Okay, i think i procastinated enough.

Behold! Warmly awaited by no one, seeked by nobody! A Giygas production! The first thing to fix in a charmset!(Something completely unbetaed and probably full of grammatical errors, otherwise i crash into my own mind and stop doing anything.)

Ambiguities and GM fiat in the 3ED charms!(Featuring Ambiguities and GM fiat in the 3ED charms, and nothng else. Otherwise i am going to rant)

Let's start with: Archery!

Wise Way Arrow: Pretty normal charm. It has a simple but clear effect(You can hit better peoples in cover), and one requiring just a smidgen of GM interventation.(If the enemy is in full cover but perceivable, you can use this charm after an Aim action to hit it. However the GM need to etablish if there is any way of hitting the target.)
Verdict: Acceptable level of GM Fiat.

Sight Without Eyes: Pretty normal charm, with a simple effect(Sight based penalties doesn't affect anymore the archery attack of the exalted). However, it has a Essence 3 Archery 5 upgrade that could use a bit of clarification(The Exalted can now see throught cover. Given that the charm nullifies Sight based Penalities, a crafty player could argue that it would mean that a target in cover could be hitten without penalties.)
Verdict: requires misreading the charm or a crafty player/dull GM to abuse the second effect. Acceptable.

Blood Without Balance: Nothing to see here. Charm written pretty unambigously.

Force Without Fire: same as above.

Trance of Unesitating speed: Could use a bit more tecnical jargon(Telling the player to use the rule of double ten on the damage roll, instead of telling her to add another succes if a ten is rolled), and putting a fairly important part earlier(This charm can be used without Aiming, which is otherwise the only way to attack with archery, but it is only written at the end of the charm), but nothing disastrous.
Verdict: Charm Written pretty unambigously. Could use a rewrite of some things, but it doesn't damage the charm by a lot.

Phantom Arrow Tecnique: The main use of the Charm(Spending a mote to use a bow without arrows) is pretty unambigous. The two secondary effects are not: The first of the two "Numbs" an intimancy to give additional non charm dices to the roll. The second makes the physical or Phantom Arrow created arrow undestructible and unpullable from the target. SImply put, the second effect has no mechanical use, being here only to be cool. Meanwhile, the first effect doesn't givesany rules to get back the numbed intimancy, nor if it still usable with social rolls.
Verdict: the primary effect is written pretty unambigously. Of the other twos, the first has no rules on the effect of the numbed intimancy, nor hard rules on how regain it. The second is just here to be cool, having absolutely no mechanical effect.

Fiery Arrow attack: The first effect causes flammable materials struck by the arrow to immediately be set on fire, but treat the fire as a natural one after that. The second makes the arrow inflict more damage, and if enough damage is inflicted the target is set on fire. Problem: there are no rules on how to extiungish the fire.
Verdict: the poor target burned to death, incapable of stop burning.

There is No Wind: the first two effects are written well(Non sight penalties to archery actions are nullified, and the precision of the attack always is equiparable to the close range). It does however add a part without clarification, saying that the charm may be used on extreme long range with the right awareness charms, without telling us which ones are useful.
Verdict: The first two effects are written well, the tertiary one doesn't tell anything useful.

Accurancy Without Distance: the primary effect is concise.(You can complete an Aim action immediately and the Aim dices becomes automatic successes, as long as you are going to make a decisive attack.) The secondary repurchase effect is hard to understand: after a reread, it should allow the solar to use the same charm to make a single withering attack on a crashed opponent once, allowing also to roll anyway the damage even if the target shouldn't have been hit.
Verdict: the secondary repurchase effect should be written more clearly.

Arrow Storm Tecnique: Need to be written more clearly. It should allow for the solar to make a second attack, attacking a group as distant as medium range from her original target.
Need clarification.

Flashing Vengance Draw: a join battle enhancer. Written pretty unambigously.

Hunter's swift answer: Permit to attack an enemy the exalted ran away from(using the disengage action) even if the exalted attacked another time during her turn. Written pretty unambigously.

Immaculate Golden Bow: creates an arcery weapon for he exalted, has a secondary effect capable of creating heavy cover. May be repurchased to create custom evocations for the immaginary bow, but there are no guidelines for them, except that they should fit the player character.

