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.

And let's be real here, charm progression was always, always the most important type of progression.
 
Edit: See this post.

I think that Evocations will be the new Green Sun Princes for a while in terms of homebrew Charm trees... especially for ones attached to Immaculate Golden Bow, Glorious Solar Saber, or Glorious Solar Plate Charms (sorry, Thrown users, none for you!), the Bargain with Mara shaping ritual, or the Wood Dragon's Claws or Incomparable Body Arsenal spells, since all of those are effectively innate powers that it's impossible for a jerk ST to easily remove from you.

Also, if you're going to really invest heavily into Evocations, make sure to get Lore 5 so you can take Harmonious Academic Methodology, Bottomless Wellspring Approach, Lore-Inducing Concentration, Truth-Rendering Gaze, Sacred Relic Understanding, and two other Lore Charms, then Wake the Sleeper, at which point you can proceed to get half your Evocations free forever.

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.

Unless you invest in Lore, so you can get half your Evocations for free!

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.

For an easy example, if there was more than exactly one Thrown 1 Charm, players would be rather more likely to toss in a dot of Thrown for just-in-case backup or improvised weapon shenanigans.

For me, this also connects back to the lack of all the cross-Ability stuff that was getting errata'd into place at the tail end of 2e, most of which made it way, way more useful to toss in a couple of dots into a couple of extra Abilities and take some low-rating Charms there without it being a waste of XP.
 
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Does it really still count as min-maxing when every single player does it?
Does it still count as punching us in the face if everyone in the thread does it?
The answer to both of these questions is yes.

What's so terrible about minmaxing anyway?
Nothing, but if I min-max I want to choose to do so in making the character I'm interested in, not be forced to do so to make a useful character.

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.
My complaint is that the charm spread of the abilities leads me to suspect there won't be nearly as many of the interesting, useful, low-requirement charms that were available in 2.5e.
My complaint is also that I'm expected to jack my Abilities up if I want useful effects beyond "roll the dice and maybe use an Excellency". As I've said, 2.5e had plenty of low-requirement, useful, interesting charms.

For an easy example, if there was more than exactly one Thrown 1 Charm, players would be rather more likely to toss in a dot of Thrown for just-in-case backup or improvised weapon shenanigans.

For me, this also connects back to the lack of all the cross-Ability stuff that was getting errata'd into place at the tail end of 2e, most of which made it way, way more useful to toss in a couple of dots into a couple of extra Abilities and take some low-rating Charms there without it being a waste of XP.
90% of the reason I'm planning on getting all 5 of my Dawn's Caste abilities to at least 3 is entirely because of Martial and Martial-Ready charms.
It makes me a little sad that such things weren't available for everyone, but outside of combat charm applications are a lot more flexible, anyway.
(Getting the JB-boosters from Thrown and Archery may be a little excessive, but the mote return from Flashing Vengeance Draw is better than an Excellency and Flashing Draw Mastery has no cost, so WOO!)
(Also, 95% of my reasoning for getting Thrown 1 as my ranged just-in-case option was Joint-Wounding Attack, which is exactly as amazing as I expected.)
 
Actually, speaking of that, when did JWA get eratted'd to Thrown 1? My errata pdf doesn't have that.
 
Does it still count as punching us in the face if everyone in the thread does it?
The answer to both of these questions is yes.
So, to clarify, you're taking the position that all of the following are min-maxing:

"I put five dots in Melee at chargen because it gets me a ton of value for my BP."
"I put five dots in Melee because I want to start with Iron Whirlwind Attack; it looks like fun."
"I put five dots in Melee because my character is supposed to be a legendary master of the blade."
"I put five dots in Melee because I had a couple spare BP and I thought, why not?"

Really?

