Look, here's the problem you're having, which I mentioned earlier with that comment about the writer's intent argument not working, but will now examine in greater detail.

Let me use an analogy, because I'm fairly certain most everyone here would be familiar with this: you're using citations from a discredited journal or a fradulent paper. For example, if you attempted to make claims in biology based on that fradulent Japanese STAP cell paper, you'd get laughed at, because that source has no weight, it is known to be fradulent.

Similarly, because of 2E's known complete lack of quality control and resulting low quality, 2E is an untrustworthy source. Pulling individual examples out of 2E sourcebooks to prove something will get absolutely nowhere, because 2E sourcebooks are not given respect/authority: the core assumption here is that if something dumb shows up in a 2E sourcebook, it's... something dumb, which is probably there because the writer didn't give a shit and neither did the editor, rather than some sort of grand vision of kitchen sink coolness. Exceptions exist where we know the writer gave a shit and knew what they were doing, but those are precisely that: exceptions.

About the only thing you're actually managing to accomplish here by citing sourcebooks is giving everyone more examples of 2E having no quality control. This form of argument isn't going to get you any victories, since for it to work you'd need to convince everyone in the thread to start treating 2E books like they have authoritative weight again. Given that 2E lost that status for a good reason, that isn't likely to happen.

Keep in mind that a lot of posters here played 1E, where we actually had a line developer who gave a shit.
To respond with an analogy of my own:
The 1e vs. 2e split seems very much like the way some people praise Star Trek: The Original Series and criticise ST: The Next Generation on grounds of realism/hard-sci'ness, even though in actuality both series are soft-sci at most. One could either start picking nits one by one until they end, episode to episode, or one could lay back, relax, and enjoy the show for its noisy space weapons and grand inspirational speeches. Not everyone can enjoy the latter, but there's little hope of success in the former.

People seem to have an idealistic vision of 1e, but it turns out that things that are blamed on 2e not having a good line editor came up in 1e and were merely detailed and expanded upon in 2e, or even retained into 3e (even though surely by now everyone knows the flaws of those things, including the authors . . . they just don't care [and probably never did]). Great Forks gets criticised, but it was the same Great Forks in 1e, just less detailed. The Guild was an organisation with its own complete language controlling trade across Realm and the Threshold back in 1e. The Mote was defined as a unit of magical energy that in-setting scholars use back in 1e, and 1e had no other definition of a mote. The teleporting cloak that is blamed on Oadenol dates back to Castebook Night. Haslanti being a special snowflake with airboats was a thing in 1e. Though apparently not crossbows, because crossbows not being invented by Creationists at all was a thing in 1e. The Chayan craziness dates back to 1e. Linowans being in this Eternal War culture are a thing in 1e. The rivalry between Gem and Paragon was a thing in 1e. The Perfect of Paragon was spelled Perfect of Paragon back in 1e. Triremes are apparently a 1e thing (and 2e, and 3e too, because being told that they're unrealistic doesn't matter to the authors, and most likely never did).

It really does seem like a sort of nostalgia effect for something that was never as perfect as remembered , and was never intended to be perfect either. And so I prefer to lay back and enjoy the show for what it is. But apparently discussing it while taking it for what it is . . . is prone to result in arguments and dismissals of non-headcanony episodes and all that.

1E Lunars was a steaming pile because they had a strictly defined role as Furry Anti-Civilization Barbarian Lords, i.e. basically taking from oWolf, but oWolf had its own thematic incoherency issues which led to the game not having any actual themes once the specific werewolf powers were stripped out.

People don't remember oWolf powers. They remember oVamp powers, and oMage spheres, because those were evocative and did cool things, but oWolf powers were a huge grab bag. Who remembers that oWoD werewolves could turn into living metal? Or could summon the Fenris Wolf at the cost of their arm? Or had swords which shat out spirit wolves? (You may notice a bit of a space wolf theme going on). This led to, well, the obvious problem.

Abyssals at least had "this is like the Solar equivalent but spooky" to go on and were, well, still vampires. Just ones which were a bit less 'sexy vampire' and more 'apocalyptic harbinger of doom' vampire.

Your argument confuses "has shitty parts" with "is fundamentally incoherent." People are not dismissing 2E as a useful source because it has shitty parts. People are dismissing it because it's fundamentally incoherent.
From what I read of WtA, the themes were indeed kinda meh. 'Clawed conservative eco-terrorists' was pretty much the impression it managed to make on me.
But I do have to say that I do remember that they had some sort of liquid-metal CharmGift, and that they could summon a Wild Hunt at Rank 5 or so. Or Balor's Gaze. Milky Eye (poor man's Obfuscate). Jumping Gift. Smell for Sight (a neat concept).
And some other changing breeds, notably Ananasi, showed us that werecreatures need not be straitjacketed to one single stereotype; not sure how much that lesson can be applied to Lunars. (As in, I am asking whether there's something actually stopping PCs from being non-stereotypical like that.)

VtM Disciplines were . . . so okay that they were average. My memory of them mostly holds because everyone and her sister played or at least discussed VtM at that point, and knowing disciplines was required for deep discussion of them. If anything, (Solar) Exalted Charms are way, way more conceptually interesting than Disciplines. Mostly because oWoD (not sure about nWoD) powers are all very crude and the ones that aren't standalone (like Gifts) are usually also linear.

Now, oMage was awesome as far as both the whole line concept and the powers-concept went.
 
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1E Lunars was a steaming pile because they had a strictly defined role as Furry Anti-Civilization Barbarian Lords, i.e. basically taking from oWolf, but oWolf had its own thematic incoherency issues which led to the game not having any actual themes once the specific werewolf powers were stripped out.

People don't remember oWolf powers. They remember oVamp powers, and oMage spheres, because those were evocative and did cool things, but oWolf powers were a huge grab bag. Who remembers that oWoD werewolves could turn into living metal? Or could summon the Fenris Wolf at the cost of their arm? Or had swords which shat out spirit wolves? (You may notice a bit of a space wolf theme going on). This led to, well, the obvious problem.

Abyssals at least had "this is like the Solar equivalent but spooky" to go on and were, well, still vampires. Just ones which were a bit less 'sexy vampire' and more 'apocalyptic harbinger of doom' vampire.

Your argument confuses "has shitty parts" with "is fundamentally incoherent." People are not dismissing 2E as a useful source because it has shitty parts. People are dismissing it because it's fundamentally incoherent.

First edition Lunar's also had balance issues around there being a one true build, and that build was 'Turn into a massive warewolf and rip things apart,' with their charm costs, for instance, balanced on the assumption that the first thing everyone would do would be to do a full buy in of Deadly Beastman Transformation. There was a lot of talk about subtlety and tricksters... and the only legitimate build was unsubtle marauders.

