Craft in 3E is no longer divided by element, but rather "areas of expertise". Examples given are weapon forging, armoring, architecture, tailoring, woodwork, carpentry and cooking.

For my games, I'd rule it that mundane crafts work under the rules of 3e, with craft air, fire, etc. Otherwise, it becomes a stupidly expensive ability.
 
Wait

D'you mean to tell me that going back to 2e's Craft divisions, as a houserule, makes 3e craft less expensive? Please tell me 'areas of expertise' are specialties or something...
 
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Wait

D'you mean to tell me that going back to 2e's Craft divisions, as a houserule, makes 3e craft less stupidly expensive? Please tell me 'areas of expertise' are specialties or something...

Nope!

And you can clearly see that Solar Craft was based around exploiting 3es system
 
Wait

D'you mean to tell me that going back to 2e's Craft divisions, as a houserule, makes 3e craft less stupidly expensive? .
That is indeed the case, yes.

Otherwise, it becomes a stupidly expensive ability.
I didn't got the point where I could test Supreme Celestial Focus, but I think it would not be so expensive with that Charm. Farming Gold XP looks to be quite easy after all.

Before that point Arete-Shifting Prana is quite useful. Especially if the ST willing to be quite generous with applicability.
 
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Wait

D'you mean to tell me that going back to 2e's Craft divisions, as a houserule, makes 3e craft less stupidly expensive? Please tell me 'areas of expertise' are specialties or something...
Exalted craft system is very clearly not designed to model, skills of actual people living in pre-medieval times, which were extremely broad base of practiced life skills(smithing, building, farming,animal husbandry, basic wood working ,...) and very few of experts specialized in just one thing, while still having most of the base skills. It makes sense, but it kinda breaks, because craft really should be the semi-universal discipline in the whole setting.
 
Exalted craft system is very clearly not designed to model, skills of actual people living in pre-medieval times, which were extremely broad base of practiced life skills(smithing, building, farming,animal husbandry, basic wood working ,...) and very few of experts specialized in just one thing, while still having most of the base skills. It makes sense, but it kinda breaks, because craft really should be the semi-universal discipline in the whole setting.
See, that's easy to model. Treat Craft as one ability, but you only roll half your rating in it if you don't have an applicable Specialty. There; skilled craftsmen have a broad base of fundamental know-how they can apply to almost anything, but really good work takes specialized knowledge. This also has the advantage of letting groups calibrate what level of granularity they want; some tables will find nothing wrong with a general Blacksmithing specialty, others may prefer to recognize the divides between swordsmiths, armourers, farriers, etc.

and nobody has to buy Craft a dozen fucking times seriously what the balls didn't we have enough complaints when it was just five??!
 
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What i have so far:

Burning Stars

The universe is a vast place, one with infinite potential. When mankind first stepped out of the cradle and into the stars it was to discover that they were not the first, merely treading a path worn smooth by the feet of those who had come before. And it was not a safe or forgiving path at all.


The entirety of humanity's history has been one of constant constant struggle and strife: its first steps onto the galactic stage were no different. There were countless species that already lived among the stars, from the amphibious lintha, beloved children of The Great Mother, to the monstrous dragon kings, immortal crafters of wood and crystal.


Humanity only survived these first steps thanks to the Exalted: humans who, through some quirk of fate, were able to transcend the limits of base humanity to become something more.


There are many types of Exalted, but they all belong to one of two classifications: internal and external.


External Exaltations are by far the more numerous of the two types, with one person in five hundred thousand being able to survive the process. They are those who have achieved their enlightenment through contracting an external source - usually a terrestrial spirit or the deva of a Titan, and generally have a plateau to their abilities And/or some large restrictions on their actions.


Internal Exaltations are far more rare, often only a handful existing within a planetary population of billions. Internal Exalted are those who have achieved their enlightenment through pursuit of perfection, be it perfection of form, perfection of ability, or the pursuit of a fundamental truth.
 
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Exalted craft system is very clearly not designed to model, skills of actual people living in pre-medieval times, which were extremely broad base of practiced life skills(smithing, building, farming,animal husbandry, basic wood working ,...) and very few of experts specialized in just one thing, while still having most of the base skills. It makes sense, but it kinda breaks, because craft really should be the semi-universal discipline in the whole setting.
It models this just fine. They would have either Craft(Farm Labor) and/or several relevant 1 dot crafts.

The complaints were never about realism, they were about fun and simplicity.
 