My complaint is that the charm spread of the abilities leads me to suspect there won't be nearly as many of the interesting, useful, low-requirement charms that were available in 2.5e.
My complaint is also that I'm expected to jack my Abilities up if I want useful effects beyond "roll the dice and maybe use an Excellency". As I've said, 2.5e had plenty of low-requirement, useful, interesting charms.
Well, that's rather different from what you've been saying. And it's a much more reasonable complaint than "it forces everyone to min-max". And yes, it does make it harder to branch out and grab useful charms from new abilities (with a few notable exceptions, like Destiny-Manifesting Method). Perhaps the developers decided that it wasn't something they wanted to encourage. You'd have every right to be disappointed by that, but it wouldn't be inherently unreasonable. Or perhaps they decided to keep the corebook rich in high-ability charms to make "fives are super-important" obvious to new players, and then introduce low-ability charms in later books. Also reasonable. Or maybe they just decided that low-ability charms were a price worth paying to reemphasize the importance of high abilities for solars.
 
There are literally more 5-dot Charms in Craft than there are 1-dot Charms total.

Emphasizing high Abilities is one thing. This reeks of an assumption that only 5-dot Abilities matter.
 
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It could be a thematic statement that Solar abilities come from excellence, and excellence means the upper ranges of skill ranks.

Which is a very different theme from what 2e was going for, if @Shyft 's essays on it were any indication.
 
It could be a thematic statement that Solar abilities come from excellence, and excellence means the upper ranges of skill ranks.

Which is a very different theme from what 2e was going for, if @Shyft 's essays on it were any indication.
It'll be interesting to see how the Terrestrials and the Exigents handle it. It would be nice if they had a larger number of low charms, as it could make it easier to be a generalist from one of the other splats.
 
So, to clarify, you're taking the position that all of the following are min-maxing:

"I put five dots in Melee at chargen because it gets me a ton of value for my BP."
"I put five dots in Melee because I want to start with Iron Whirlwind Attack; it looks like fun."
"I put five dots in Melee because my character is supposed to be a legendary master of the blade."
"I put five dots in Melee because I had a couple spare BP and I thought, why not?"

Really?
No, but when 61% of the charms require 5 dots in the ability, I expect to see people pick up 5 dots in an ability because there's a charm in there that requires 5 dots and is important to their character concept.
There's a difference between "I put five dots in Melee because I want to be good at Melee" and "I put five dots in Melee because my character concept requires this charm that requires five dots in Melee".
My complaint is that I expect people to pick up "legendary master" levels in abilities that are tacked on to their character concept because that's how they can make it work.

Well, that's rather different from what you've been saying. And it's a much more reasonable complaint than "it forces everyone to min-max". And yes, it does make it harder to branch out and grab useful charms from new abilities (with a few notable exceptions, like Destiny-Manifesting Method). Perhaps the developers decided that it wasn't something they wanted to encourage. You'd have every right to be disappointed by that, but it wouldn't be inherently unreasonable. Or perhaps they decided to keep the corebook rich in high-ability charms to make "fives are super-important" obvious to new players, and then introduce low-ability charms in later books. Also reasonable. Or maybe they just decided that low-ability charms were a price worth paying to reemphasize the importance of high abilities for solars.
It's almost like I take issue with multiple facets of what I've seen of the design!
And... Honestly, I don't find any of those points compelling enough to justify literally 61% of the charms being Ability 5.
There 454 of 737 charms that require Ability 5. Feel free to check my math (also, thanks @Eukie for doing that because it's been super useful for making the point of my issue). They could have kept half the charms at Ability 5 and that would have provided another 85 charms to spread out to lower Ability ratings!
Emphasizing that having 5 dots is important is one thing. Leaving anyone with less with minimal choice in methods to actually demonstrate how awesome they are without being capable of peak feats is something else.

I don't think I've seen these essays you refer to - links?
Here are the ones I have links to: One, Two, Three, Four, Five.
 
So, I browsed the basics of sorcery, and I have to say I *like* shaping rituals more then I thought I would. They give a lot of flavor to a sorcerer for relatively little crunch - not unlike those sorcerous initiations that were kind of tacked-on charms that we saw with Infernals. Gathering power and then releasing it makes sorcery *feel* like "manipulating the essence of the world", and it also places mortal sorcerers in an interesting picture as not even needing to have motes of their own to accomplish what spells are available to them.

