Love the idea, @MJ12 Commando , but I'm not sure I got across what I actually meant by "sit in a corner syndrome."

By which I mean the tendency for WW games to be: "X situation, let the X focused guy handle it, the rest of us will sit in a corner and knit/catch up on reading/do crossword puzzles"

Especially bad with subsystems that make you take a lot of charms to function, meaning you don't have charms to cover other things, because you have limited XP.

Specialization is good, but super-specialization being optimal is... Well, it creates issues of half the people at the table turning out half the time.

I see. The problem here is that you don't actually have much incentive to have backups because of how the roll system is designed, despite how in real life it doesn't work like that. In real life, for example, Phoenix Wright can't exist without a team of lesser skilled but still moderately competent guys backing him up. Nobel Prize winners win the Nobel Prize because of hordes of grad students helping them. And moreover, teamwork tends to be just 'add some dice to the main guy' somehow.

You'd have to rethink how teamwork works on a fundamental level to cure this problem. For example, having multiple infiltrators taking different routes makes it more likely that one of them will happen onto a weak point, having multiple researchers reduces the time it takes to go through everything, and even having someone with effectively 1 dot in the skill as a backup can be hugely useful IRL.

Grabbing these because I think @Chloe Sullivan reminded me of something else re: crafting systems and the like;

A lot of Exalted 2e at least (and please believe me, I have dug into the fluff and crunch for this) has an almost implict assumption that the player characters will be filling all the relevant teamwork slots with Backgrounds- Allies, Contacts, Backing and so on.

So, the 'sit and wait' problem is two fold:
  1. The rules we have for teamwork are unsatisfying and procedural, so PCs wanting to assist each other are not sufficently engaged.
  2. The game itself assumes that instead of all players working on the same task at one time, that they will all be working on concurrent, separate tasks catering to their roles and specialties.
The problem with #2 is, as I've likely mentioned at least once, is that we have roughly 4/10ths of a full 10/10 'Game' for Exalted. Short-term Dawn Game (Combat as a system), Short Term Twilight Game (Investigation and Medicine mostly), Long Term Dawn Game (War), and Long Term Twilight (Craft).

So, the 'Sit around and wait' problem could be mitigated by ensuring everyone can 'Do their own thing' during these downtime periods, but Exalted is notorious for handling those poorly.
 
Would cross applicable stats help with Knitting syndrome? fore example Strength/combat stats being useful for being vaguely intimidating to boost someone's social roll?
obvious drawback i can see is an increased risk of "One stat to rule them all" happening
 
Would cross applicable stats help with Knitting syndrome? fore example Strength/combat stats being useful for being vaguely intimidating to boost someone's social roll?
obvious drawback i can see is an increased risk of "One stat to rule them all" happening
Not really. It still leaves one character as the only one actively participating. I actually do stuff like this in games (even without mechanical incentive), and I still get bored because I'm not actually participating. I'm just an intelligent prop for someone else.

I've actually done exactly what you used as an example. It was boring as fuck to play the guy glaring menacingly and showing off his facial scar while the talky guy wheeled and dealed.
 
The @Jon Chung Rule: Assume any and all ambiguities in a roleplaying game's ruleset will be interpreted in the most damaging reasonable fashion to enjoyable gameplay by a significant and loud minority of players.
Actually, from experience, this isn't quite it. People will defend against this with "well then don't game with assholes". But the actual @Jon Chung rule is "Assume any and all ambiguities in a roleplaying game's ruleset will be stumbled upon by a first-time GM and their group of completely inexperienced players, who have no idea how to resolve them effectively. If it is possible to accidentally TPK an entire party or spend hours stuck on a rules dispute or similar, assume that bad experiences with this mechanic will drive new players away from the game."
 
You know, reading some of the more recent Kerisgame stuff (and everything with Echo) is inspiring me to come up with a concept for a character who's mute. And still manages to be an absolute deadpan snarker.
 
You know, reading some of the more recent Kerisgame stuff (and everything with Echo) is inspiring me to come up with a concept for a character who's mute. And still manages to be an absolute deadpan snarker.
Look at Neo from RWBY, she hasn't said a word outside of giggle and yet she manages to be both one of the most expressive characters in the series,and one of the most terrifying.
 
