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.

Yeah lets just note that the closest the Zenith in Question can come to being 'inspiring' (at least towards humans anyway) is likely offers to give them large amounts of money if they do what she wants (or do something horrifically nasty and obviously sorcerors towards them, but thats a different type of inspiration). Even then any attempt by the Dawn to try and do it 'together' is to suggest that next time she brings the army and he brings the cash.

Seriously there are some characters who while are good at one part of their caste, completely suck at other parts of it. (Designed to be a teacher/font of exposition, gets along with animals, may get along with spirits, not bad at teaching someone to fish but likely won't give them a fish. Also somehow richer then the other 4 members of the circle, their army and cult combined).

Solar Lore is fun, but more on topic it should just be a list of say 5-7 things for Solars in general, perhaps with one of each weighted towards a caste without being cast only.
 
Yeah lets just note that the closest the Zenith in Question can come to being 'inspiring' (at least towards humans anyway) is likely offers to give them large amounts of money if they do what she wants (or do something horrifically nasty and obviously sorcerors towards them, but thats a different type of inspiration). Even then any attempt by the Dawn to try and do it 'together' is to suggest that next time she brings the army and he brings the cash.

That depends entirely on why exactly the army's fighting.

If they're all mercenaries, sure. But inspiring men to fight for their country, on the other hand?
 
You know, what I'm getting from all this is that Exalted is still going to be a heavily houseruled game, but most of the houserules are going to be of the, "here is a list of banned Charms, and those couple of hundred Charms are smooshed together into these dozen, much simpler Charms," persuasion, rather than all the hacking of base systems that 2e had.
 
You know, what I'm getting from all this is that Exalted is still going to be a heavily houseruled game, but most of the houserules are going to be of the, "here is a list of banned Charms, and those couple of hundred Charms are smooshed together into these dozen, much simpler Charms," persuasion, rather than all the hacking of base systems that 2e had.

Charm cruft and the bp/xp divide are my two biggest concerns for 3E. There's too many weak, fiddly effects involved with rerolling and the mote economy that only give relatively small bonuses. They feel like speedbumps, and the best I can say about them is that they're at least useful instead of being nonsense like pre-errata One Weapon, Two Blows in 2E. They're boring, but you can get mileage out of them: at one point Excellent Strike was so mote efficient that you had zero reason not to use it for every single attack, which made the most hands down effective charm in the Melee tree Ability 1 and Essence 1.

Also literally nobody I talked to supported the BP/XP divide in the playtest, which makes me mad that it's there.
 
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Having not read the leak, I have to wonder; just how many fiddly Charms could you cut out if you just axed all the Charms that reroll 6's or 1's or whatever, and replaced all of them by resurrecting the Third Excellency, if it re-rolled failures instead of the whole pool?
 
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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.
Six or seven hours for me, but that includes about half-an-hour of getting everybody's skype and roll 20 to play nicely. (The most feared enemy are the Beeps of Doom Who Herald Technical Difficulties, as opposed to any undead we've faced)
I'd complain about Exalted not accounting for that style of play, but do any RPG's really do that?
Sort of? Stuff designed for PbP tends to be fairly rules-light. I know that GURPS, while rules-heavy, does include a modifier for abilities called "Game Time" so that abilities that key off of real world time (Luck, Serendipity, Gizmos, anything with X per Session or X per Time) now key off of longer units of in-game time.
 
You know, what I'm getting from all this is that Exalted is still going to be a heavily houseruled game, but most of the houserules are going to be of the, "here is a list of banned Charms, and those couple of hundred Charms are smooshed together into these dozen, much simpler Charms," persuasion, rather than all the hacking of base systems that 2e had.

Oh, I was doing the same thing to 2nd edition. And probably 1st edition, although that was a long long time ago. I have this craving to 'fix' things.
 
... yeah, I'm thinking the "a dicebot murdered hatewheel's parents" hypothesis is looking increasingly likely.

Look, have you considered the alternate hypothesis that SkyNET evolved from a RPG dicebot and he's just doing his part as a cultist of our robot god to bring about SkyNET?