That said, they worked within that niche. I once saw someone show that, provided you built a Lunar like they were intended, they would slaughter an equivalently focused combat Sid who had the bad taste to fight in a straightforward manner. It just felt like a pretty small niche.
 
The 1e vs. 2e split seems very much like the way some people praise Star Trek: The Original Series and criticise ST: The Next Generation on grounds of realism/hard-sci'ness, even though in actuality both series are soft-sci at most. One could either start picking nits one by one until they end, episode to episode, or one could lay back, relax, and enjoy the show for its noisy space weapons and grand inspirational speeches. Not everyone can enjoy the latter, but there's little hope of success in the former.

No, that's not how this works. You could argue the merits of one series vs another all you like, but both were made by Gene Roddenberry, who actually did give a shit about Star Trek. Instead, picture a Star Trek series produced by a guy who doesn't want to be there, who threw darts at a wall to decide what to greenlight because he would rather work on his other show, who hired scriptwriters who'd never seen a single episode of either preceding series before.

That's Exalted 2E. Given this, do you get why people don't take assertions along the lines of "This was in this 2E sourcebook, so it's definitionally correct and I am right by word of God!" very seriously?

People seem to have an idealistic vision of 1e, but it turns out that things that are blamed on 2e not having a good line editor came up in 1e and were merely detailed and expanded upon in 2e, or even retained into 3e (even though surely by now everyone knows the flaws of those things, including the authors . . . they just don't care [and probably never did]). Great Forks gets criticised, but it was the same Great Forks in 1e, just less detailed. The Guild was an organisation with its own complete language controlling trade across Realm and the Threshold back in 1e. The Mote was defined as a unit of magical energy that in-setting scholars use back in 1e, and 1e had no other definition of a mote. The teleporting cloak that is blamed on Oadenol dates back to Castebook Night. Haslanti being a special snowflake with airboats was a thing in 1e. Though apparently not crossbows, because crossbows not being invented by Creationists at all was a thing in 1e. The Chayan craziness dates back to 1e. Linowans being in this Eternal War culture are a thing in 1e. The rivalry between Gem and Paragon was a thing in 1e. The Perfect of Paragon was spelled Perfect of Paragon back in 1e. Triremes are apparently a 1e thing (and 2e, and 3e too, because being told that they're unrealistic doesn't matter to the authors, and most likely never did).

Yes, dumb things have always existed. Dumb things were ignored in both editions. The issue with 2E specifically is that the ratio of dumb shit to shit that worked was, shall we say, considerably worse.

It really does seem like a sort of nostalgia effect for something that was never as perfect as remembered , and was never intended to be perfect either.

Ha ha, nostalgia. Nostalgia for having an line developer who did his fucking job, sure.

And so I prefer to lay back and enjoy the show for what it is. But apparently discussing it while taking it for what it is . . . is prone to result in arguments and dismissals of non-headcanony episodes and all that.

"Taking it for what it is" in the context of Exalted's publication history is a sad, sad joke. Again, nobody is going to prevent you from doing whatever you want in your game, but if you want to discuss it while asserting that every bit of crap that the unsupervised 2E freelancers ever produced must be treated seriously is, uh, not going to work. As we see right here.
 
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Ha ha, nostalgia. Nostalgia for having an line developer who did his fucking job, sure.



"Taking it for what it is" in the context of Exalted's publication history is a sad, sad joke. Again, nobody is going to prevent you from doing whatever you want in your game, but if you want to discuss it while asserting that every bit of crap that the unsupervised 2E freelancers ever produced must be treated seriously is, uh, not going to work. As we see right here.
No, nostalgia for a setting which allegedly did not have those bits that are considered to be results of unsupervised 2E freelancing . . . except oh wait, they were in it all along (maybe not all of them, but a long list). Despite having a line editor who did his job, if reports are to be believed.
 
No, nostalgia for a setting which allegedly did not have those bits that are considered to be results of unsupervised 2E freelancing . . . except oh wait, they were in it all along (maybe not all of them, but a long list). Despite having a line editor who did his job, if reports are to be believed.

The guy's not perfect, sure. You can find plenty of stupid shit all over 1E's publication history as well, the finest example thereof being the entire Lunars book, which contained the sage advice to give characters in a group different weapons so you could tell them apart, had Charms that made you worse by using them and one combat build which worked, which was "I go into my Crinos- uh, Deadly Beastman Transformation". The backlash against that thing was so strong the dude practically vanished off the internet.

However, this is pretty irrelevant to my point, which is that you are not going to get anywhere by arguing "it's in 2E book X, therefore I am definitionally correct". It's an argument which relies on all participants accepting that any given bit of published material is equally valid, so that a simple citation settles any issue. You're not gonna get that, generally speaking, from anyone who's been around for enough of 2E. The source is too tainted, there were far too many things printed which were so blatantly terrible that taking everything at face value and running everything by RAW quickly became completely impossible.

Like, you seem to be operating under the impression that, for example, if you found anything in the list of published sourcebooks that did X, you would get consensus and agreement from people that X was therefore a valid part of the setting, that discussion should take into account the presence of X. That, uh, that's not going to happen, I can assure you of that.

This skepticism / "would prefer to proceed as if this did not exist" attitude also extends to 1E Lunars and a bunch of other stuff on the "discredited journal" list (with varying degrees of consensus as to what belongs there), but you knew that already.
 
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The guy's not perfect, sure. You can find plenty of stupid shit all over 1E's publication history as well, the finest example thereof being the entire Lunars book, which contained the sage advice to give characters in a group different weapons so you could tell them apart, had Charms that made you worse by using them and one combat build which worked, which was "I go into my Crinos- uh, Deadly Beastman Transformation". The backlash against that thing was so strong the dude practically vanished off the internet.

However, this is pretty irrelevant to my point, which is that you are not going to get anywhere by arguing "it's in 2E book X, therefore I am definitionally correct". It's an argument which relies on all participants accepting that any given bit of published material is equally valid, so that a simple citation settles any issue. You're not gonna get that, generally speaking, from anyone who's been around for enough of 2E. The source is too tainted.
Hmm. Somehow I thought that the different-weapons advice was from 2e.

But, yeah, the source is tainted, but the thing is that all three sources are tainted, and the somewhat less-tainted source also seems to be significantly less-complete as a setting. So one's options are to (1) walk away (which surely some did, but that's not a satisfactory solution), or to (2) start developing poison-tolerance and enjoy it in a Trekky way (which apparently is what happened to @Omicron and, if some comments and implications are to be believed, to those who remained on RPGnet and OPP's fora), or to (3) go all 'heretical' and construct elaborate rewrites of the canon (and I'm getting unconfirmed impressions that the latter is one of the reasons why many of the locals are not welcome over there anymore). Now, I don't know whether my parenthetical unconfirmed impression regarding the third solution is actually spot-on, but the dominant (or at least more vocal, though seemingly also dominant) local reaction to the second solution is . . . rather intense and confrontational. If my parenthetical impressions are spot-on (which they might be not), then it seems like practicing the same kind of dogpiling as the second-solution people have been subjected to.