You know, reading some of the more recent Kerisgame stuff (and everything with Echo) is inspiring me to come up with a concept for a character who's mute. And still manages to be an absolute deadpan snarker.

Well, Keris' problem is that Echo is smarter than her. And also highly irreverent and legitimately has a Principle towards making fun of people.

(She is the cause of quite a few tantrums from her younger siblings, and is the reason some of Rathan's first words were "Eko, no!")
 
They way I handle the problem as a storyteller is threefold:
- Keep the group small
- Encourage players to have basic competency for Combat/Social/Technical problems
- Design each major (=needs more than one roll) challenge in such a way that having more than one character participate is both possible and a major advantage.
Now, that is obviously something that you need to actively work towards, and it may not succeed in every case.

In combat, it's pretty easy and obvious. Each player makes sure their character is not useless in combat, and we're good since more combatants makes it easier.
For social actions, there is a difference between influencing someone and reading someones actions/intent that you can make use of. Also, different characters trying to exploit different intimacies can work.
If the characters are trying to solve a technical problem - repairing a manse, uncovering ancient lore, command an army, craft an artifact - it's quite doable as well. The character with the knowledge to craft the manse could benefit from someone to inspire a workforce, appease local spirits, dive into dangerous elemental energies, apply superhuman strength etc. Without such support, the project will be more difficult and take longer. Uncovering ancient lore might be doable with a high lore-rating alone, but then it's probably a single roll and won't take long in-game. But maybe you need to sneak past guardians, seduce a demon-librarian, beat an automata in a contest to get access to the library or the like. Commanding an army is clearly a job for a high war-rating - but a character with high performance could keep up morale, a crafter can repair the equipment, a bureaucrat can optimize the armies supply chain. If I have to make up a rule of "roll Bureaucracy while in-combat, if you fail your troops ran out of supply/didn't have a proper breakfast and take a penalty", then I will make up that rule.

If you can't think of something that makes all player-character contribute to a scene, then you should keep that scene short and non-mechanical. It'll probably end in success because your group has a hyper-specialist for it. Or it doesn't and they'll fail anyway. Both are boring to play through, so you go on and deal with the implications.
 
So, I'm out of town at the moment and don't have a copy of the text in front of me, but my problem with that reading is that if you get hit by, say, Heaven Thunder Hammer the falling damage from that is inflicted on you as part of the attack, right? So, you'd read Adamant Skin Technique as applicable there but not to a normal fall?
Actually, in the case of Heaven Thunder Hammer, it doesn't matter in the slightest. The amount of knockback and falling damage is dependent on how many successes you get on the damage roll, so if the defender ASTs it, either your damage gets soaked down to zero and there's no knockback, or you've already punched past all the soak and there's nothing left to absorb the falling damage.
 
Someone mentioned that the Evocation system had been changed, can anyone tell me more of these mysteries.

Enlighten me wise ones of the internet.
There aren't anymore tiers of Evocations and the numbers of them have much decreased, reaching maximum five evocations for artifact. Additionally the artifacts also have some non evocation effects, and sometime the evocations build on the non-evocation effects.

Unfortunately the Craft Charms that add evocations are currently broken(they still refer at the old system), so that is a part that we still don't know how will be modified.
 
By which I mean the tendency for WW games to be: "X situation, let the X focused guy handle it, the rest of us will sit in a corner and knit/catch up on reading/do crossword puzzles"

Especially bad with subsystems that make you take a lot of charms to function, meaning you don't have charms to cover other things, because you have limited XP.

Specialization is good, but super-specialization being optimal is... Well, it creates issues of half the people at the table turning out half the time.

This is a persistent problem in RPG design that I am increasingly annoyed by. At its core, it comes from a lack of focus in game design, but there are exacerbating issues of design that makes it worse.

Take, for example, really old editions of D&D. They are about one thing; killing people and taking their stuff. More about taking the stuff than killing people, even. So everything you can focus on in the game is killing people and taking their stuff. High STR? Carry more loot! High DEX? Kill things with a sword! High CON? Fight longer! High INT? Kill things with magic! High WIS? Help your friends kill things! High CHA? Hire a bunch of people to kill and loot for you! Fighting Man? Kill things with a sword. Magic-User? Kill things with magic. Cleric? Help your friends kill things. It's not a perfectly designed game, but there's basically no way to build a character that doesn't give them a certain level of competence in killing people and taking their stuff. This is really good design!