Dazzling Flare arrow: a power up of Fiery arrow attack(It needs to be used with it). Add one additional success if the attack roll roll at least a ten, and add an additionaly dice to the damage roll for every ten rolled in the attack roll. Additionally forces everyone using shadows to hide to reroll their stealth attempt with a penalty.
Verdict: Written pretty unambigously. (Comments on the utility has been excised)

Seven Omen Shot: charm written in a confusing manner. The effect is "pretty simple"(you can extend your aim action to three turns, converting the aim die in successes, and any extra succes on the attack roll is added to the raw damage. The charm may be used with accurancy without distance, but it has simply the effect of shaving a turn and a success from extended the aim action), the way it is written jumps all around and isn't that understandable.

Revolving Bow Discipline: written pretty unambigously.

Finishing Snipe: it isn't really clear if the crashed opponent must be the target of the attack that is granted by the charm(it doesn't seem so). Otherwise written well.

Rain of feathered death: this charm explain how does it works. Nothing to say here.

Shadow-Seeking arrow: pretty simple but effective charm. nothing to see here.

Searing Fire INterdiction: charm that creates a gambit that can blast the turn order of an opponent. Has five repurchases, two of which won't be seen in normal play,being essence 6. Otherwise written competently.

Solar Spike: Written unambigously.[Muffled curses about the way it is reset has been redacted or lack of relevancy.]

Heart-Eating inceneration: power up of Solar Spike. Written competently.

Heavens Crash Down: written competently. Quite niche otherwise.

Streaming Arrow Stance: written competently. Simple and ?neat?

Whispered Prayer of Justice: .... Why. [Not so muffled curses have been redacted]. Written Competently. Underwhelming effect for a essence five charm. [Not so muffled curses have been redacted]

And archery has ended. And here is nearing midnight. I will continue this tomorrow.

Critiques? Advices? Praises?
 
Okay, i think i procastinated enough.

Behold! Warmly awaited by no one, seeked by nobody! A Giygas production! The first thing to fix in a charmset!(Something completely unbetaed and probably full of grammatical errors, otherwise i crash into my own mind and stop doing anything.)

Ambiguities and GM fiat in the 3ED charms!(Featuring Ambiguities and GM fiat in the 3ED charms, and nothng else. Otherwise i am going to rant)

Let's start with: Archery!

Wise Way Arrow: Pretty normal charm. It has a simple but clear effect(You can hit better peoples in cover), and one requiring just a smidgen of GM interventation.(If the enemy is in full cover but perceivable, you can use this charm after an Aim action to hit it. However the GM need to etablish if there is any way of hitting the target.)
Verdict: Acceptable level of GM Fiat.

Sight Without Eyes: Pretty normal charm, with a simple effect(Sight based penalties doesn't affect anymore the archery attack of the exalted). However, it has a Essence 3 Archery 5 upgrade that could use a bit of clarification(The Exalted can now see throught cover. Given that the charm nullifies Sight based Penalities, a crafty player could argue that it would mean that a target in cover could be hitten without penalties.)
Verdict: requires misreading the charm or a crafty player/dull GM to abuse the second effect. Acceptable.

Blood Without Balance: Nothing to see here. Charm written pretty unambigously.

Force Without Fire: same as above.

Trance of Unesitating speed: Could use a bit more tecnical jargon(Telling the player to use the rule of double ten on the damage roll, instead of telling her to add another succes if a ten is rolled), and putting a fairly important part earlier(This charm can be used without Aiming, which is otherwise the only way to attack with archery, but it is only written at the end of the charm), but nothing disastrous.
Verdict: Charm Written pretty unambigously. Could use a rewrite of some things, but it doesn't damage the charm by a lot.

Phantom Arrow Tecnique: The main use of the Charm(Spending a mote to use a bow without arrows) is pretty unambigous. The two secondary effects are not: The first of the two "Numbs" an intimancy to give additional non charm dices to the roll. The second makes the physical or Phantom Arrow created arrow undestructible and unpullable from the target. SImply put, the second effect has no mechanical use, being here only to be cool. Meanwhile, the first effect doesn't givesany rules to get back the numbed intimancy, nor if it still usable with social rolls.
Verdict: the primary effect is written pretty unambigously. Of the other twos, the first has no rules on the effect of the numbed intimancy, nor hard rules on how regain it. The second is just here to be cool, having absolutely no mechanical effect.