The external exaltations would include dragonblooded (the most limited but also the least fettered externals), Akuma (the most powerful but lacking self-volition), Sidereals (contractually bound to assist the divine beaurocracy), and Alchemicals

The internal exaltations would be the Solars (exalted through pursuit of a perfection of ability), the Lunars (who sought perfection of form), the Abysals (who sought perfection due to fear/love of death), and the Infernals (who sought perfection by meditating on the cosmic principles, or Titans)

I am thinking of reworking akuma to be more on the level of Dragonblooded power-wise while removing some of their mental restrictions.
 
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The external exaltations would include dragonblooded (the most limited but also the least fettered internals), Akuma (the most powerful but lacking self-volition), Sidereals (contractually bound to assist the divine beaurocracy), and Alchemicals

The internal exaltations would be the Solars (exalted through pursuit of a perfection of ability), the Lunars (who sought perfection of form), the Abysals (who sought perfection due to fear/love of death), and the Infernals (who sought perfection by meditating on the cosmic principles, or Titans)

I am thinking of reworking akuma to be more on the level of Dragonblooded power-wise while removing some of their mental restrictions.
Suggestion #1: don't use the terms "internal" and "infernal", that's just asking for confusion. Other words which could work in place of "internal" include:
- Intrinsic
- Immanent
- Inherent
- Inspired

Suggestion #2: you're using celestial names in an extra-terrestrial setting but not tying these setting elements together at all. Solar Exalted might very well embody some aspect of a sun; Terrestrials might be more limited because they're still thinking in a manner that is limited to living on a planet.
 
Suggestion #1: don't use the terms "internal" and "infernal", that's just asking for confusion. Other words which could work in place of "internal" include:
- Intrinsic
- Immanent
- Inherent
- Inspired

Suggestion #2: you're using celestial names in an extra-terrestrial setting but not tying these setting elements together at all. Solar Exalted might very well embody some aspect of a sun; Terrestrials might be more limited because they're still thinking in a manner that is limited to living on a planet.
Great points! I was thinking of calling them Enlightened rather than Exalted

The dragonblooded would be called Terrestrials.
Akuma would be the Conceptuals and/or Titan-Bound (being bound to a single Titan who embodies a concept)
Sidereals would be called the Divines.
The Alchemicals would retain their name.

I am not sure what to change the names of the Celestial Exalted to...
I think the Solars would retain their name (in honor of the earliest confirmed Solar, Icarus, who managed to build an artifact out of wood, cloth, and feathers to fly him to the sun...).
I am not sure what to call the Lunars.
The Abysals will probably be something like the Immortals.
And Infernals will probably be something like the Transcendent.
 
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Death Ray fires an all-consuming laser that you can sweep across the landscape and that melts everything.

Unity of the Closed Fist merges up to five willing characters into one being, temporarily. Which still get to act on their own using the composite body, but using the best abilities/attributes of everyone and sharing all charms etc.
I like these two. These two spells are really nice spells. Shame they demand Essence 5.

Actually... are there any abilities that require a higher than 5 Essence level in 3e? I remember there being a few overpowered ones (lolzeal) in 2e, but so far not in 3e. Or am I wrong and there is some Essence 10 "Punch the World" Charm?
 
Actually... are there any abilities that require a higher than 5 Essence level in 3e? I remember there being a few overpowered ones (lolzeal) in 2e, but so far not in 3e. Or am I wrong and there is some Essence 10 "Punch the World" Charm?
Ahlat has some charms that require essence 7, but there is nothing for Exalts unless you want to permanently kill him just to use some of his powers for a scene. While awesome, this is probably rather shortsighted.
 
Ahlat has some charms that require essence 7, but there is nothing for Exalts unless you want to permanently kill him just to use some of his powers for a scene. While awesome, this is probably rather shortsighted.
This actually isn't technically a thing; Carnal Spirit Rending gives charms based on the spirit's, not necessarily the spirit's actual charms.
 
There are exactly two mentions of Essence 6 in the documents Charm-section. Both are repurchases/upgrades.

Searing Sunfire Interdiction allows you to fire an arrow of burning essence at an enemies feet, delaying his action (potentially costing him a turn).
Its fourth repurchase requires Essence 6 and allows you to fire on an enemy until he loses the turn (or you run out of ammo or miss).
The fifth repurchase obviously also requires Essence 6 and allows you to target a new enemy if you drop the previous ones turn.

Shadow-Crossing Leap Technique is a stealth-charm that essentially gives you a Shadowstep-ability - for 5m, 1wp, you can move across one range band from one cover to another without crossing the space in between. You need to have a movable path (so no moving into closed rooms), though at Essence 4 you to move through windows, doors or gates.
At Essence 6, you can combine this movement with normal movement (jumping from cover to cover, then sprinting somewhere else normally).