Moreover, the way combat works in D&D, it's always good to be a bigger group; two Fighting Men means you have double the number of people furiously swording enemies to death, and the amount of enemies you can kill increases by up to four. Three Fighting Men means you can kill between three and nine times as many enemies as just one Fighting Man.

Also, three people can carry three times as much loot and equipment. And that's all you do in the game; kill people and take their stuff. Both of those are activities where more people means you accomplish more and better.

A lot of modern games are about more than killing people and taking their stuff. They're about, say, killing people and solving vector calculus. And in a fairly naturalistic manner, they're designed so that being really good at killing people excludes being really good at vector calculus, because few people in the real world are both elite special forces and professors of mathematics. Additionally, this discrepancy in competency means that Special Forces often end up really good at killing people, while Math Professors aren't very competent at it at all. The result is that adding Math Professors to help Special Forces fight offers only a marginal increase in combat power. Math Professors will also often tend to be rather squishy ("not dying to bullets" has no utility in solving vector calculus, after all), so putting them in combat just means they risk dying. Roleplayers tend to be adverse to their characters dying, and as a team you don't want your Math Professors to die because you might run into a rogue vector calculus problem later. So whenever combat breaks out, all the Math Professors go hide.

A related issue comes when the party is confronted with an Eldritch Matrix From Beyond. Rarely, if ever, will Special Forces have anything to offer a Math Professor in this situation. Maybe the Special Forces gal can roll her Solving Vector Calculus 2 and add her successes to the Math Professor's Vector Calculus 15, increasing it to 16. Then the Math Professor rolls, succeeds by like 5, and the Special Forces gal sure feels that her contribution mattered against the Eldritch Matrix From Beyond.

Now, imagine a game where you can Fight, do Vector Calculus, Hack, Talk, Drive, and Build Stuff. Every point you put into being a good Talker is a point that you could have spent on being a good Math Professor, so being a Math Professor-Talker means you fail more at both vector calculus and Talking. Especially if there's a pure Math Professor on your team; any problem that is a challenge to the Math Professor will probably be far harder to the Math Professor-Talker, and any math problem that is challenging to the Math Professor-Talker can be solved trivially by the pure Math Professor. So if you like to get a feeling of competency and accomplishment, you're better off being a pure Talker, so you get a chance to shine.

The net result, of course, is that you get a team with a few Fighters, one Math Professor, one Hacker, one Talker, one Driver, and one Builder. Then, whenever there's combat all the non-combat people go hide, and whenever there's vector calculus, everyone except the Math Professor take out their phones and play Words with Friends.

There are various solutions to this. One is to make everyone play multiple characters. Everyone plays a Fighter and a Math Professor and a Talker, and whenever a talky problem appears, everyone has their Talkers help solve it. Of course, this only matters if throwing two Talkers at the problem is better than one Talker. Lots of games have single-roll resolution for non-combat things, so if Talker 1 fails, there's nothing Talker 2 can actually do... in which case only one person needs to actually play a Talker anyway.

Another solution, and this is my favourite, is to make it so that it's impossible to make a character who is not competent at one of the things you can do in the game; Magic Users kill people and take their stuff, high-CHA characters who can't themselves fight hire people to fight for them, etc. Fighters can still be useful in talking, Math Professors can assist Hackers with research, Talkers are useful labour for Builders, etc. And not just those few cross competencies; in the game about fighting, vector calculus, hacking, talking, driving, and building, every possible character is a useful contribution to fighting, solving vector calculus problems, hacking, talking, driving, and building things.
 
Sure thing.
Basically, it boils down to two things:
- Artifacts now do have a "basic effect" that you get just from being attuned. You might have to be the right exalt type and pay a few more attunement motes, but it's a free, generally passive effect.
- Artifacts now have much less Evocations, and Evocations tend to be more potent as a result. No artifact in the book has more than 5 Evocations (not counting the basic one).
- The innate keyword is gone, so now a Solar is no longer encouraged to first learn a ton of Evocations, then pay for some of them again in case the Solar ever loses that artifact.