And of course there's still the consideration of having a way of telling which facts about the setting are true and which are false without having to go into endless word-of-mouth verifications each and every time. Ghost said it very well:
Honestly the greatest obstacle to Exalt[ed] getting new blood isn't the mechanical complexity, it's the community and their baggage, see the discussion in this thread for a major example.

That's not to say I hold it explicitly at fault, but to a newcomer it would be pretty annoying to have to read 2 editions of books, learn what part of what book will be absolutely ignored, and learn the community consensus that is only really written in each person's head and differs a fair amount for the smallest idea to actually be addressed.

For a more byzantine system of time wasters to exist it would need to be engineered.
 
(3) go all 'heretical' and construct elaborate rewrites of the canon (and I'm getting unconfirmed impressions that the latter is one of the reasons why many of the locals are not welcome over there anymore).
You would be wrong, because 'ignore or rewrite the canon' is quite seriously the standard and accepted way to handle 2E.

Yes, even on the official forums. Especially there, even.

And of course there's still the consideration of having a way of telling which facts about the setting are true and which are false without having to go into endless word-of-mouth verifications each and every time. Ghost said it very well:
Yes, it's an issue. But too bad, it's the only way to get a fun and coherent Exalted 2E.

What is your point in this, anyway? Why are you so intent on extended arguments about how deviating from strict written canon is badwrong and should not be done? What are you even trying to accomplish?
 
The guys running the official forums and writing 3e got their jobs by rewriting 2e, for example.
This is kind of an important point that should be paid especial attention. The current 3e developers were hired in large part because of their work in rewriting or expanding 2e mechanics to make them semi-playable - and they've since rejected large chunks of the official work they did there, too.
Holden Shearer said:
...

It took a long, long time for these facts to become apparent to all of us— I was one of the main people pushing forward into high-Essence exploration. I wanted to climb those mountains nobody ever had the guts to climb before, I wanted to stat what they said couldn't or shouldn't be statted. And we did. And looking back, I don't think it improved the game. It was still pretty tricky to use, and it directed attention away from most of the subjects Exalted is fundamentally supposed to be about. I looked up one day and the game was all about E10 superbeings and Yozis and Solars hip-tossing people across the universe and characters hijacking the sun and flying it into the Ebon Dragon's face and it was like— this is not the game I fell in love with back at Scavenger Sons, what happened here? Where's the Realm? Where's Jubei fighting the Eight Devils of Kimon? Where's the Brotherhood of the Peach Orchard swearing to reform a corrupt and crumbling empire? Where's Conan carving his legend into the kingdoms of men in fire and blood? Where's Azhrarn, Prince of Demons, falling in love with a mortal man and taking vengeance when his heart is broken? When did everything become so noisy and gonzo and clumsy?

...
 
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But, yeah, the source is tainted, but the thing is that all three sources are tainted, and the somewhat less-tainted source also seems to be significantly less-complete as a setting.

You seem to be valuing, hm, mass of material here over quality of material. Why is this? Such a strange assumption.

So one's options are to (1) walk away (which surely some did, but that's not a satisfactory solution), or to (2) start developing poison-tolerance and enjoy it in a Trekky way (which apparently is what happened to @Omicron and, if some comments and implications are to be believed, to those who remained on RPGnet and OPP's fora), or to (3) go all 'heretical' and construct elaborate rewrites of the canon (and I'm getting unconfirmed impressions that the latter is one of the reasons why many of the locals are not welcome over there anymore).

Yeah, uh, this is so far off the mark I'm actually very curious where you're getting your information. No, the split in the Exalted community is over the merits or lack thereof of Exalted 3E, with the official forum being generally for it and here being generally against, though there's plenty of crossover and you'll find people who like the thing in this thread.

For 2E, however, both camps agree. There is, more or less, an actual consensus regarding it, and your option 3 is pretty much it: each and every gaming group picks out their own "ban list" or "untrusted journal list" or whatever you want to call it, with a loose agreement on the core of the banlist and less so on the periphery. Nobody runs it by strict RAW and with every word printed being true.

Go ask Holden what he thinks of Lords of Creation, Scroll of Heroes, Scroll of the Monk or Sidereals 2E if you like. He got his job partially because he tried really hard to fix what the original writers fucked into unplayable oblivion.

Now, I don't know whether my parenthetical unconfirmed impression regarding the third solution is actually spot-on, but the dominant (or at least more vocal, though seemingly also dominant) local reaction to the second solution is . . . rather intense and confrontational. If my parenthetical impressions are spot-on (which they might be not), then it seems like practicing the same kind of dogpiling as the second-solution people have been subjected to.

The reaction you're getting is a reaction against your attempt to assert absolute statements about the setting by referencing cherrypicked examples in untrusted sources, not a reaction against playing the thing by strict RAW and with every word printed being true. The reaction to that would be closer to "oh god don't do that your game will probably crash and burn, here are the things to watch out for, you should probably talk to your GM about paranoia combat lethality and what he's going to do to defuse it", which you actually did get before you started trying your... whatever you're doing.

And of course there's still the consideration of having a way of telling which facts about the setting are true and which are false without having to go into endless word-of-mouth verifications each and every time. Ghost said it very well:

Yes, this is a problem. However, this is a problem you inevitably get when you have zero quality control, because your product ends up fundamentally incoherent and contradictory. The solution to this that has emerged more or less organically is to reject what your group thinks is retarded (with a few things everyone thinks are retarded to form the core, like super-elders wielding infinite essence and trans-perfect instant death attacks), not to run everything strictly as written and treat every word no matter how stupid as holy writ. Is the context getting any clearer now?
 
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You would be wrong, because 'ignore or rewrite the canon' is quite seriously the standard and accepted way to handle 2E.

Yes, even on the official forums. Especially there, even.
I guess I sit corrected. Though I vaguely recall statements along the lines of Chung & Co. being unwelcome there because they criticise the game line, and, conversely, of the RPGnet/OPP community being blind fanboys who parrot Holden & Co and are unable to stray from the path.
Am I merely recalling the more radical statements? Or are reasons behind statements more complicated? Or something else I'm missing?

Of the more clearly-remembered local examples, I would mention the exchanges between @Omicron and @Jon Chung (and maybe others), where the former defended triremes as part of the deliberate æsthetic choice of Exalted and its authors, while the latter attacked them as unacceptable for the setting due to clashing with their vision of the setting's realism considerations.

Yes, it's an issue. But too bad, it's the only way to get a fun and coherent Exalted 2E.

