"The Orichalcum Rule: This is a big game with lots of rules, set in an even bigger and more
complex world, and players are endlessly inventive. If you ever find that by following the letter
of the rules, you get a result that doesn't make sense in the course of the story, the rules are
wrong, the story is right. If the rules suggest something dumb or nonsensical or just plain not
fun, ignore them or change them. Story comes before adherence to the rules."
Page 213 of the PDF. If it doesn't make sense, change it, add more prereqs, whatever! This is one of the most important parts of the book, right here. As for the in-theme thing, I concede it's a valid concern. I don't necessarily agree, but I can't really argue it beyond "I don't agree." Different Strokes and all that. If you really dislike it, though?
"The Golden Rule: If you don't like one of these rules, change it. If a rule is getting in the way of
having fun, throw it out. If you have an idea that would work better for your group than one of
the rules here, go with that. Nobody knows better than you what you'll find fun."
Same page as the above.
For everyone else in the thread, I'd like to give the following, from the same page as the above two quotes:
"The Storyteller's Rule: A lot of the rules in Exalted, especially the combat engine, are heavy
abstractions rather than faithful simulations. Storyteller, if it seems to you like a player is using
the letter of the rules to muck up the spirit of the game and the fun of the story, then that
particular rules loophole doesn't work. You are explicitly empowered to call shenanigans
whenever it seems necessary—the rules can't account for everything, and any interpretation of a
Charm or other mechanic away from its intended function isn't legal unless you say it is."
The game is not simulationist. It is not trying to be simulationist.