Counterspelling (and distorted being added in) also helps with that feel of a battle between sorcerers being more of a tug-of-war then a dodgeball match. Unravel this spell, but twist that one to actually turn it against them. With the shape sorcery mechanic, in addition, sorcerous duels don't come down to "who has more motes" - save for the need for Willpower, you could easily have a duel that lasts through the day and night.

Haven't perused the actual spells, but shaping sorcery I like a lot better then what we saw in 1st and 2nd edition, where sorcery sometimes felt like just a different kind of charmset. Martial arts still has that problem (which is why I find it a pity in a way that techniques that could be enhanced with essence lost out to martial arts charms), but there's still a different feel at least.
 
It could be a thematic statement that Solar abilities come from excellence, and excellence means the upper ranges of skill ranks.

Which is a very different theme from what 2e was going for, if @Shyft 's essays on it were any indication.

It'll be interesting to see how the Terrestrials and the Exigents handle it. It would be nice if they had a larger number of low charms, as it could make it easier to be a generalist from one of the other splats.

in 2e, Solar Themes are:
  • Chosen of the Sun, which gives them access to
    • Holy Keyworded Charms
    • Sun-themed magic.
    • Extensive autosuccess effects.
  • Human Heroes, which gives them access to
    • Human actions taken to conceptual, miraculous levels. Pick locks perfectly- pick them without tools. Forge a sword from sunlight. Everything a Solar does is at it's core, a human action, with more of it's necessary elements stripped away, leaving 'The Solar' and 'The Task' as the only elements.
  • Leaders
    • All of their organizational magic and mental-influence effects.
in 3e, to my understanding, the Solars were emphasized as the 'human heroes' more than anything, and their 'Excellence' as license to do Everything.
 
No, but when 61% of the charms require 5 dots in the ability, I expect to see people pick up 5 dots in an ability because there's a charm in there that requires 5 dots and is important to their character concept.
There's a difference between "I put five dots in Melee because I want to be good at Melee" and "I put five dots in Melee because my character concept requires this charm that requires five dots in Melee".
My complaint is that I expect people to pick up "legendary master" levels in abilities that are tacked on to their character concept because that's how they can make it work.

Welcome to Sidereals melee. *grumble*

So yeah, az is totes correct here. Chariot has Martial arts 5 because it's more or less obligatory for Sids, and Melee 5 because Meditation on War syncs so well with throne shadow. (Harmony of blows is basically just XP tax). This is a thing that happens.
 
Mechanics can help get players engaged with the system and can impose a degree of unified structure on the collaborative story you're telling; the fact that the rules sometimes explicitly let you invoke fiat-level actions doesn't make them any less useful for this. (Unless you inherently hate the idea of players using powers that invoke narrative fiat, of course, in which case it's not the right system for you.)

I don't hate the idea of players using powers that invoke narrative fiat in general. I have a problem with powers that invoke narrative fiat in this context, namely, an otherwise mechanistic, process-driven, extremely rules heavy system with a multitude of exception-based powers, particularly given the in-setting stakes involved with the powers in question.

Such a system demands a high level of buy-in from gaming groups, particularly in the case of the GM, who is obligated to know how the thing works so he can construct everything else in the gameworld apart from the PCs' sheets. The unspoken, expected return for spending the time and effort to learn a complex, heavy system is that the system itself provides enjoyment through engagement on the game layer or setting-emulation resolution layer. Should a system not deliver either of these things, a question arises: why did our hypothetical gaming group bother learning this (and, y'know, paying the game company for a 600-page doorstopper tome plus extra supplements) if it has zero to negative utility? Clearly not worth it.

My view is that this particular kind of system, with this kind of buy-in, does not mix well with the prospect of throwing around narrative plot fiat mechanics balanced by social contract, because the presence of such things is more likely to cause problems than in, say, Fate, which is a much friendlier context for them.