Let's take a look at Beloved Adorei.
A Solar who attunes to this Orichalcum Daiklave gets +1 Accuracy with it. The artifact also forms an Intimacy towards her wielder, which can be strenghtend over time by treating the sword properly. Once it reaches Definining, withering attacks with her also add +1 damage, and the sword automatically knows all her wielders intimacies. That bond becomes unbreakable after three stories.
Her first Evocation supplements decisive attacks - they are now also succesful read intentions actions, revealing either an intimacy that aligns with one of the Solars, or that is in direct opposition to one.
Her second Evocation can be used after using the first, granting an extra non-charm success if you roll at least one 10 on an attack.
Her third Evocation (Essence 2) allows you to smite people with opposing intimacies revealed by the first Evocation, adding 1 damage dice per such intimacy.
Her fourth Evocation (Essence 3) allows you to "cut through anything" including curses or spell effects, as long as you know two of the targets (or targets owner/creator) Definining Intimacies.
Her fifth Evocation makes the Daiklave sacrifice herself, granting a bunch of special powers for the combat, but therafter turning into a "normal" artifact daiklave without any evocations. She can be repaired though.

That's five pretty solid - and pretty strong effects. Purchasing those five Evocations isn't something you're going to regret IMO, and is nowhere near as huge as an XP-sink as it would have been previously.


As a more extreme example:
Volcano Cutter previously had 19 Evocations:
Enhanced damage, potentially strike out to short range.
Enhanced damage, scene-long.
Ignore some hardness, extra damage
Attack out to medium range, knock enemy down.
Enhance previous attack to ignore half an opponents parry, extra decisive damage.
Enhance Call the Blade to leave a fiery path when using it.
Enhance that enhancement to add extra damage.
Deal some damage over time
Burn some enemy motes, perma-kill spirits
Hit multiple enemies
Hit multiple enemies at long range, unblockable attack, create hazardous terrain
Create Eruption points
Enhance previous Evocation
Enhance previous Evocation to get some motes back when killing someone with it
Enhance previous Evocation to make slain bodies explode
Enhance previous Evocation
Large eruption attack
Enhance previous Evocation to create hazardous terrain
Enhance previous Evocation for more damage
Blow out all eruption points

So, a ton of damage enhancers and Evocations enhancing previous ones. Now, it's like this:
The first Evocation creates eruption points, which get stronger as you make more withering attacks and attack anyone who enters them.
The second Evocation removes an eruption point for a large damage boost.
The third Evocation allows you to detonate an eruption point by stepping into it, launching yourself into the air, make an attack and place the eruption point there.
The fourth Evocation allows you to move eruption points, including under enemies (who can move away though)
And the fifth Evocation erupts all eruption points for really massive damage, but takes a lot of effort to set up.
So you now won't buy Evocations ins stead of native charms to enhance your damage or attacks. You'll buy them so that you can build your tactic around battlefield control via those eruption points, and for the destruction you can wreak with that. Instead of spending 80+XP to get up to "turn the terrain into lava and blow it up", you'll pay 8 XP and can potentially do it right out of character creation.
 
This is a persistent problem in RPG design that I am increasingly annoyed by. At its core, it comes from a lack of focus in game design, but there are exacerbating issues of design that makes it worse.

Take, for example, really old editions of D&D. They are about one thing; killing people and taking their stuff. More about taking the stuff than killing people, even. So everything you can focus on in the game is killing people and taking their stuff. High STR? Carry more loot! High DEX? Kill things with a sword! High CON? Fight longer! High INT? Kill things with magic! High WIS? Help your friends kill things! High CHA? Hire a bunch of people to kill and loot for you! Fighting Man? Kill things with a sword. Magic-User? Kill things with magic. Cleric? Help your friends kill things. It's not a perfectly designed game, but there's basically no way to build a character that doesn't give them a certain level of competence in killing people and taking their stuff. This is really good design!