So it seems there will no longer be "Essence 6" charms, but rather upgrades to previous charms that make them stronger/more iconic.
In the case of Searing Sunfire Interdiction, the two Essence 6 effects allow you to rely on it entirely if you want to - now you can delay any number of opponents as long as you have enough motes.
In the case of Shadow-Crossing Leap Technique it makes you move faster, whereas the previous version was just nice for stealth.
 
This actually isn't technically a thing; Carnal Spirit Rending gives charms based on the spirit's, not necessarily the spirit's actual charms.
Exactly what you get is left entirely to the discretion of the ST. This is necessary to prevent exploitation when the charm explicitly allows getting magics that are not Eclipse-OK. That said, expecting something like a single use of a high essence charm such as Whispering Warrior Souls would be entirely appropriate and thematic, stealing one last bit of knowledge from a dying warrior along with his life.

Given the its brief duration, devouring replaceable first circle demons for their powers is probably a better use of the charm for an amoral sorcerer. Devour an Agata and become too beautiful for softer lesser men to harm.
 
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Of course, the 2E core book also didn't have any Elder Charms in it.

And honestly, offensive spells is still mostly relegated to large-scale devastation. Which is totally fine by me.
Lets have a look at the combat spells:

Death of Obsidian Butterflies takes 15 Sorcerous motes to cast - that's 15 accumulated succeses. Okay you can lower that via Shaping Rituals, but it will still likely take two rounds to pull off. In exchange you gain a (Perception + Occult) undodgeable attack that can potentially hit multiple enemies. Damage is (Essence + extra successes), so probably just around 3 dice or so for starting characters. Battle Groups take -2 to defese and take (Occult) extra damage, so its pretty solid against them.
Oh and it doesn't reset you to base initiative, so its one of the very few ways to damage a health track without losing initiative.

Flight of the Brilliant Raptor also takes 15sm, but does (Initiative + temporary Willpower) damage which is a lot. And it creates a bonfire terrain hazard which also does quite a bit of damage. Resets you to base Initiative.

Invulnerable Skin of Bronze gives you +6 soak and 6 hardness, and makes you immune to contact poison. It also gives you three charms - one allows a disarm-counterattack, one uses your anima flare to reduce decisive damage by (Essence + 5) and the third reduces overwhelming damage by 1. Can only be used while unarmored though.
It's also particularly good as a control spell, adding Essence to granted soak and Hardness. And Essence to soak even when the spell is not in effect.
However, it takes 20 sm and so takes quite a bit to cast in combat.

Mists of Eventide only takes 7sm, so there is a good chance you can cast it in a single round. However, it also takes 2wp so it actually costs willpower even when cast successfully. It creates an initiative-draining poison, and if the enemy crashes due to that he actually falls unconscious which makes it potent against enemies with loads of health.

Wood Dragons Claw can easily be cast in combat, taking only 5sm to do so. It essentially gives you a light artifact weapon and two charm-like effects: one that adds damage to a grapple, one that can grant any one tag to the claw.
If it is your control spell, you can add Evocations to your claw - which is great since you can of course not actually loose the claw like you could an artifact weapon.


Cantata of Empty Voices doesn't really do enough damage to be that effective in combat (2L/round at most)

Incomparable Bodily Arsenal takes 30sm and 2wp, so its hard to use in combat. It gives you heavy artifact armor and all the mundane weapons you want, as well as immunity to poisons and suffocation. As well as double 9s on any Strenght or Stamina rolls and one success to all attack rolls, so its effectively powered armor.
It also has three abilities: one to create artifact-weapons, one to assist feats of strength, one that grants extra health levels. And if its a control spell you can once again create Evocations for it.

Magma Kraken also takes 30sm. It basically summons 10 independent combatants that attack with (Intelligence + Occult + Essence) and do the damage of a medium artifact weapon. And gains bonuses to smashing up the terrain.

Death Ray takes 25sm and 2wp. Intelligence + Occult decisive attack, Essence extra successes. (Initiative + extra successes + temporary willpower) raw damage. Hits everything in a short-range line. Can't be parried by mundane weapons, anyone who takes 3+ damage is knocked back one range band.
The real power comes from sustaining it, which requires 5sm per round (should be easy at this point). Which does the attack all over again (it can also be redirected) but also extends the range one range band.
It also melts away pretty much everything, creating lava hazards and other fun things.
Basically its a perpetual decisive attack, which is REALLY powerful.
 
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