For charms specifically, they also serve to make general statements about the kinds of things the Exalted can do, to give players a general framework for how difficult these feats are, and to generally tie them into mechanics so you can easily adjudicate some of the most common interactions without having to resort to narrative fiat. You'll notice that the charms that rely heavily on fiat (or on the ST "using them right") tend to be high-tier charms with restrictions on their use; God-King's Shrike is 1 / season, while Dual Magnus Prana costs 30 wxp and only comes up when you die. I agree that something that resolved common attacks through fiat would somewhat defeat the purpose of having mechanics for combat; but I don't agree that having charms intended to represent rare, pivotal narrative events involve a degree of fiat necessarily invalidates the rest of the system.

Do you seriously think the one a season cooldown on God King Shrike or the (negligible if you build for it, apparently - taking this board's word for it since I still don't have the enthusiasm required to go out, find the leak and read it) XP cost of Dual Magnus Prana matters in the slightest? Do you think Creation-Slaying Oblivion Kick would have been fine if we put a once a year limit on its usage, and Zeal would be OK if we charged Masky McMask or Falafel 10XP every time he tried to use it? Because that's cold comfort in the aftermath of their uses. Creation is still, well, kicked to death. Your entire circle has still been Zealed. gg, no re. The fact that Ketchup can't Kick again for a year or Masky lost 10XP is kinda unimportant.

Even those narrative-fiat charms, though, still serve a dual purpose in giving players a general glimpse into what the Exalted can do and what the setting is like. You're not supposed to be able look at Dual Magnus Prana and say "all right this is a power Solars get at level 16, so I can anticipate that 10% of the Solars in the Usurpation must have had it"; the game's mechanics (including its charms) are designed to let you run games of wandering adventurers in the twilight of the Second Age, and provide only a very loose reflection of things outside that scope.

But you are supposed to be able to look at Dual Magnus Prana and say "all right, this is the kind of epic feat that highly-talented Solars can sometimes do, and this is a rough indicator of how difficult and costly it should be relative to other powers." I wouldn't be surprised if, during the Usurpation, the Dragon-Blooded found that one of the Solars they'd killed was actually a robot duplicate! Then they tracked down the real guy (maybe cutting through a few more robot duplicates in the way) and eventually killed him for real. A few Solars did survive for a while, after all, and the ability to go "no, wait, that wasn't me, I'm actually over here!" is much less useful when you're fighting massive armies of people who know you very very well and therefore know most of the places you might be hiding.

Yeah, I don't think "I can flawlessly destroy any city in existence on the face of Creation with no possible defense or counter from my work desk once a season, note no possible defense or counter" and such is "the kind of epic feat that highly-talented Solars can sometimes do", is the thing. Or rather, it shouldn't be, and if the game is saying it is, we have a problem.

If this is the kind of epic feat that highly-talented Solars can sometimes do, then, well, if my PCs' Circle has made highly-talented Solar enemies and has infrastructure that can be blown up, why is it not blown up? One can't simply go "because that would be a bad story", because we have established by the existence of this effect in the book (by your own words) that this (and things like it) is a thing Solars are supposed to do. So I have a choice now: are my Solar antagonists all retarded and unable to figure out that blowing up your enemy's base with a flawlessly auto-successful attack is a good idea (which would not be a good story), or is this not a thing Solars do (and the book happens to be huffing paint)? Not fun, that.

Or, let's look at this from the other angle, and posit my Circle of highly talented Solars has this capability and we want to snipe our enemies' capital cities off the face of existence one at a time, once per season, as this would be a very useful military advantage. I can simply use my mighty GM fiat authority to declare that this isn't acceptable, but hey, apparently wiping cities off the face of existence is a thing you're supposed to do, so I'm kind of being a dick here. Not fun? And a bit of a waste of space of that Charm given that neither side is allowed to use it.