Fiery Arrow attack: The first effect causes flammable materials struck by the arrow to immediately be set on fire, but treat the fire as a natural one after that. The second makes the arrow inflict more damage, and if enough damage is inflicted the target is set on fire. Problem: there are no rules on how to extiungish the fire.
Verdict: the poor target burned to death, incapable of stop burning.

There is No Wind: the first two effects are written well(Non sight penalties to archery actions are nullified, and the precision of the attack always is equiparable to the close range). It does however add a part without clarification, saying that the charm may be used on extreme long range with the right awareness charms, without telling us which ones are useful.
Verdict: The first two effects are written well, the tertiary one doesn't tell anything useful.

Accurancy Without Distance: the primary effect is concise.(You can complete an Aim action immediately and the Aim dices becomes automatic successes, as long as you are going to make a decisive attack.) The secondary repurchase effect is hard to understand: after a reread, it should allow the solar to use the same charm to make a single withering attack on a crashed opponent once, allowing also to roll anyway the damage even if the target shouldn't have been hit.
Verdict: the secondary repurchase effect should be written more clearly.

Arrow Storm Tecnique: Need to be written more clearly. It should allow for the solar to make a second attack, attacking a group as distant as medium range from her original target.
Need clarification.

Flashing Vengance Draw: a join battle enhancer. Written pretty unambigously.

Hunter's swift answer: Permit to attack an enemy the exalted ran away from(using the disengage action) even if the exalted attacked another time during her turn. Written pretty unambigously.

Immaculate Golden Bow: creates an arcery weapon for he exalted, has a secondary effect capable of creating heavy cover. May be repurchased to create custom evocations for the immaginary bow, but there are no guidelines for them, except that they should fit the player character.

Dazzling Flare arrow: a power up of Fiery arrow attack(It needs to be used with it). Add one additional success if the attack roll roll at least a ten, and add an additionaly dice to the damage roll for every ten rolled in the attack roll. Additionally forces everyone using shadows to hide to reroll their stealth attempt with a penalty.
Verdict: Written pretty unambigously. (Comments on the utility has been excised)

Seven Omen Shot: charm written in a confusing manner. The effect is "pretty simple"(you can extend your aim action to three turns, converting the aim die in successes, and any extra succes on the attack roll is added to the raw damage. The charm may be used with accurancy without distance, but it has simply the effect of shaving a turn and a success from extended the aim action), the way it is written jumps all around and isn't that understandable.

Revolving Bow Discipline: written pretty unambigously.

Finishing Snipe: it isn't really clear if the crashed opponent must be the target of the attack that is granted by the charm(it doesn't seem so). Otherwise written well.

Rain of feathered death: this charm explain how does it works. Nothing to say here.

Shadow-Seeking arrow: pretty simple but effective charm. nothing to see here.

Searing Fire INterdiction: charm that creates a gambit that can blast the turn order of an opponent. Has five repurchases, two of which won't be seen in normal play,being essence 6. Otherwise written competently.

Solar Spike: Written unambigously.[Muffled curses about the way it is reset has been redacted or lack of relevancy.]

Heart-Eating inceneration: power up of Solar Spike. Written competently.

Heavens Crash Down: written competently. Quite niche otherwise.

Streaming Arrow Stance: written competently. Simple and ?neat?

Whispered Prayer of Justice: .... Why. [Not so muffled curses have been redacted]. Written Competently. Underwhelming effect for a essence five charm. [Not so muffled curses have been redacted]

And archery has ended. And here is nearing midnight. I will continue this tomorrow.

Critiques? Advices? Praises?

Hmm, you censored yourself at a couple points. Being clearly written isn't the only criteria for a good charm.

Still useful and helpful.
 
Hmm, you censored yourself at a couple points. Being clearly written isn't the only criteria for a good charm.

Still useful and helpful.
I wanted to check first if the charms are clearly written and doesn't require too much GM intervention, and then try to write for other imperfections once i checked them all. Otherwise i am going to rant horribly once Craft is reached.
 
Trance of Unesitating speed: Could use a bit more tecnical jargon(Telling the player to use the rule of double ten on the damage roll, instead of telling her to add another succes if a ten is rolled), and putting a fairly important part earlier(This charm can be used without Aiming, which is otherwise the only way to attack with archery, but it is only written at the end of the charm), but nothing disastrous.
Verdict: Charm Written pretty unambigously. Could use a rewrite of some things, but it doesn't damage the charm by a lot.
You misread this one. It doesn't look at the damage roll, instead, for each 10 in the attack roll it adds one die of decisive damage.