Moreover, the way combat works in D&D, it's always good to be a bigger group; two Fighting Men means you have double the number of people furiously swording enemies to death, and the amount of enemies you can kill increases by up to four. Three Fighting Men means you can kill between three and nine times as many enemies as just one Fighting Man.

Also, three people can carry three times as much loot and equipment. And that's all you do in the game; kill people and take their stuff. Both of those are activities where more people means you accomplish more and better.

A lot of modern games are about more than killing people and taking their stuff. They're about, say, killing people and solving vector calculus. And in a fairly naturalistic manner, they're designed so that being really good at killing people excludes being really good at vector calculus, because few people in the real world are both elite special forces and professors of mathematics. Additionally, this discrepancy in competency means that Special Forces often end up really good at killing people, while Math Professors aren't very competent at it at all. The result is that adding Math Professors to help Special Forces fight offers only a marginal increase in combat power. Math Professors will also often tend to be rather squishy ("not dying to bullets" has no utility in solving vector calculus, after all), so putting them in combat just means they risk dying. Roleplayers tend to be adverse to their characters dying, and as a team you don't want your Math Professors to die because you might run into a rogue vector calculus problem later. So whenever combat breaks out, all the Math Professors go hide.

A related issue comes when the party is confronted with an Eldritch Matrix From Beyond. Rarely, if ever, will Special Forces have anything to offer a Math Professor in this situation. Maybe the Special Forces gal can roll her Solving Vector Calculus 2 and add her successes to the Math Professor's Vector Calculus 15, increasing it to 16. Then the Math Professor rolls, succeeds by like 5, and the Special Forces gal sure feels that her contribution mattered against the Eldritch Matrix From Beyond.

Now, imagine a game where you can Fight, do Vector Calculus, Hack, Talk, Drive, and Build Stuff. Every point you put into being a good Talker is a point that you could have spent on being a good Math Professor, so being a Math Professor-Talker means you fail more at both vector calculus and Talking. Especially if there's a pure Math Professor on your team; any problem that is a challenge to the Math Professor will probably be far harder to the Math Professor-Talker, and any math problem that is challenging to the Math Professor-Talker can be solved trivially by the pure Math Professor. So if you like to get a feeling of competency and accomplishment, you're better off being a pure Talker, so you get a chance to shine.

The net result, of course, is that you get a team with a few Fighters, one Math Professor, one Hacker, one Talker, one Driver, and one Builder. Then, whenever there's combat all the non-combat people go hide, and whenever there's vector calculus, everyone except the Math Professor take out their phones and play Words with Friends.

There are various solutions to this. One is to make everyone play multiple characters. Everyone plays a Fighter and a Math Professor and a Talker, and whenever a talky problem appears, everyone has their Talkers help solve it. Of course, this only matters if throwing two Talkers at the problem is better than one Talker. Lots of games have single-roll resolution for non-combat things, so if Talker 1 fails, there's nothing Talker 2 can actually do... in which case only one person needs to actually play a Talker anyway.

Another solution, and this is my favourite, is to make it so that it's impossible to make a character who is not competent at one of the things you can do in the game; Magic Users kill people and take their stuff, high-CHA characters who can't themselves fight hire people to fight for them, etc. Fighters can still be useful in talking, Math Professors can assist Hackers with research, Talkers are useful labour for Builders, etc. And not just those few cross competencies; in the game about fighting, vector calculus, hacking, talking, driving, and building, every possible character is a useful contribution to fighting, solving vector calculus problems, hacking, talking, driving, and building things.

Could you elaborate some on How would you do this? Cross competencies?

My usual solution so far has been to tighten up the story/setting so that it focuses more on a few things so players don't keep trying to cover widely divergent competencies. My preferred settings are slow burn Guerilla war or Roaming pirate/smuggler ship. You can get a lot of movement, but your core competencies are straightforward. Fighting, deception, information gathering and escape.
 
Someone mentioned that the Evocation system had been changed, can anyone tell me more of these mysteries.