What is your point in this, anyway? Why are you so intent on extended arguments about how deviating from strict written canon is badwrong and should not be done? What are you even trying to accomplish?
I'm intent on encouraging acceptance of both paths, of trying to tone down the level of intolerance that seems to be present between the positions.
Note that I never said that e.g. Kerisgame is badwrongfun and should be stopped because it's uncanonical.

But I also feel that replying to the underscored part of the quote is important:
I'm saying that I jumped into a game which has Scroll of Heroes with merits and Ghostblood NPCs, Scroll of the Monk with originally two styles among PCs (now one), and the Guild as a powerful organisation with its own language . . . And so far it is fun, and whatever problems of coherence there are, if any, so far did not ruin the fun. And so I'm defending against claims that doing it that way must be unfun.
I'm also defending against the claims that a rewrite is the one and only path to achievable coherence (particularly without loss of the detalisation Exalted currently provides), because so far it seems to produce endless discussions and vagueness with no final coherent unifying vision.

I'm not asking people to stop writing up variations. I'm trying to tone down the negativity aimed at the concept of having fun without joining the tinkerers' union.
 
What @vicky_molokh is saying, I think, is an observation that we have a very specific consensus vision of the lgame and setting - at SV in general and especially in the little cabal behind the Kerisgame hacks - which has been one of the facets of the game going back to 1e, though not the only valid one. And because it's a very specific one, we a) don't communicate it well (because it requires an exhaustive list of which bits fit it and which bits don't), and b) push it pretty aggressively when people propose other visions of the line - some of which are just as valid and stem from facets of the game that go just as far back, are just as fundamental to the line, and have a fairly equivalent ratio of good stuff to shit.

And this is correct. Much like Familiar of Zero, which is part harem comedy and part extremely accurate 1600s historical fantasy, we prefer some parts of the line to others, and hold the latter - triremes, etcetera - to be spoiling the glimpses of a setting built on verisimilitude and realism. And as I think @Shyft has pointed out, we do tend to go on the attack when people argue for the rule of cool and hold their preferred aesthetics and visuals to be higher-priority than the verisimilitude and grounded foundations we prefer. Among such people are quite a few of the current line devs, which is why the mood is somewhat against 3e here.

But if all vicky is doing is pointing out that this is the case, then like Shyft, they're correct. It is the case. Mechanics aside, we simply prefer certain interpretations of the setting to others, and argue based on that. And we could, perhaps, stand to be a bit less aggressive about it.

Edit: Aaaaand Sidereal'd.
 
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You seem to be valuing, hm, mass of material here over quality of material. Why is this? Such a strange assumption.
It seems that what I value has been not quite obvious. 'Mass' is not actually something I value, and something WW has plenty of all the time. I'll try to explain.
Things I normally value in a setting:
  1. Variety, so that I can pick something I'm willing to play, some factions I'm willing to join, philosophies it would be interesting to follow etc. This is something Exalted is good at.
  2. Detail level. I don't want list of vague cities of vagueness. I want to know what the languages are like, what makes cultures different, what characters of this or that region care about in their everyday lives that sets them apart from the region five miles to the north of them, what kind of people are in charge, what kind of local events I can write into the history of my character, what kind of things are a rule in most of the setting but have an exception in this here region etc. This is something that 1e seems to be notable worse at than 2e, judging by Scavenger Sons (a small book that tries to contain the amount of locations that barely fit in the five CoTDs).
  3. Good information-to-text ratio, good organisation of info, good indices. This is something that White Wolf is very bad at, across the board. So in this case I have to lower my expectations.
  4. Consistency/compatibility of in-setting phenomena with the definitional premises, with consequences that logically follow from the definitional elements of the setting. For instance, if a Mote is defined as a unit known to scholars, then I damn well expect some characters to talk about it in-character, and if none are mentioned, then I still assume they are, off-screen (hint: turns out there is in fact such a monologue). This is where things get complicated. The way I see it, Exalted mostly doesn't officially publish its definitional premises, but rather works by precedent-and-example. Which means that instead of studying the 'laws of nature of the setting' in the corebook, one has to do it the hard way like in the real world: seek examples and make conclusions based on those examples and precedents.
    This is also complicated by the fact that, as far as I see, authors across all the three editions seem to care more about their conceptual and/or æsthetical choices than about posting hard-sci rules and writing up consequences logically out of them. Thus here I too have to lower expectations, say hey, it's White Wolf - do not expect them to handle that one, for that way lies eternal suffering (well, for our gaming party, anyway - I see others have a better experience with that).
So the way I see it, 2e may have a higher percentile value of mishandled stuff, but it does seem to have a higher absolute value of good stuff too.



Yeah, uh, this is so far off the mark I'm actually very curious where you're getting your information. No, the split in the Exalted community is over the merits or lack thereof of Exalted 3E, with the official forum being generally for it and here being generally against, though there's plenty of crossover and you'll find people who like the thing in this thread.

For 2E, however, both camps agree. There is, more or less, an actual consensus regarding it, and your option 3 is pretty much it: each and every gaming group picks out their own "ban list" or "untrusted journal list" or whatever you want to call it, with a loose agreement on the core of the banlist and less so on the periphery. Nobody runs it by strict RAW and with every word printed being true.

Go ask Holden what he thinks of Lords of Creation, Scroll of Heroes, Scroll of the Monk or Sidereals 2E if you like. He got his job partially because he tried really hard to fix what the original writers fucked into unplayable oblivion.
I guess one of the factors is that I generally see it as '2e', and you see it as 'pre-Holden 2e' and 'post-Holden 2e' (and maybe a separate '2½e-and-after'). Another factor is the somewhat antagonistic stance towards the Ink Monkey Blog and the 2½e Errata around here. It seems that even the somewhat RAI-oriented Shyft is a 2.0 purist. (This probably is also relevant to the posts of @Imrix and @Dark Lord Bob.)

The reaction you're getting is a reaction against your attempt to assert absolute statements about the setting by referencing cherrypicked examples in untrusted sources, not a reaction against playing the thing by strict RAW and with every word printed being true. The reaction to that would be closer to "oh god don't do that your game will probably crash and burn, here are the things to watch out for, you should probably talk to your GM about paranoia combat lethality and what he's going to do to defuse it", which you actually did get before you started trying your... whatever you're doing.
Well, I guess I haven't said this before (or not clearly enough, but probably just outright didn't):
I am thankful for pointing out potentially pitfal'ish bits of the system, even though I get the impression that accidental one-shot kills are not as trivial as before after one gets a couple of Resistance Charms. I suppose I have a higher expectation of the GM's ability to see potentially too deadly abilities like the Duck Punch.

