing except qualify you to do neat things, instead of being a merit that does something but also allows you to do neat things.
Starting the player off with 10 dots of merits helps this, but it still penalizes new players who purchase objectively less optimal merits.
Huh, alright. I think it's a pretty shitty move on the Devs part to keep it in if it got such an overwhelmingly negative playtester reaction. It's one of the big chargen traps that hurt new players entering 2e.
Yeah, but you have to double-purchase the Evocation for Innate, meaning it's, like, 16 exp (or 8 BP) to get it generally applicable for a single charm, and you generally have to invest pretty heavily in the tree to get Innate available at all. Like, for Black Wind you can get 3/8-9 charms as Innate, and that's only if you progress all the way to Adamant Circle (Otherwise it's just 1/3-7, depending how much you fill up the Sapphire Circle once you unlock it). Brilliant Sentinel gets 1/3-4, and then only once you hit Adamant with it. Dawn Fangs is the best about it, you get 2/3 when you hit Sapphire Circle and then 4/8-9 when you hit Adamant, but the sheer cost of actually making those Innate hurts you.
At 8 exp a purchase (Double purchase to grab Innate once it's available) we are talking....32 exp to get a single innate charm for Black Wind, 40 for 2/3 on Dawn Fangs (This is basically OK, but the 16 extra spent exp on Innate is painful), and 32 for a single on Brilliant Sentinel.
Innate's a good idea, but scarcity and the repurchase means that it fails. As it is you have to invest 24 experience to actually unlock the keyword, and then sink a bunch more to get anything out of it.
I think incentivizing specialization is better done with charms that let you do neat stuff rather than dice-adders, or doing it outside of charms with, like, a style system that works like specializations and gives you straightforward bonuses for fighting in a given way.
The second way is nice because it also lets you incentivize mortals to do actions in a given way (Crafting armor only because they're more efficient at it or w/e). What this system has done is fill the trees (Which are enormously top-heavy) with 'I guess I have to take this' charms that just let you add more successes (Either directly or indirectly), don't let you do anything new, and are often hard to math out (Making probability curves and practical utility a total pain to figure out).
The E3E devs explicitly condemned min-maxing, unless I've missed something.
But this still encourages min-maxing. Which the E3E devs are against. In addition the conversion efficiencies are not explicit, you have to go and compare the BP and Exp tables to figure them out (Which a player may not realize they need to do), and will not be obvious to new players.
If it's deliberate, it's done badly. If it's not deliberate, it's counter to their goals.
It's not an obvious trap, lots of new players won't notice it due to the separation of the Experience and BP tables and the setup of the chargen chapter. In addition, informing new players that "This is the right way to do it" is not a bad thing, it's basic advice to give new players a step up so they can perform at-par.
They could not put 61% (454/737 charms) of the charms at (Ability) 5 minimums, so the vast majority of ways to expand what you can do don't require 5 dots in an Ability.
That'd be a start.
Would it? Min-maxers would put 5 dots in all their important abilities anyway, just to get their dicepools bigger. And everyone else... well, maybe they could get all the charms they wanted with (Ability) 4, but they'd still be down a die, which is significantly more important than it sounds at first blush. Forcing everyone to buy their main abilities up to 5 actually helps close the gap between min-maxers and everyone else.They could not put 61% (454/737 charms) of the charms at (Ability) 5 minimums, so the vast majority of ways to expand what you can do don't require 5 dots in an Ability.
That'd be a start.
There's a dawn brawl/thrown build that can kill almost everything instantly, though it's a glass cannon. There's also getting a gorrila familiar or two, and just killing everything with that. That's all the hacks I've seen so far, though I'm sure that there are more.And even if you resolved that, players would still find some other way to min-max.
You misunderstand.Would it? Min-maxers would put 5 dots in all their important abilities anyway, just to get their dicepools bigger. And everyone else... well, maybe they could get all the charms they wanted with (Ability) 4, but they'd still be down a die, which is significantly more important than it sounds at first blush. Forcing everyone to buy their main abilities up to 5 actually helps close the gap between min-maxers and everyone else.
And even if you resolved that, players would still find some other way to min-max.
There's a dawn brawl/thrown build that can kill almost everything instantly, though it's a glass cannon. There's also getting a gorrila familiar or two, and just killing everything with that. That's all the hacks I've seen so far, though I'm sure that there are more.