Enlighten me wise ones of the internet.
Somewhere in the middle of writing a whole book full of evocations, the devs realized that having piles of artifacts with giant trees of charms wasn't actually working nearly as well as they hoped, so they decided to vastly simply the whole system. Gone are the different tiers of evocations and the Innate keyword. The number of evocations for each artifact have been reduced to a mere handful, and the XP cost for each has been increased to 10. In exchange, they tend to be substantially more powerful, especially for the higher-ranked artifacts. Essence prerequisites also seem to have been decreased. None is higher the E4, and many lesser artifacts can be mastered at E2 or E3.

On the whole, I think this is a good change. It's simpler, more flexible, and easier to balance. Before, it was almost necessary to start with an Artifact like Volcano Cutter to actually master it. Now that's no longer a concern, though this also reduces the importance of evocations as a defining part of a character. On the other hand, the craft charms that add more evocations may actually be useful now.

Many evocations must now be unlocked via performing some significant action. Many of these are then freely awoken. Examples range from slaying an serious opponent in a single blow to entrapping the souls of a hundred murderers so that they may be harnessed to punish those who think themselves above justice.
 
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A "Simple" way to do cross competencies with Exalted is to make a Super Charms, which increases with power with level and gives a basic competence in the ability.
 
Could you elaborate some on How would you do this? Cross competencies?

Well, you want to make it impossible to make a character that isn't broadly competent. Relevant to Exalted, I'd point to how Excellencies work for Solars and Infernals. The Solar Excellencies being the bad way of doing it, because high competency in a field requiring investment in the Ability governing the field, any and all Attributes related to that Ability, and the Excellency of the Ability. If the field is multi-ability, such as Dodge+Resistance+Melee or whatever for combat, you suddenly need three Excellencies and three Abilities and a few Attributes to achieve the necessary competence. This is a huge investment, and means that you have very few experience points left to put into, say, Sail.

While not a perfect solution, Infernal Excellencies are much broader. If you have basically any level in an Ability or its Attribute, you can become superhumanly competent in that field. If you're an Infernal, and you want to kill mans, you probably have Essence Overwhelming Essence Triumphant, because who doesn't like getting Attribute+Ability extra dice on their kill mans rolls? You're an excellent killer of mans with Dexterity 5 and Melee 3. Then it's time for some not-killing-mans, and your ST asks you to roll Stamina+Ride to make it to the next city before they can raise a guard.

If you were a Solar Dawn caste fighter, this is where you'd look at your ST, look at your character sheet, and roll your measly Stamina 3 + Ride 1 four dice like some mule-riding peasant. If you're an Infernal - any Infernal - you smile, activate Essence Overwhelming , and roll 8 dice on riding like the overhuman Yozi-will-made-form you are.

Now, if you want to have a riding-competition with another Exalt, then perhaps you need to actually invest in Stamina and Ride to beat their Excellency-fuelled dicepool and automatic successes, but in basically any other situation, you're hypercompetent. Like, Stamina 3 Ride 1 is "tougher than most and can ride a horse". 8 dice is equivalent to Stamina 3 Ride 5, as if you were an expert horsemaster.

And this is something any Infernal can do. It's a design that makes investing in one thing (being good at killing) benefit other things (doing anything). This means that a party of Infernals will be broadly competent at any task they set their mind to.

Compared to humans. Investments in specific Charms and fighting other Exalted will mean that if you want to fight well you need to heavily invest in fighting to the detriment of your other skills. But in short it's a type of design that makes all characters competent in all fields they're likely to encounter, be it fighting, talking, or vector calculus.

On a more technical level, I'd say that the trick lies in limiting the range of values such that the highest attainable values do not make default values insignificant. In this way, a non-Talker is not wholly outmatched in contribution compared to a Talker. Additionally, the non-Talker should be able to contribute to the Talker's efforts in a significant manner. For example, if you're trying to run a Good Cop/Bad Cop interrogation, a mediocre Bad Cop to support a skilled Good Cop is going to be a lot better than the one skilled interrogator trying to play the role of Good Cop and Bad Cop at the same time.
 
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If you were a Solar Dawn caste fighter, this is where you'd look at your ST, look at your character sheet, and roll your measly Stamina 3 + Ride 1 four dice like some mule-riding peasant. If you're an Infernal - any Infernal - you smile, activate Essence Overwhelming , and roll 8 dice on riding like the overhuman Yozi-will-made-form you are.
:rolls on floor laughing:
That was a lovely turn of phrase there.
 