It's better than Roko's Basilisk.

Fyi, while I'm planning on updating the Dice Roller to support arithmetic, some set operators, and reroll operators; Exalted 3E will explicitly not be supported.

http://anydice.com/ might be able todo it. But it nearly has a turing complete language with specialized dice operators.

I thought it was confirmed that the "Exalted 3E" diceroller mode makes the diceroller tell you "ha ha ha no" and links you to a website that sells you physical dice instead?
 
*eyeroll* Roko's basilisk is not what you think it is, MJ. (Admittedly, Eliezer fails at the Streisand Effect.)

Anyway, you could probably get anydice to handle the pure dice computations, but it's designed to compute probabilities of outcomes, not simulate individual dicerolls. You can use it to determine what Charms to use or buy, but you'll need something else for actual play.
 
Anyway, you could probably get anydice to handle the pure dice computations, but it's designed to compute probabilities of outcomes, not simulate individual dicerolls. You can use it to determine what Charms to use or buy, but you'll need something else for actual play.
That's what Xon was suggesting it for, anyway.

Question: what kind of language should I use for a charm to give a specialty that has a primary purpose of being converted to successes on prayers to the Unconquered Sun, but a secondary purpose of making you better at social stuff where you proselytize in his name? Like, you're better at social things when you're convincing people the Unconquered Sun is awesome.
I'm trying to figure out how to write a secondary effect for a charm that lets characters who buy it be more like the Unconquered Sun, which is building off a CoD-fighting charm. The primary effect is a secondary Motivation (which I'm considering allowing to be reduced to an Intimacy by spending motes and wp) of "Defend Creation from all threats" and other effects to make them better at doing that.
 
Question: what kind of language should I use for a charm to give a specialty that has a primary purpose of being converted to successes on prayers to the Unconquered Sun, but a secondary purpose of making you better at social stuff where you proselytize in his name? Like, you're better at social things when you're convincing people the Unconquered Sun is awesome.

Well, Old Realm is, of course, the classic standby for prayers, spells, etc, dealing with powerful spirits.

Another option for dealing with the Sun in particular is High Holy Speech since, IIRC, that one was specifically designed for prayers to him.
 
Well, Old Realm is, of course, the classic standby for prayers, spells, etc, dealing with powerful spirits.

Another option for dealing with the Sun in particular is High Holy Speech since, IIRC, that one was specifically designed for prayers to him.
I think I botched my explanation of the intent. I don't mean the language used for making the prayer, I mean "how should I explain how this works".
 
I think I botched my explanation of the intent. I don't mean the language used for making the prayer, I mean "how should I explain how this works".

Ahhh....

Hm.

In terms of fluff, it could be several things, but the one that jumps to my mind first is the Solar drawing on the resonance between his Exaltation and the Unconquered Sun, drawing it out to fill his voice and prayers granting them greater clarity to the ears of the Most High which also touches the souls of mortals with the barest hint of his attention.
 
I'm not entirely sure that sort of effect is entirely appropriate for a Solar anyway. As in, 'becoming more like UCS'. Becoming explicitly more like your patron is a very Infernal theme, most other Exalted types go along the themes their patrons express more than explicitly becoming like them.

(This is, incidentally, one of the reasons I agree with the Devs' decision not to draw too much on TAW for 3e, apart from any legal issues- TAW seems to me to be too much making the Lunars directly like Luna as she's set out in Glories)

That said, "This Charm provides successes for praying to the Unconquered Sun, and bonus dice when preaching his worship' seems like an okay way of putting it!
 
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Generalise it. It doesn't let you be better at praying to/preaching for the UCS specifically, it lets you do it for whichever god you've sworn to follow - a general prayer/preaching booster in Presence. You can just as easily use it to spread the Word of the Unconquered Sun as you can to tell people about the Immaculate Dragons or the Lady of White Shores and Silver Sands.
 
