In the second case, if he thinks of himself primarily as a warrior rather than a spy, then he might be better suited to being a Dawn Caste.

And remember the first criteria for earning Solar Exp for the first- the Zenith and the Dawn can earn that Solar xp for inspiring the army together.

Remember, you get that two exp for a role bonus, two exp for an Expression bonus, and that's it.
The character concept is of a scout, fast and stealthy but still good in a fight. This is a character in my current 3e game, and he decided that Night fit best for a scout character.

No they can't. The Dawn Solar xp rules don't say anything about inspiring an army. The only way he can get the Solar xp is by giving the spotlight to the Zenith.

That's two opportunities per session. I don't know how much you guys get done in a session, but I've always found the amount of plot that you can get through in a session to be somewhat small. Most people won't get one per session.
 
In the second case, if he thinks of himself primarily as a warrior rather than a spy, then he might be better suited to being a Dawn Caste.
I think his point is there are some definite edge cases, like guerilla warriors.

Yeah, Garrett is obviously a Night and Achilles is obviously a Dawn - what about Simo Häyhä, the White Death? You could run him as a stealthy Dawn, or a shooty Night.
 
Personally, I'd allow stuff related to leading an army, run it under an edge case and then give the Zenith the Solar Exp if he was supporting the Dawn Caste.

I think his point is there are some definite edge cases, like guerilla warriors.

Right, but in that case (and, I'd argue, in the case of the scout) they're gaining a significant advantage through stealth.
 
Eh, I can fix that by just making the distance non-essence users' weapons are thrown to (Melee + Successes) yards and just have it prevent the roll to hang on to the weapon (but still require a hit; just realized it auto-hits, which was unintentional). Keep in mind that essence users generally have better DVs and get to subtract a (Wits + wielding ability) roll from the attack. So if I have an Essence 4 character that rolls 9 successes (+4 makes that 13) against a DV of 7 supplemented by a (Wits + Melee) roll with 8 dice (so ~4 successes), I'm going to throw their weapon 6 yards.
Going over the rules again, I'd be very hesitant about this. Assume you're fighting a Melee character: you've basically just rendered their PDV inapplicable until their action. Giving a cap-busting 2-5 extra successes seems a bit much, especially for 3 motes.
 
That's two opportunities per session. I don't know how much you guys get done in a session, but I've always found the amount of plot that you can get through in a session to be somewhat small. Most people won't get one per session.

As a side note, I have no fucking idea how long a 'session' would be with any group I'd be in, since I don't really see myself playing Exalted over anything but Play-by-Post.
 
Going over the rules again, I'd be very hesitant about this. Assume you're fighting a Melee character: you've basically just rendered their PDV inapplicable until their action. Giving a cap-busting 2-5 extra successes seems a bit much, especially for 3 motes.
It's not cap-busting. It has no clause saying it doesn't count as dice added by charms. With a Dexterity + Melee pool of 10, you could only add 3 more successes at Essence 2 (and couldn't add any more at Essence 5)
It does give the equivalent of 2 successes that do ignore dice caps, by negating a -2 external penalty, though.

Your point is valid, though; Combo-Basic and increase the cost to 6 motes? That keeps it cheaper than an Excellency (which is the goal; it's cheaper but single-purpose), and prevents its use as an opener for Iron Whirlwind Attack.
Maybe decrease the automatic successes to (Essence/2), too? That makes it 2 effective cap-busting successes and 1-3 successes from charms.
 
It's not cap-busting. It has no clause saying it doesn't count as dice added by charms. With a Dexterity + Melee pool of 10, you could only add 3 more successes at Essence 2 (and couldn't add any more at Essence 5)
It does give the equivalent of 2 successes that do ignore dice caps, by negating a -2 external penalty, though.

Your point is valid, though; Combo-Basic and increase the cost to 6 motes? That keeps it cheaper than an Excellency (which is the goal; it's cheaper but single-purpose), and prevents its use as an opener for Iron Whirlwind Attack.
Maybe decrease the automatic successes to (Essence/2), too? That makes it 2 effective cap-busting successes and 1-3 successes from charms.
Successes don't count as dice normally. This is almost the entire reason cap-busting exists.
 
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I'd complain about Exalted not accounting for that style of play, but do any RPG's really do that?

I seem to recall hearing that Chuubo's Marvellous Wish-Granting Engine is. I've occasionally given thought to what a game designed for forums would be like, but it's never really got me anywhere.
 
I seem to recall hearing that Chuubo's Marvellous Wish-Granting Engine is. I've occasionally given thought to what a game designed for forums would be like, but it's never really got me anywhere.
I did at one point have an idea for a Sidereal Style that would have involved being able to retroactively edit posts, but I dropped that once I realized how terrible that would be.
 
d d at one po nt have an dea for a S dereal Style that would have nvolved be ng able to retroact vely ed t posts, but dropped that once real zed how terr ble that would be.