This is a persistent problem in RPG design that I am increasingly annoyed by. At its core, it comes from a lack of focus in game design, but there are exacerbating issues of design that makes it worse.
There is also the matter that for all that RPGs are presented as a group activity, many times the rules for creating characters and challenges are more focused on a specific character and her actions alone, than being about creating a member of a team or inventing a goal which requires several characters of differing skillsets to accomplish.

This "island" approach is fairly prevalent in Exalted too, but worse in both regards because not only is each PC expected to be equipped equivalently to a full team all by herself, with enough resources to draw upon that she can typically replace other, unspecialized characters outright, but the base systems assume she will be working completely solo and entirely devoted to that specialization to meet the minimum requirements. The only place this has the least tendency to occur is in the combat minigame, because there's only so many way a PC can prevent getting dogpiled by multiple foes and splitting up incoming attacks across targets which are not herself. So bringing along additional friends is a helpful method even if they aren't combat-capable, because it spreads out the consequences (tanking attacks/damage).

The easiest method around this I have found is to prepare important non-combat events in the same way you would a combat encounter, with varying levels of "threats" which demand different levels of trait-investment to actually performing the intended goal. For example, navigating a ship through treacherous storm-tossed waters by the book is simply a Wits + Sail roll, and if riding out the storm requires multiple Sail rolls, you would clearly hand it off too the guy with the largest Sail pool as everyone else sits on their hands.

But prepared as a 'combat against the sea' you have the main (Wits + Sail) "boss" goal of keeping the boat on course, with additional but equally important "Extra" subgoals like securing the rigging and sails against the wind (an Athletics action), plotting the origin of the storm (a Survival/Occult action), locking the cargo hold and lashing down other characters and objects (all Misc actions, no roll), and so on. Then, if everyone has done her part for that "turn" successfully, you change the context of the encounter the same way you would to keep an action scene fresh and exciting.

Maybe a fire breaks out below decks, and now the captain at the helm has to make a choice between continuing his (Wits + Sail) roll as previous, or handing it off the wheel to a less-optimized character because he is the only one with "preserve my boat from damage" Charms to activate, while those without try to save the cargo from going up in flames. Repeat until everyone has accomplished her own "kill", and the scene can transition into something less drama-heavy.

Everyone is given a series of "targets" to devote effort towards resolving, and are helping eachother as a team towards a shared goal rather than simply letting one person and her trait-specific powers handle things alone. Storyteller unfortunately has never been very good about incentivizing this, or presenting "multiple goals to resolve" scenes which scale appropriately to the competency threshold Exalts are intended to embody.
 
And not just those few cross competencies; in the game about fighting, vector calculus, hacking, talking, driving, and building, every possible character is a useful contribution to fighting, solving vector calculus problems, hacking, talking, driving, and building things.
Now I want to see someone actually make this game.

Now, if you want to have a riding-competition with another Exalt, then perhaps you need to actually invest in Stamina and Ride to beat their Excellency-fuelled dicepool and automatic successes, but in basically any other situation, you're hypercompetent. Like, Stamina 3 Ride 1 is "tougher than most and can ride a horse". 8 dice is equivalent to Stamina 3 Ride 5, as if you were an expert horsemaster.
This combined with the halfassed way that Solar Excellencies are gated in Ex3 makes me think that the sane thing to do would be to just make the Excellency power an anima power for all Exalts that can apply to any roll. No noting it, no keeping track of which Abilities you can use the Excellency for and which you can't, just "spend 1m to add +1 die or 2m to add +1 static value, up to the cap for your Exalt type".
 
Solar Charm charts.



For a lol, look at Demon Wracking Shout in Performance. For a dry, aching sob, look at the Craft tree.
 
...I've got a slightly silly character idea now, inspired by the Fallout 4 trailer- First Age Solar, newly Exalted when the Usurpation happened, and escaped it because either her Lunar Mate or one of the Circlemates put her in suspended animation outside Fate. Suspended animation which she's only just come out of.

"So, yeah, I came from a city... it was a bit near the edge of Creation, but hopefully it wasn't damaged too badly by what was going on- why is everyone wincing?"
 
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