That sounds like a hilarious use of Love begets Love.... Ignore the color of her anima for a second.
A woman associated heavily with red and crimson, with the raw willpower and skill with leadership to run most of Creation and keep a dozen powerful Dragonblooded Houses bickering at each other instead of at her, and the ability to power a First Age geomantic weapon that should have been keyed to Solars, who mysteriously vanished one day.
Well, the last bit only fits if Adorjan decided to care enough to send someone to (successfully) kidnap her, but the rest?
It sounds like you, @Aleph, should be asking if you even want her to pay child support?Also, I'd like to point out that Keris hasn't even told Adorjan that Echo exists. How is she meant to pay child support if she hasn't even been told? I'm sure she'd help out with all the important thing any growing child needs - you know, like knives, lessons in the pain of personal attachment, and daycare with the Four Winds.
And what I'm saying is that by making that minimal level of min-maxing almost a requirement, they also make it irrelevant. Does it really still count as min-maxing when every single player does it? Do you expect players to say "Gee, I wish I could take a noble stand against min-maxing by leaving Melee at 3 dots, but I just wouldn't be able to get any interesting charms"?You misunderstand.
I'm not saying that would prevent min-maxing.
It would make min-maxing not almost a requirement.
I am a min-maxer. You're not going to stop me from min-maxing.
You can, however, build the game in such a way that I don't need to min-max to pick up any interesting charms in an ability.
"It doesn't matter that the game encourages minmaxing because the devs encourage minmaxing in the book" is a poor excuse for the fact that the game encourages minmaxing.
Which doesn't excuse a mismatch between the values. Sure, you can add the information to let people know about the mismatch, or you could just not have a mismatch.It doesn't try to trick you. At the very least if you're a new player, you know that the better choice is increasing abilities rather than spending it on more charms.
Which doesn't excuse a mismatch between the values. Sure, you can add the information to let people know about the mismatch, or you could just not have a mismatch.
Not the guy you're responding to, but IMHO that sort of thing is bad when it reduces variety of viable characters.WHY the flying fluck *wouldn't* you have Dex 5 Dodge 5 ASAP?
Seriously. People living in a dangrous wolrd, with a dangerous lifestyle, are going to focus pretty heavily on having vital skills necessary for 1) surviving and 2) doing their "job."
Not the guy you're responding to, but IMHO that sort of thing is bad when it reduces variety of viable characters.
In other words, if everyone is required to have an answer to some specific combat situations, my preference is to silo that off in a place that the player can't miss by accident.
If you're expected to always spend your resources on something, why not just make that thing the baseline for all characters?
Every game encourages minmaxing. It's unavoidable. What they've done here is say "Okay, solars are supposed to be total badasses, so a certain level of optimization doesn't even count as min-maxing; it's just playing the game right. And we'll encourage people to build their characters up to that minimum standard, both in writing and with some hard-to-ignore mechanical incentives.""It doesn't matter that the game encourages minmaxing because the devs encourage minmaxing in the book" is a poor excuse for the fact that the game encourages minmaxing.
I think you're missing the point slightly. No one is complaining about how every character needs Dodge 5, because that simply isn't the case. (It could certainly be argued that every character needs some combat skills, but that's because Creation is a dangerous place, not for any mechanical reasons.) The complaint is that every character who wants a meaningful investment in dodge is basically forced to buy it up to 5. And the counterargument is that, hey, Solars are supposed to be that badass; a Solar who puts serious effort into dodging should have Dodge 5.Not the guy you're responding to, but IMHO that sort of thing is bad when it reduces variety of viable characters.
In other words, if everyone is required to have an answer to some specific combat situations, my preference is to silo that off in a place that the player can't miss by accident.
If you're expected to always spend your resources on something, why not just make that thing the baseline for all characters?
If that is min-maxing, then they clearly want you to "min-max" your ability scores. I think they would call it "being a proper Solar." It's not my favorite thing, but least the book is relatively transparent about it now, and the worst excesses are removed.But this still encourages min-maxing. Which the E3E devs are against.
I can't really read this any other way then as saying don't be afraid to take the optimal 5/5/1 5/3/1 5/1/1 attribute spread, or something fairly close. With Solar XP this spread can be normalized after only a couple of sessions, ignoring training times, and without impacting your charm progression.Exalted 3E said:Keep in mind that a rating of one dot is as significant as a rating of five dots, and that poor ratings can provide as many opportunities for character development as excellent ones.