Or, let's make it worse and say I do posit that my Circle's Solar enemies are in fact retarded, while not stopping my own PC Circle's city-razing efforts. This now looks like a farce, the sort of thing that should be accompanied by Benny Hill. Not fun. Why does this thing exist?

This partially answers your other questions; for one thing, the Creation-Slaying Oblivion Kick, Zeal, and OSOI are bad because, even taken as general statements of a capabilities, they make bad statements about the people who have them -- "kill everyone in the world in one kick" or "murder other Celestials automatically, bypassing all defenses with no warning" or "completely ignore all virtually all attacks for an entire fight" are not supposed to be epic feats available to SMA or Solars at all. When the books end up saying something that is obviously silly or which doesn't fit the design of the setting, then that's totally a problem.

The other reason is because Zeal, OSoI, and mote-attrition do, generally, undermine the ability of mechanics to impose any sort of useful unified structure or to get players engaged with the system. They break the game in the sense of making it fail to work at emulating the wandering adventurers in the twilight of the Second Age it was designed for.

And "I can build robo-Solar duplicates of myself which require no commitment or upkeep that apparently are so good in terms of emulation of my personality and Solar magical power they can make the greatest Solar detective on the face of Creation look like a rube with no possible defense or counter" and "I can destroy any city on the face of Creation with no possible defense or counter from my room (hurr watch me nuke the Imperial Manse)" are good statements to make about the people who have them?

TBH, not seeing a lot of difference here. City-Killing Oblivion Punch (with a 1 Season Cooldown!) is certainly smaller in scope than Creation-Slaying Oblivion Kick, but it's just as impossible to stop and almost as irritating, as an example. If either of these things would have been released in Dreams of the First Age, would either of us have tried to defend them as not that bad?

But I don't understand why you see Dual Magnus Prana as a problem akin to those. The ST doesn't have to "fix" it the way they had to fix the other things you mentioned. They have to decide whether they want an NPC to have it and use it, yeah, but that's the kind of decision an ST has to make constantly anyway, in the same way that they use fiat to decide how strong NPCs are, how many of them you fight, what happens to stuff offscreen and so on. Bad decisions for any of those things can cause just as many problems as an ST spamming Dual Magnus Prana or God-King's Shrike in a careless manner.

(Unless you misunderstand what I'm saying? I'm not saying the ST should use fiat to prevent players from using Dual Magnus Prana; I'm saying the ST should use their own judgment in having NPCs use Dual Magnus Prana -- which they have to do anyway, since they're not actually tracking wxp for NPCs or anything like that.)

Like I said in my previous post, this logic can be used to excuse just about any problem in the game that we have ever seen in its publication history. From the perspective of someone who's spent a lot of time talking about mechanical problems in the game which look remarkably like the sort of Charms people are talking about in this thread, this kind of argument makes me, let us say, negatively predisposed to this product without even having read it.

Or is your concern that a player who has the charm could accumulate a huge amount of wxp and become nearly impossible to kill? I can answer that in another post if you want, but it's a somewhat different argument than the stuff about the way the charm operates on narrative fiat, so I should save it for another post rather than this already-long one.

Feel free to do so, it's useful data.
 
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God-King's Shrike and Dual Magnus Prana are powers that, I think, aren't likely to cause any problems when used by PCs against NPCs. They could cause problems if used carelessly against PCs; but I don't feel that the purpose of the game's mechanics is (or can be) to protect you from poor STs.
I don't think they make much difference for NPCs.
The Storyteller arbitrates everything and decides what is or isn't appropriate for a given character to know or have prepared for.
The kind of ST who wants the antagonist to have enacted their master plan thirty-five minutes ago doesn't require a charm framework to enable it.
 
I guess my question is, how do you take into account "my character is smarter and better prepared than I ever could be, so she would have thought to take measures against this even though I, the player, did not" without having retcon mechanics like DMG and so-on?