Yes, this is a problem. However, this is a problem you inevitably get when you have zero quality control, because your product ends up fundamentally incoherent and contradictory. The solution to this that has emerged more or less organically is to reject what your group thinks is retarded (with a few things everyone thinks are retarded to form the core), not to run everything strictly as written and treat every word no matter how stupid as holy writ. Is the context getting any clearer now?
That's certainly a solution. But what about e.g. the solution that is (IIRC) attributed to Jenna Moran personally, when asked about sidereals using übercool abilities against PC, and the answer was something like 'these were not written with this sort of intent in the first place; if it gives no chance to the PCs, then do not use it in a campaign'? Because that seems to be the approach to which the GM is inclined (I can't say for sure, but it seems consistent with his other statements, notably "If I wanted to kill you, I would do it by now; and I did not, so the NPCs did not come up with an idea/method/etc. of effectively killing you").

What @vicky_molokh is saying, I think, is an observation that we have a very specific consensus vision of the lgame and setting - at SV in general and especially in the little cabal behind the Kerisgame hacks - which has been one of the facets of the game going back to 1e, though not the only valid one. And because it's a very specific one, we a) don't communicate it well (because it requires an exhaustive list of which bits fit it and which bits don't), and b) push it pretty aggressively when people propose other visions of the line - some of which are just as valid and stem from facets of the game that go just as far back, are just as fundamental to the line, and have a fairly equivalent ratio of good stuff to shit.

And this is correct. Much like Familiar of Zero, which is part harem comedy and part extremely accurate 1600s historical fantasy, we prefer some parts of the line to others, and hold the latter - triremes, etcetera - to be spoiling the glimpses of a setting built on verisimilitude and realism. And as I think @Shyft has pointed out, we do tend to go on the attack when people argue for the rule of cool and hold their preferred aesthetics and visuals to be higher-priority than the verisimilitude and grounded foundations we prefer. Among such people are quite a few of the current line devs, which is why the mood is somewhat against 3e here.

But if all vicky is doing is pointing out that this is the case, then like Shyft, they're correct. It is the case. Mechanics aside, we simply prefer certain interpretations of the setting to others, and argue based on that. And we could, perhaps, stand to be a bit less aggressive about it.

Edit: Aaaaand Sidereal'd.
Actually, I don't consider you Sidereal'd. I think your post is different in tone and flavour (kinda more mellow, I guess?) and message from the previous one. Notably, the bit about the difficulty of conveying the consensus due to having internalised it is insightful. The aggressiveness of the push - uh, yeah, it's there. And yes, I was kinda trying to defend against the aggressive push, to try and calm down the pushy thread, because it's kinda uncomfortable to get into a setting, learn about it, and then be told that it's not the way you learned even when you can see a bunch of confirmations that it's the way you think it is.

Right now I'm trying to find a way to calmly and constructively discuss the canon-as-written version of Exalted without having (provoking?) hahahas and insults thrown the moment something gets mentioned. Because despite being rather stubborn (and occasionally clueless), I'd still prefer to avoid actual flamewars and dismissals while discussing the setting.
 
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Of the more clearly-remembered local examples, I would mention the exchanges between @Omicron and @Jon Chung (and maybe others), where the former defended triremes as part of the deliberate æsthetic choice of Exalted and its authors, while the latter attacked them as unacceptable for the setting due to clashing with their vision of the setting's realism considerations.

Ah, well, that was basically along the lines of "Triremes look cool, therefore they should be in the game!" vs "Triremes don't work on a giant blue water ocean, so they should have been replaced by something does and is equally cool. Because the fact that I know triremes don't work on a giant blue water ocean makes triremes uncool, therefore ruining the point of including them. We can have cool ships that also make sense at the same time."

Since the knowledge that triremes don't work on blue water doesn't ruin them for him, I can see where he's coming from, but the fact that I know that ruins them for me so I push for junks instead. If you want to have them in your game, I am certainly not going to try and stop you, only argue that in general principle of game design, the presence of things that cause this spoiler effect should be minimized.

It seems that what I value has been not quite obvious. 'Mass' is not actually something I value, and something WW has plenty of all the time. I'll try to explain.
Things I normally value in a setting:
  1. Variety, so that I can pick something I'm willing to play, some factions I'm willing to join, philosophies it would be interesting to follow etc. This is something Exalted is good at.
  2. Detail level. I don't want list of vague cities of vagueness. I want to know what the languages are like, what makes cultures different, what characters of this or that region care about in their everyday lives that sets them apart from the region five miles to the north of them, what kind of people are in charge, what kind of local events I can write into the history of my character, what kind of things are a rule in most of the setting but have an exception in this here region etc. This is something that 1e seems to be notable worse at than 2e, judging by Scavenger Sons (a small book that tries to contain the amount of locations that barely fit in the five CoTDs).
  3. Good information-to-text ratio, good organisation of info, good indices. This is something that White Wolf is very bad at, across the board. So in this case I have to lower my expectations.
  4. Consistency/compatibility of in-setting phenomena with the definitional premises, with consequences that logically follow from the definitional elements of the setting. For instance, if a Mote is defined as a unit known to scholars, then I damn well expect some characters to talk about it in-character, and if none are mentioned, then I still assume they are, off-screen (hint: turns out there is in fact such a monologue). This is where things get complicated. The way I see it, Exalted mostly doesn't officially publish its definitional premises, but rather works by precedent-and-example. Which means that instead of studying the 'laws of nature of the setting' in the corebook, one has to do it the hard way like in the real world: seek examples and make conclusions based on those examples and precedents.
    This is also complicated by the fact that, as far as I see, authors across all the three editions seem to care more about their conceptual and/or æsthetical choices than about posting hard-sci rules and writing up consequences logically out of them. Thus here I too have to lower expectations, say hey, it's White Wolf - do not expect them to handle that one, for that way lies eternal suffering (well, for our gaming party, anyway - I see others have a better experience with that).
So the way I see it, 2e may have a higher percentile value of mishandled stuff, but it does seem to have a higher absolute value of good stuff too.

Okay, that's fair. I can say, regarding:

1. Yes, given.

2. Part of the problem with lack of quality control here. Often, the details make no sense. For example, some books treat small polities that are on the actual geography of the map about as far apart as Vladivostok is from Paris as next-door neighbours that have border skirmishes and local trade wars. Since this actively irritates me, I prefer the broad-strokes approach of Scavenger Sons since that produces less of these. As a GM, I have no issues generating details that satisfy my desire that things make sense, and I would rather do that than have to excise bits that don't.

3. Yeah, they can't do a decent one to save their lives.

4. See point 2. This is massively complicated by the quality control problem, because it's impossible to build a consistent model with such a high ratio of bad mechanics. You're basically limited to primary sources whenever possible (eg, 1E Exalted: Sidereals written by Moran/RSB who knows what she's doing, as opposed to 2E Manual: Sidereals which was badly and lazily ported by an idiot) / original conceptual underpinning and looking at the bits written by the people who are known to be good at it in order to build this model. This is an issue because there's no way to actually know what bits are broken and what bits are not (eg, Obsidian Shards of Infinity) as a fresh player or GM.