Whispered Prayer of Justice: .... Why. [Not so muffled curses have been redacted]. Written Competently. Underwhelming effect for a essence five charm. [Not so muffled curses have been redacted]
Why? Because it's the best decisive damage adder in the game, that's why. It's not fancy or complicated, but five extra decisive damage for a single mote is balls-out insane - that's enough that making a decisive attack at base initiative every round starts looking like a reasonable idea. For that matter, even on a withering attack plus five damage for a mote is pretty great. Of course, it's much weaker for a Supernal Archery character who takes it at E1. This is good, because otherwise Supernal Archery would break the game wide open.
 
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You misread this one. It doesn't look at the damage roll, instead, for each 10 in the attack roll it adds one die of decisive damage.

Why? Because it's the best decisive damage adder in the game, that's why. It's not fancy or complicated, but five extra decisive damage for a single mote is balls-out insane - that's enough that making a decisive attack at base initiative every round starts looking like a reasonable idea. For that matter, even on a withering attack plus five damage for a mote is pretty great. Of course, it's much weaker for a Supernal Archery character who takes it at E1. This is good, because otherwise Supernal Archery would break the game wide open.
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It may be very good, but it is also very boring for an essence five charm.

You add some damage to your attacks. Nothing else. No special anything. It may be crazy good, but it also crazy boring.
 
Well, on the off chance that you might be right here, I charted it out ignoring E4 and E5 Charms (because that would at least mean they intentionally designed it, even if it was a stupid decision).
There was a dev post somewhere explicitly stating that essence 3 charms were the primary consideration. Basically, worrying about not having a couple extra options at high essence is not worth completely crippling your character at low essence.

And the value of different Supernal choices, whether taking into account E2 + E3 Charms, or just E3 Charms, is still immensely lopsided. I maintain my assertion that they clearly just didn't bother.
I'm not claiming that they're all equally compelling, merely that none of them are objectively bad if they fit your character and the genre of the game. Not even Integrity. Sure, it sucks that Sail has literally nothing after E3, but you'd be crazy to not seriously consider it in a game of high seas adventure.

Likewise, if you want to play of game of conquering warlords or roving mercenary bands then supernal War will enable you to jump right in as an extremely formidable player. Sure, at E3 you might envy the Meleeist who has an extra 3(extremely specialized) high essence charms, but you'll still have all the wealth and glory you and your unstoppable armies have reaped in the meantime.

It's not merely that you'll be slightly better. You'll be on an entirely different level. You want an army, so take Command 5. That'll either give you an army with over a thousand elite soldiers or five such armies of average soldiers. But if you start with Tiger Warrior Training Technique, you could instead have five armies of elite soldiers who fight with literally inhuman strength. Then consider that they will be commanded by a general who can make almost any battle into an ambush...
 
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I'm not claiming that they're all equally compelling, merely that none of them are objectively bad if they fit your character and the genre of the game. Not even Integrity. Sure, it sucks that Sail has literally nothing after E3, but you'd be crazy to not seriously consider it in a game of high seas adventure.
"If your game is tailor-made for these Abilities to reign supreme they're still worthwhile" is not a very convincing argument for this being good design.
 
When I did the math after the leak, a mortal army gets fucking wrecked by a single Solar right out of chargen with Supernal Archery. It was something along the lines of "they're basically all dead and the survivors are on fire".
So unstoppable.
Didn't that rely on the highly questionable interpretation that hitting one guy with a flaming arrow set the entire army on fire?

(But yes Solar Archery is very good at wrecking armies.)
 
Didn't that rely on the highly questionable interpretation that hitting one guy with a flaming arrow set the entire army on fire?

(But yes Solar Archery is very good at wrecking armies.)
I used the entirely reasonable assumption that a rain of flaming arrows powered by a charm that says "the target is lit on fire" targeting a battle group will light the battle group on fire, yes.

Lighting it on fire was kind of just adding insult to injury, though. I think it was something like a 1000-man army (Size 5, the largest in the leak), and one attack burned it down to Size 1 or 0 (i.e. something you don't need to model with a battlegroup).
And then there's the rout check, which would have been at something like Difficulty 4 or 5. Just in case there were any survivors that weren't on fire.
 