Generalise it. It doesn't let you be better at praying to/preaching for the UCS specifically, it lets you do it for whichever god you've sworn to follow - a general prayer/preaching booster in Presence. You can just as easily use it to spread the Word of the Unconquered Sun as you can to tell people about the Immaculate Dragons or the Lady of White Shores and Silver Sands.

Yeah, this is the best way to go about things.
 
I'm not entirely sure that sort of effect is entirely appropriate for a Solar anyway. As in, 'becoming more like UCS'. Becoming explicitly more like your patron is a very Infernal theme, most other Exalted types go along the themes their patrons express more than explicitly becoming like them.
It's becoming more like the UCS in that you share his motivation, are better at fighting CoDs, and have a theme of excellence. It's a charm that you can take for being devoted to the UCS, really hating creatures of darkness, and/or wanting to defend Creation.

Generalise it. It doesn't let you be better at praying to/preaching for the UCS specifically, it lets you do it for whichever god you've sworn to follow - a general prayer/preaching booster in Presence. You can just as easily use it to spread the Word of the Unconquered Sun as you can to tell people about the Immaculate Dragons or the Lady of White Shores and Silver Sands.
The prayer/preaching thing is intended to be a secondary effect, not a primary. I'm thinking it might be better to just drop it, though, since it was supposed to be a tacked on effect to demonstrate a connection to the UCS.
I'll stick to just being able to spend 1m to know if something is on the UCS's shit-list (i.e. considered a threat to Creation) and probably a bonus to pray to the UCS.
 
In my continued attempt to kill myself through gm overdose, and a test to the 3e rules, I've decided to run a 3e play by post.

A Wyld hunt has determined that there are 5 Solars, one of each caste, in the region between Nexus and Lookshy. This has had a side effect of forcing the 5 Solars together. Can you survive a Wyld hunt, a new game system, and your fellow Solars?

I am allowing 5 players, with one character of each caste of Solar. To sign up, post your planned characters caste and concept here.
 
Are there any spells, Necromancy or Sorcery, that allow you to destroy a ghost and capture his memories in the process?
In general, "total memory transcription" is iffy territory, because... well, put bluntly and paraphrasing from when this question came up in the Raksi write-up thread back in the days of TAW; while it's not "take-back" territory, it's sort of in the general area you can see "take-back" territory from if it's a clear day and you shade your eyes and squint a bit. If you've spent your life hoarding knowledge and destroying hard copies so the information is only held in your memory to stop people from killing you and lessening the world by being selfish and greedy, you don't get to undo that in your last breath by transcribing it all onto a giant roll of parchment. You can dramatically gasp out a few key things, of course [1], but if you didn't want that knowledge to die with you, you should have written it down, spread it as far as you could, made copies and backup copies, taught people, etc. You should, in fact, have transcribed it before you died the way people normally transcribe things.

And similarly, if someone else has done this, you don't get to shortcut the moral dilemma of "this is a terrible person, but if we kill them we will lose all their accumulated knowledge that could help so many, which they are hoarding precisely because it makes people like us hesitate to kill them" by going "actually we can just copy your memories into this handy Pensieve we have here!" No, you either murder them and lessen Creation until you can independently redevelop the lost knowledge (which could well take Ages, in the capitalised sense of the word), or you live with them as a necessary evil just as they want you too.

Now, if they were stupid enough to leave a ghost while being fully aware of what necromancy can do to the dead, and didn't have something set up so that they went straight to Lethe, do not pass Go, do not collect $200... well, then there's no need for a convoluted "destroy them and cache some sort of memory copy" spell; you can just bind them to write down everything they know and then make them do jumping jacks over a floor covered in caltrops for the rest of eternity, or whatever else suits your amusement or whim. Ghosts are basically your bitch if you know necromancy; in some ways even more so than mortals.

I speak for 2e and 2.5e here, of course, as I don't know how 3e has impacted these themes, or if they still care about the "no takebacks" thing that was such a strong part of Exalted's inception.

[1] "The secret weakness of the Deathlords is... Ghost Eating Technique! And any other spirit-killing Chaaaaargh..."
 
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