Example, it is not unreasonable for someone reading Scroll of the Monk to come away with the bad mechanics derived setting data points "it is possible for powerful enough entities to penetrate perfect defenses and kill anything in one hit with no possible defense or counter" and "it is possible to achieve unlimited essence, motes are a non-factor in combat", both of which would be completely wrong and if taken as true would probably have pronounced bad effects on the game, but if they started there they wouldn't know that.

I guess one of the factors is that I generally see it as '2e', and you see it as 'pre-Holden 2e' and 'post-Holden 2e' (and maybe a separate '2½e-and-after'). Another factor is the somewhat antagonistic stance towards the Ink Monkey Blog and the 2½e Errata around here. It seems that even the somewhat RAI-oriented Shyft is a 2.0 purist. (This probably is also relevant to the posts of @Imrix and @Dark Lord Bob.)

Well, it's not Holden I'm looking at, it's John Chambers.

Well, I guess I haven't said this before (or not clearly enough, but probably just outright didn't):
I am thankful for pointing out potentially pitfal'ish bits of the system, even though I get the impression that accidental one-shot kills are not as trivial as before after one gets a couple of Resistance Charms. I suppose I have a higher expectation of the GM's ability to see potentially too deadly abilities like the Duck Punch.

That's fair, but note that a lot of the gotchas are gotchas, where it is likely that you (the GM) don't notice until you've done something seemingly reasonable and then your entire party is dead.

That's certainly a solution. But what about e.g. the solution that is (IIRC) attributed to Jenna Moran personally, when asked about sidereals using übercool abilities against PC, and the answer was something like 'these were not written with this sort of intent in the first place; if it gives no chance to the PCs, then do not use it in a campaign'? Because that seems to be the approach to which the GM is inclined (I can't say for sure, but it seems consistent with his other statements, notably "If I wanted to kill you, I would do it by now; and I did not, so the NPCs did not come up with an idea/method/etc. of effectively killing you").

If your GM is explicitly doing that and it works for your group, that's fine, lethality defused / elder problem solved / etc. Problem comes when they a) don't do that, but play like I do instead where the NPCs act according to their in-character agendas using the tools they in-character have or b) misjudge the nerf and deploy something that is murderously effective by accident because system interactions are non-obvious.

My position here is that it is infinitely superior if no such broken stuff existed in the first place, then your GM, me and the hypothetical unlucky guy here are all doing fine by RAW.

Actually, I don't consider you Sidereal'd. I think your post is different in tone and flavour (kinda more mellow, I guess?) and message from the previous one. Notably, the bit about the difficulty of conveying the consensus due to having internalised it is insightful. The aggressiveness of the push - uh, yeah, it's there. And yes, I was kinda trying to defend against the aggressive push, to try and calm down the pushy thread, because it's kinda uncomfortable to get into a setting, learn about it, and then be told that it's not the way you learned even when you can see a bunch of confirmations that it's the way you think it is.

Right now I'm trying to find a way to calmly and constructively discuss the canon-as-written version of Exalted without having (provoking?) hahahas and insults thrown the moment something gets mentioned. Because despite being rather stubborn (and occasionally clueless), I'd still prefer to avoid actual flamewars and dismissals while discussing the setting.

Unfortunately, that's probably impossible to entirely avoid, given how much bad stuff there actually is in there. However, at least you didn't try something like defend the existence of Scroll of the Monk's infinite essence effects or transperfect attacks and insist that discussion proceed with the assumption that these existed and are supposed to exist. That would have been, uh, a considerably more thorough response.
 
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EarthScorpion Demon Homebrew: The Green Cherry Demonomicon
So, I finally got around to compiling all the various forum-written demons I'd done which I could find.

So here's the Green Cherry Demonomicon, a document of EarthScorpion-written demons. Each circle is organised by their creator, so all the Octavian-ian First Circles are together, and so on.
 
I suppose I have a higher expectation of the GM's ability to see potentially too deadly abilities like the Duck Punch.
I feel like the issue isn't notcing an ability that will obviously instantly kill the player, but failing to notice situations that can send the player into the death spiral or instantly gib them on a lucky (or unlucky) roll.

Duck Punch is obvious. The need for a surprise negator isn't, but if you don't have one, then you better have some amazing soak already up or you will die, or at least be severely injured.
Right now I'm trying to find a way to calmly and constructively discuss the canon-as-written version of Exalted without having (provoking?) hahahas and insults thrown the moment something gets mentioned.
There are some bits that are quite stupid, but don't apply to all games. Heck, in the breif PbP I was in set in the West, the group decided "we want an age of sail asthetic for the ships" which took care of the trireme issue. There are some things that look stupid on the surface, but are quite intersting, and other things that look intersting but make no sense in a larger context.
 
Ah, well, that was basically along the lines of "Triremes look cool, therefore they should be in the game!" vs "Triremes don't work on a giant blue water ocean, so they should have been replaced by something does and is equally cool. Because the fact that I know triremes don't work on a giant blue water ocean makes triremes uncool, therefore ruining the point of including them. We can have cool ships that also make sense at the same time."

Since the knowledge that triremes don't work on blue water doesn't ruin them for him, I can see where he's coming from, but the fact that I know that ruins them for me so I push for junks instead. If you want to have them in your game, I am certainly not going to try and stop you, only argue that in general principle of game design, the presence of things that cause this spoiler effect should be minimized.
I think either my use of the term is not as widespread, or we have a different sort of misunderstanding. I'm referring to RuleOfCool as specifically the sort of situation where an in-setting phenomenon very clearly shouldn't 'work' in reality, and this is actually known to the authors and the audience, but this gets okayed nonetheless, because they're dramatic, flashy, visually evocative and/or the like. In the context of RuleOfCool, 'cool' does not mean 'some of the above traits, plus plausibility'; it means one of the above traits and implies that one already has to squint and practice willing suspension of disbelief, as a contrast to things that are more easily plausible but are not as filled with those listed traits.
For example, doing a handstand kick on an uneven floor surely or running across enemy speartips wouldn't work too well in real life, and yet this is a +1 or +2 Stunt that gets a pass, both enabling a bit of the impossible and providing a small mechanical bonus.

I must admit I had to strive to rework my PoV on gaming in order to accomodate the concept of in-campaign action Stunts. The idea of both enabling the impossible and making it more likely to succeed than the routinely-possible was very alien to me. But once I let it into my mind, I see how it can be applied to setting-building instead of character-action-declaring.