It lights 'the target' on fire. The target is the army, because battle groups. It's not 'highly questionable,' it's exactly what the Charm says it does.
I used the entirely reasonable assumption that a rain of flaming arrows powered by a charm that says "the target is lit on fire" targeting a battle group will light the battle group on fire, yes.

Lighting it on fire was kind of just adding insult to injury, though. I think it was something like a 1000-man army (Size 5, the largest in the leak), and one attack burned it down to Size 1 or 0 (i.e. something you don't need to model with a battlegroup).
And then there's the rout check, which would have been at something like Difficulty 4 or 5. Just in case there were any survivors that weren't on fire.
Check page 461:

ELECTED TARGETS
Certain Charms like Joint-Wounding Attack don't make
sense when applied to a battle group. Instead of having
a single dagger knock the eye out of ten thousand
people, refer to the Orichalcum Rule on page 182. In
addition, the Storyteller may elect a single target to
take the strike instead of the battle group, assigning
that character an amount of Initiative, combat skill,
and weaponry appropriate to the drama at hand.
If this character is crashed or given wound penalties
that makes it a negligible threat, it recedes back into
the swell of the battle group and can no longer be
targeted.

(Yes that's kind of an asinine place for it.)
 
When I did the math after the leak, a mortal army gets fucking wrecked by a single Solar right out of chargen with Supernal Archery. It was something along the lines of "they're basically all dead and the survivors are on fire".
So unstoppable.
Congratulations! You've managed to scatter my army. I'm sure it was totally worth expending your entire mote pool and a very substantial chunk of your willpower. I still have 4 more armies, along with a terrifying array of heretofore unused War magics. I think we can all see where this is headed.
 
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Here's a vague rules hack idea for Abilities and Attributes:

Dots go away. Stunts that give dice bonuses go away. You are Untrained, Trained, or Focused in something. Untrained counts for 1-2 dot prereqs and gives +0 dice. Trained counts for 3-4 dot prereqs and gives +3 dice. Focused counts for 5-dot prereqs and gives +6 dice. If you have 0 dice total against a difficulty 0 task, you succeed.

Thoughts?
 
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Check page 461:

(Yes that's kind of an asinine place for it.)
I took a lot of time making sure it was within a reasonable interpretation of the rules. The description of "rain of flaming arrows" was not an exaggeration.

Congratulations! You've managed to scatter my army, at the cost of essentially your entire mote pool and a very substantial chunk of your willpower. I still have 4 more armies, along with a terrifying array of heretofore unused War magics. I think we can all see where this is going. Are you sure you aren't interested in a very well-paying position?
This is where I point out that the attack can be done from a mile away.
 
I took a lot of time making sure it was within a reasonable interpretation of the rules. The description of "rain of flaming arrows" was not an exaggeration.
It's ten attacks. Calling it a "rain of flaming arrows" is absolutely an exaggeration.

I found your post. The solar in question is not straight out of chargen; he's E3. This is important, because your attack uses Arrow Storm Technique to make (Essence * 3) additional attacks. The charm also specifies that each attack has to be made against a separate target; pointing all of them at the same battle group is... not completely unreasonable. But then you also apply a whole bunch of supplemental charms to these attacks, and only pay for them once. Apparently on the theory that you pay for it like a single attack because you only roll once for all the attacks - and honestly, I could buy that for the excellency, but not for any of the other charms. You should be paying an extra 90 motes, 9 wp for that attack, on top of the 25m 2wp you calculated.
 
Congratulations! You've managed to scatter my army. I'm sure it was totally worth expending your entire mote pool and a very substantial chunk of your willpower. I still have 4 more armies, along with a terrifying array of heretofore unused War magics. I think we can all see where this is headed.
That a chargen solar can destroy 1/5th of a kingdom's total forces a day?
 
The solar in question is not straight out of chargen; he's E3.
Yes, because it was actually answering the question of how present the Solar Railgun is. That it also lead to the conclusion that a chargen Solar can stop mortal armies was a side-effect.

The charm also specifies that each attack has to be made against a separate target
Did they change it after the leak? Because it doesn't specify that in the leak, it just limits how far other targets can be from the primary target.

Apparently on the theory that you pay for it like a single attack because you only roll once for all the attacks
"Roll a single attack against the defenses of every target"
Gee, I wonder how I reached that conclusion.
 
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