Also, would DMG be more acceptable if it had some clause that said "if you are subject to [sufficiently powerful detection magic] that could distinguish whether you are using this charm, you must choose whether or not to activate it. If you so choose, you must pay its cost, but its effects will not activate until you would be killed. If you choose not to, you may not activate this charm until the next time you spend time in your workshop." That way, you can still say "lol i'm a doombot" if you get ganked outta nowhere, but people with good enough magic can tell whether the dudebro they're about to shank is real or not (so you don't wind up with someone getting told "lol your super-perceptive character stabbed the wrong lady!")
 
I guess my question is, how do you take into account "my character is smarter and better prepared than I ever could be, so she would have thought to take measures against this even though I, the player, did not" without having retcon mechanics like DMG and so-on?
Accept that this is just game and that some things are more important than simulating every minutia of a character's competency?
 
I guess my question is, how do you take into account "my character is smarter and better prepared than I ever could be, so she would have thought to take measures against this even though I, the player, did not" without having retcon mechanics like DMG and so-on?

A lore charm that lets you prepare a talisman of resources 4-5 XP in advance, without saying what it wards against. Dun Dun Dun, go go Anti Shark Batspray charm against Siaka attacks! Charms like the one that lets you reveal a two-three dot artifact that you made 'offscreen' that will often conveniently do exactly what you need (OH NO, THE BEAST CAN ONLY BE SLAIN BY ICE... LUCKY I MADE THIS BLACK JADE DAIKLAIVE THAT I WILL NOW AWAKEN).

Hell a survival charm that reveals you had a cache in the area already.
 
I guess my question is, how do you take into account "my character is smarter and better prepared than I ever could be, so she would have thought to take measures against this even though I, the player, did not" without having retcon mechanics like DMG and so-on?

By letting the PCs win.

No, seriously, you let them just win. Here is how I decide if my PCs plans will succeed. I listen to them make the plan, and then that plan succeeds. I throw a handful of complications that players have to improvise around, but generally speaking I just let them out smart the villains. I occasionally throw in a few rousing moments of NPC teeth-gnashing and fist shaking at the brilliance of the PCs undermining their carefully laid schemes.

It's much like how I just throw some plot hooks into the air, watch as the PCs discuss them among themselves to try and figure out what the bad guys are up to, and then have the bad guys scheme be whatever the players cooked up.

Only game mechanics required are a poker face and a willingness to allow the players to succeed.
 
I guess my question is, how do you take into account "my character is smarter and better prepared than I ever could be, so she would have thought to take measures against this even though I, the player, did not" without having retcon mechanics like DMG and so-on?
I feel that retcon mechanics can be fine, but they need to be balanced against an opportunity cost.

Also, for the purpose of communication, I'd like it if retcon mechanics started a bit smaller and scaled up (all the way to Doombot, if that stays in the game).

- - -

As an example of a (hopefully decent) retcon mechanic which is small, a thing I did in Shadowrun was allow the players to shop retroactively, so they wasted less time optimizing nuyen before every run. There were some restrictions:
- You spend some money before a run to create a "retro-account". The account lasts for the duration of the run.
- The money you spent is gone even if you don't empty the retro-account during that run.
- When retro-shopping, you pay double.
- You can only retro-buy any particular item once per run.

Obviously this wouldn't work verbatim in Exalted 3e, due to differences in money mechanics, but it worked well for my group, and it saved us a lot of time in terms of avoiding indecision paralysis.

A similar-sized thing suited to E3 might be something like... you spend some downtime Crafting, and gain a fixed number of "retro-Craft" successes which you can spend over the course of a story. When you spend them, it's because you were working on a thing all along.

By letting the PCs win.

No, seriously, you let them just win. (...)

Only game mechanics required are a poker face and a willingness to allow the players to succeed.
At that point, why spend money on a game?

I dunno, I like the idea of earning a victory by using the rules to win a game in spite of the risk of loss. I guess you could be so good at faking it that your players can't tell the difference, but I'm not that good.

Also, sometimes players are surprisingly competent. I'd like it if that competence meant something -- if they were always going to win, then their cleverness and competence is basically ignored, since incompetence would have worked just as well.
 
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