As a GM, I have no issues generating details that satisfy my desire that things make sense, and I would rather do that than have to excise bits that don't.
As a GM, I don't see much problem doing it on the fly either. However, when making a character, I'd rather know all these details in advance, because I need to make a character who lived, and I need to know what sort of setting phenomena I can hook up my character with, and I'd rather know that another player of another character can extrapolate stuff about my character by reading the same details, without me needing to explicitly tell all those made-up details.

For an example of a small detail influencing a plot: in Transuman Space, Ghosts and Fragments need to sleep while Shadows don't (because they're based around AI cores); in one investigation, I figured that a character was a Fragment and not a Shadow based on this fact, without the GM needing to give me a hint. I also spotted an allegedly Japanese character who was spelling words with a -y where a Japanese one would use an -i.
Likewise, I'd rather be able to some important points about a character by using such details known about a setting's region.
Without such ability to solve situations, I feel like I'm getting trapped by the GM's rails (the Railroading Problem, because I feel that my character's traits and action's don't matter as much), or lost in the GM's sandbox of genericness (the Morrowind Problem, because I have difficulty connecting/relating to the setting).

Well, it's not Holden I'm looking at, it's John Chambers.
Oh. Factions. This gets complicated. Because I have the impression that people are angry at Holden too. I suppose not knowing the timeline of all these behind-the-throne intrigues of theirs is another reason why I might be misinterpreting things. Speaking of which . . .
The guys running the official forums and writing 3e got their jobs by rewriting 2e, for example.
My impression was that they mostly expanded upon, but made relatively few retcons on the fluff level (something something Abyssal Monstrance). Ink Monkeys was mostly an expansion, with repricings and the like in the Dawn Solution. Sure, the Errata overhauled lots of Charms (all sorts of changes) and some weapons (reducing their lethality, IIRC). What am I missing?

I feel like the issue isn't notcing an ability that will obviously instantly kill the player, but failing to notice situations that can send the player into the death spiral or instantly gib them on a lucky (or unlucky) roll.
That's fair, but note that a lot of the gotchas are gotchas, where it is likely that you (the GM) don't notice until you've done something seemingly reasonable and then your entire party is dead.
Assuming tolerable soaks (in the 10-20 range), it seems rather hard to accidentally do something irreversible that will guarantee a death. Maybe an overdose of high-Toxicity poison. Otherwise it seems like anything can be mitigated or toned down by the GM on the fly.
 
So, I finally got around to compiling all the various forum-written demons I'd done which I could find.

So here's the Green Cherry Demonomicon, a document of EarthScorpion-written demons. Each circle is organised by their creator, so all the Octavian-ian First Circles are together, and so on.
Looking through this and at the recent conversation about Beckoning demons has reminded me of a question I had a while ago but never got around to asking.
Are there any First Circle Demons with the ability to magically impart fluency in a language, at least including Old Realm? Given what I understand about Elloge and the existence of Unshattered Tongue Perfection, I would assume some 2nd or 3rd Circle demon might find its rarity in canon Creation irritating enough to make a demon whose entire point is to be beckoned and restore the original language by making it possible to communicate clearly and easily with other people through that language.

On a related note, is it possible for a Third Circle to make a first circle that has access to what is essentially a single charm of their progenitor as its reason for existence? Because I could see many of SHWLIN's souls appreciating the other effects of sending out a race of highly intelligent Demons with both purchases of UTP, while many mortal rulers would likely appreciate the UMI affect it gives them towards their subjects.
On further thought, this is probably a bad idea and should be impossible because of the precedent it sets, even if the specific instance is good in isolation.
 
Hmm. So, I've been going through Exalted 3e and making sense of the combat system. My first impression is I can see why people like it, but I can also see the problem about multiple opponents. The notion of pummeling weaker opponents to build up enough steam to overwhelm a more powerful foe doesn't strike me as completely screwy - I can think of characters who work like that, but it does seem a bit odd as a default.

I probably shouldn't be entertaining homebrew thoughts when I ain't so much as finished the book yet, but my brain tends to spin off ideas just for their own sake. I'm wondering if you could hack the system so initiative is harder to acquire and stock, then change the damage pool for Decisive attacks to the targets negative initiative. Positive initiative thus becomes a kind of ablative health, while being in negative initiative means you're in a vulnerable position that anybody could take advantage of.
 
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Assuming tolerable soaks (in the 10-20 range), it seems rather hard to accidentally do something irreversible that will guarantee a death. Maybe an overdose of high-Toxicity poison. Otherwise it seems like anything can be mitigated or toned down by the GM on the fly.
Heavy weapons (especially artifacts) from surprise.
A sledge/tetsubo with the minimum Str has a base damage of 14B. Assuming a 1-die stunt on Dex 3, Melee 3, +1 tetsubo specialty, that's an 8 dice attack for an expected raw damage of 18B. If you have 10 soak, that's an expected 3 levels of bashing damage - without bonus -0 HLs, you are at -1 everything for the duration of combat. That's a skilled mortal that just meets the Str requirement. An DB using their excellency will get another 4 dice on the attack, bumping the expected raw damage to 20B, and expected damage up to 4 levels - putting anyone without bonus -0 or -1 HLs at -2 everything for the rest of combat.

That's literally surprise and an excellency. If they're an Air Aspect with Dragon-Graced Weapon and Falling Star Maneuver, they take a -1 external penalty and an additional 4+ raw damage (up to Essence x2 dice, and each dice is an extra .4 expected levels of damage; at Essence 5, they can add an additional expected 4 levels of damage). A Fire Aspect spends 2m less and deals +4L (which, depending on your interpretation, may convert the entire attack to lethal), and sets the target on fire.

This is not anywhere near serious optimization. This is me grabbing 2 charms I remember the gist of off the top of my head and using a common tactic.

Essence 3 Fire aspect with a grimcleaver, Dex 4, Melee 5, +2 Axes specialty, maxed excellency, DGW, FSM, and a 2-die stunt swings with 21 dice, with a base damage of 11L/2, an expected raw of 31L, and an expected damage against 15 soak of 6.4L. Basically, anyone without bonus HLs will probably die in 4 ticks. A soak of 15L requires mundane superheavy plate, some kind of heavy artifact armor, or charms.

Should I explain what can be done using Earth Dragon Style and a Grand Goremaul? Spoiler: it involves a weapon that deals 20L/3 base damage; adding 3.6L to the expected damage of the above attack gives you a start on what to expect.

EDIT: Note that this is all using the errata'd stats, which were nerfed to make them less lethal.
 
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Hmm. So, I've been going through Exalted 3e and making sense of the combat system. My first impression is I can see why people like it, but I can also see the problem about multiple opponents. The notion of pummeling weaker opponents to build up enough steam to overwhelm a more powerful foe doesn't strike me as completely screwy - I can think of characters who work like that, but it does seem a bit odd as a default.
I think there is a huge misconception on the Ex3 combat system that is kind of snowballing. This isn't the only place where I've seen the notion that Ex3 combat is good for 1v1 but breaks down once you have several people, and that's... baffling to me.