Th s rem nds me of that S dereal n Keycha n of Creat on and her mess ng with the com c's frames and the l ke. Would t let your S dereal throw all the 's n a post?

...

DAMM T.
 
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Successes don't count as dice normally. This is almost the entire reason cap-busting exits.
...
You're right.
:jackiechan:
That makes all the JB boosters that add successes way more powerful than I thought. Definitely going to have to add an explicit clause for that, then.
(Those are fucking dice from a charm! Why do they need a clause to be covered by the dice cap?)
 
...
You're right.
:jackiechan:
That makes all the JB boosters that add successes way more powerful than I thought. Definitely going to have to add an explicit clause for that, then.
(Those are fucking dice from a charm! Why do they need a clause to be covered by the dice cap?)
Because they aren't dice: they're successes. Sure, you get successes from dice, but that's not the only place you can get them.
 
Because they aren't dice: they're successes. Sure, you get successes from dice, but that's not the only place you can get them.
I quickly picked up the knowledge that 1 success is equivalent to 2 dice, and just kind of assumed the equivalence carried over to the dice cap (since it's a pretty important balance factor).
 
Wait what? Bonus successes totally count as two die from charms in 2e. It's "automatic successes" that don't count towards cap, and they normally only come from things like a perfect effect being contested by other magic and giving you free successes on the rolloff.
 
Wait what? Bonus successes totally count as two die from charms in 2e. It's "automatic successes" that don't count towards cap, and they normally only come from things like a perfect effect being contested by other magic and giving you free successes on the rolloff.
Successes from the Second Excellency do. Added successes from Charms don't.
 
Unrelated to God-King's Shrike talk, wow, I just realized the reroll mechanic is terrible. To actually use it, you need to keep track of your dice pool and your number of successes so far separately (or, if you're using Unbroken Image Focus, two separate numbers of successes). You can't just add up your dice at the end, because there are Charms that reroll specific numbers, including successes, and you can't just add more dice to the pool, because there are Charms that depend on having specific numbers or sets of numbers in your (or your enemy's) results pool.

Yeah, I'm not particularly liking all the dice pool shifting mechanics. Not that they're not interesting, but I feel any given type of Exalt should have one... maybe two different ones.

I am currently creating a character for third edition. It's a Twilight crafter, and I wanted an artifact 4 or 5 to aid him in that aspect, like the singing staff from 2e. We'll be using the craft abilities of 2e for mundane charms to avoid an excessive xp sink. In that regard, he has craft Fire 5 and craft Earth 2.

I was thinking in a blacksmith hammer that is just a regular hammer in combat, but gives advantages in crafting anything related to metal. Problem is, I don't want it to just be a dice-adder. Maybe giving it the capability of hardening the materials it touches, or imbuing the items created with it with minor magic?

Well, you could look to Ritual of Elemental Empowerment for some 'minor magic', along with thaumaturgic rituals. Perhaps you can pound some kind of ward into a shield, or create a gorget that gives protection from diseases. That kind of thing.
 
So here's more or less what you'd need for the syntax for a dicebot:

X [dec] [tX] [Xa] [XsY] [[X]dY] [[X]rY] [[X]cY] [Xa[n]] [[X]eY] [XvY] [rnon[X]] [nX] [trips] [insp [und]]

tX - target number X
dec - decisive damage (doesn't have double 10s)
Xa - convert X dice directly into successes
XsY - add up to X of Y number to the result pool
[X]dY - for up to X dice, double Y; X defaults to infinite
[X]rY - for up to X dice, reroll Y; X defaults to infinite
[X]cY - for up to X of result Y, reroll non-successes, and if any come up as Y also reroll them; X defaults to infinite
[X]a[n] - for up to X dice, reroll non-successes (if n, except for any dice already rerolled by [X]rY), and for any of these that come up a success reroll another non-success; X defaults to infinite
[X]eY - for up to X dice, recur Y; X defaults to infinite
XvY - convert X non-successes into Y, starting from 1 up
rnon[X] - reroll non-successes up to X times (or 1 time default)
nX - convert up to X double successes to single successes
trips - apply the three of a kind rule from First Movement of the Demiurge
insp - apply the extra dice for three successes rule of Divine Inspiration of Craft
und - apply the extra extra dice for three successes rule of Holistic Miracle Understanding

The output would need to include at a minimum (for interaction with other Charm effects):
- the final dice pool
- the number of successes
- the number of successes with non-decisive double 10s but without charm doubles
- the number of successes that came from the [X]cY mechanic
- the total count of each number before rerolls
- the total count of each number having come up any time during the rolling
- the total count of doubled numbers having come up any time during rolling

Stuff that you don't actually need to display separately because it's in the final dice pool, but that at a minimum the player will have to keep track of include:
- the total final count of each number
- if the final roll includes exactly three sixes

Note that I'm probably missing at least some dice bullshit here.
 
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