The thing is, the Ex3 combat system was designed for combat beteen groups. Sure, it works fine in 1v1, and it's decently fun; but about half the tactical options of the system are disabled or useless, and it takes some creative thinking to step out of "I hit the other guy with witherings until I have a lot of Initiative and then I hit with a decisive." It's tense, sure, and it has room for meaningful choices, but it's limited.

Group fighting is when you get into all the tactical options you can leverage. Defend other, full defense, ranged fighting, grappling, gambits take a much more important place when several people are together. "Use the weaker enemy as an Initiative pinata" is (often) a terrible tactical choice because in many ways it amounts to funnelling Initiative to your stronger opponent. Onslaught penalties are a plague on everyone except Melee or Dodge Solars. Battle groups get tremendously more effective once you realize that the Command action is basically an Excellency and you give them a commander NPC. Ranged fighters can be shielded by melee fighters to avoid the enemy closing in.

Once you bring in multiple characters, the tactical depth of the game unfolds to its true extent. It's, fundamentally, a system designed as a group experience - it's written knowing that groups of players will all fight together as part of a circle, and its main focus is on that kind of combat, rather than duels.
 
Hmm. So, I've been going through Exalted 3e and making sense of the combat system. My first impression is I can see why people like it, but I can also see the problem about multiple opponents. The notion of pummeling weaker opponents to build up enough steam to overwhelm a more powerful foe doesn't strike me as completely screwy - I can think of characters who work like that, but it does seem a bit odd as a default.

I think you have to balance encounters so that all participants are either a significant enemy or a battlegrop or is classified as a trivial oponent, so that the PC's can't farm initiative.
 
Heavy weapons (especially artifacts) from surprise.
A sledge/tetsubo with the minimum Str has a base damage of 14B. Assuming a 1-die stunt on Dex 3, Melee 3, +1 tetsubo specialty, that's an 8 dice attack for an expected raw damage of 18B. If you have 10 soak, that's an expected 3 levels of bashing damage - without bonus -0 HLs, you are at -1 everything for the duration of combat. That's a skilled mortal that just meets the Str requirement. An DB using their excellency will get another 4 dice on the attack, bumping the expected raw damage to 20B, and expected damage up to 4 levels - putting anyone without bonus -0 or -1 HLs at -2 everything for the rest of combat.

That's literally surprise and an excellency. If they're an Air Aspect with Dragon-Graced Weapon and Falling Star Maneuver, they take a -1 external penalty and an additional 4+ raw damage (up to Essence x2 dice, and each dice is an extra .4 expected levels of damage; at Essence 5, they can add an additional expected 4 levels of damage). A Fire Aspect spends 2m less and deals +4L (which, depending on your interpretation, may convert the entire attack to lethal), and sets the target on fire.

This is not anywhere near serious optimization. This is me grabbing 2 charms I remember the gist of off the top of my head and using a common tactic.

Essence 3 Fire aspect with a grimcleaver, Dex 4, Melee 5, +2 Axes specialty, maxed excellency, DGW, FSM, and a 2-die stunt swings with 21 dice, with a base damage of 11L/2, an expected raw of 31L, and an expected damage against 15 soak of 6.4L. Basically, anyone without bonus HLs will probably die in 4 ticks. A soak of 15L requires mundane superheavy plate, some kind of heavy artifact armor, or charms.

Should I explain what can be done using Earth Dragon Style and a Grand Goremaul? Spoiler: it involves a weapon that deals 20L/3 base damage; adding 3.6L to the expected damage of the above attack gives you a start on what to expect.

EDIT: Note that this is all using the errata'd stats, which were nerfed to make them less lethal.
Hmmm. Well, first thing: I don't think GMs give out Grand Goremauls to enemies accidentally. It actually sounds like something belonging to a boss-like character.
Second: I'm assuming that it's generally easy to figure that an expected raw damage of 30 turns into 20 post-soak if soak is 10, and then averages something like 6-7 health levels if not mitigated. That seems obvious to calculate, and not a pitfall. It also seems like a heavy-hitter that a GM would be wary of letting loose on the party unless the party has at least the motes-are-HP Resistance Charm (Spirit Strengthens the Skin?). Because it still can one-shot, and this is quite obvious.

But once a PC is reliably able to survive being one-shotted, lethality takes a dip. I see you say 'will probably die in 4 ticks', and this is where I see opportunities. Four ticks is a long time:
A third party may show up. A PC may surrender. A player may declare her PC fall unconscious from the first hit, and be captured instead of killed. A PC may retreat, with the healthier PCs interdicting the way for any pursuers. A different PC may seriously wound the threatening goremauler, forcing the goremauler to shift to defence. The goremauler may snatch the artifact for the weakened PC's hand and run off into the night. Most people just don't fight to the death with no regard for anything. Once a heavy strike is survived, a GM has many ways of preventing the further risk of PC death.

Yes, this requires some thinking about coming up with interesting motivations for the opposition, as opposed to the boring old 'monster in a 9×9 room that kills all trespassers' or hateful hater of the hated who likewise kills all the hated. Even in war, people often don't have this all-encompassing goal of killing an enemy when merely defeating it is already an option.
 
Yes, this requires some thinking about coming up with interesting motivations for the opposition, as opposed to the boring old 'monster in a 9×9 room that kills all trespassers' or hateful hater of the hated who likewise kills all the hated. Even in war, people often don't have this all-encompassing goal of killing an enemy when merely defeating it is already an option.
"I am a member of the Wyld Hunt. You are an Anathema."
 
Hmmm. Well, first thing: I don't think GMs give out Grand Goremauls to enemies accidentally. It actually sounds like something belonging to a boss-like character.
It's really not. Grand Goremauls are a standard artifact weapon - it's basically the Exalted equivalent of "somebody with a big hammer." Exalted are never mooks, but that doesn't mean they're always bosses either, and artifact weapons aren't even limited to just the Exalted.
I think you have to balance encounters so that all participants are either a significant enemy or a battlegroup or is classified as a trivial opponent, so that the PC's can't farm initiative.
I'm not really thinking of 'farming' initiative - anybody you can get initiative from practically for free probably should be a trivial opponent, yeah. But what about combatants who are just at a disadvantage compared to the others?
I think there is a huge misconception on the Ex3 combat system that is kind of snowballing.
On the one hand I can kinda see this. If somebody is building up a bunch of initiative against weaker opponents, launching a withering attack against them to check their growth seems an elementary move. Beyond that though, I don't see how most of the rest of what you mention is relevant.

To be clear here, I'm not saying I disagree with you. As I said before, I ain't even finished the book yet, so my assumption here is that I'm missing something and can't put the pieces together just from your suggestions. I think an example or a case study would be useful here.
 
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