Hmm. So you're talking about full-fledged, actual scientific method of scientist, involving rigid adherence to well-developed scientific method. And not the more loose interpretation that is linked to many mad scientists like Doc Ock. I would expect that Daedalus would have the rudimentary scientist-ness required in order to learn the laws of nature that enable construction of his wings, but not a rigid scientific method.They're mad inventors. They're not scientists. The word has baggage that doesn't really apply to the Forge God crafting magical wonders or the demigod inventor making logic-defying labryinth's and the like.
That might not be to helpfull if I remember the storys about them ignoring the playtester feedback right..Can somebody involved in the playtest reveal the tale of how was such a state of affairs arrived at?
Could you elaborate what you mean - the part in parentheses and how it relates to the rest of the post? At first reading I got the impression that TAW somehow is at fault for not being hirable by WW/OPP. But surely that was me just misreading things, because I can't see a reason why that would be the case. Could you please explain? Thanks in advance!
Not involved, but given to understand that this was the best way anyone involved has ever figured out for getting players to not just buy more charms. (This is not a dig, my only alternate would be making the charms so terrible that people find other uses more appealing, which is why I found myself buying ability dots when I played a Lunar.) Well, unless you are talking about the crafting system, I have no clue about that, other than this:Can somebody involved in the playtest reveal the tale of how was such a state of affairs arrived at?
Uh, last I checked the editor for Ex3 was Stephen Lea Shepard, who wrote maybe some setting fluff and I'm not even sure of that.One of the complaints I've seen about Onyx Path is that the head writer on each project also acts as the editor, and having an author edit their own work is a terrible plan.
So you mean the actual Design part of "game design." Got it.
Hephaestus is a blacksmith: he makes shields and swords (and sun chariots and tripods). He's a peerless blacksmith and craftsman, but in modern parlance he's closer to an engineer then a scientist: his focus is more on making things then on pushing the limits of knowledge. But his core is still a blacksmith working at his forge.Hmm. And I thought Daedalus and Hephaestus were some of the first mad scientists . . .
Sorry, between work and other interests this has fallen to the wayside. I might come back to it when I have spare time though, as I have a considerably better grasp on 3e rules now.@Kylar
You were working in a 3E conversion for Alchies, did you advanced with that? It's something i am extremely interested.
(I will start an Alchemical campaign soon, and certainly i would prefer to use 3Ex rules)
Not a play tester, but the basic idea behind the Crafting system is you need to make stuff to make more stuff. It's meant to encourage the fact most people we'd consider crafters were incredibly prolific.The whole colour-coded-xp concept is likewise unexpected. Because feels like something taken from a resource management system of some strategy game, actually, despite the authors' stance apparently being against strategic resource management subsystems (e.g. no new Mandate of Heaven).
Can somebody involved in the playtest reveal the tale of how was such a state of affairs arrived at?
Not a play tester, but the basic idea behind the Crafting system is you need to make stuff to make more stuff. It's meant to encourage the fact most people we'd consider crafters were incredibly prolific.
It differs from things like Mandate of Heaven in that running a kingdom is something that really should be roleplayed, not reduced to dice rolls (or have context based dice rolls: making a budget is boring, so roll that, negotiations with a hostile kingdom are not so roleplay the shit out of that). Crafting, by and by large, is single character thing, so setting up a system that incentivizes a lot of Crafting (that the other players don't need to worry about) makes sense.
Now, the system has issues (its really god damn hard at a glance to understand what your character needs to make a thing, and Jesus Christ to many charms), but I do like the core idea of 'make things to make more things'.
My problem with this, is how mad scientist operates. This is methodology of gadgetter and modern engineer. They make a lot of sstuff on the side, thousand of little gadgets and tools to make tools. This is not how peerless smith works. They make just few works and every work they make is masterpiece, but sometimes they can reach beyond and make something imcomparable. they do not make a lot of stuff or lot of tools, it is pirely their skill, which makes wonders. This crafting style is much more in line with magitek punk, than mythic smith.Now, the system has issues (its really god damn hard at a glance to understand what your character needs to make a thing, and Jesus Christ to many charms), but I do like the core idea of 'make things to make more things'.
Basically, I still consider the best crafting charm ever made in 2e to be a little-known piece of homebrew by somebody called Riklurt back on the old WW boards way back before even 2.5e, called Legendary Blade Infusion.What Second Edition got right is that crafting is not interesting in its own right. Getting the resources is, sure. What you do with the made objects, sure. But what it got wrong was failing to work along those premises far enough and tying it up in extended actions and the like. All the same things apply to crafting as you said about bureaucracy. Making a sword is boring, so resolve it in one roll. Getting your hands on the magical gold and the example daiklaives so you can study them and learn how they are made is the interesting part, so it should be roleplayed.
LEGENDARY BLADE INFUSION
Cost: - (1xp) Mins: Melee 1, Essence 2; Type: Permanent
Keywords: Stackable
Prerequisite Charms: Any Melee Excellency
The weapons of the Lawgivers bask in their masters' glory. This Charm is a permanent Charm that allows mighty Solar warriors to bless their tools of battle, permanently granting them some of their own legend and power.
When the Solar first purchases this Charm, it has no immediate effect. The Charms' benefits may be activated for the cost of one experience point as an immediate Training effect the next time any of the following criteria are met:
*The Solar defeats a Celestial Exalt or being of similar power in single combat.
*The Solar performs a three-die stunt, or a two-die stunt that resonates with his Motivation.
*The Solar fulfills his own Motivation or aids in fulfilling the Motivation of an allied Celestial Exalt. He must participate in the scene in which this happens.
*The Solar radically changes Creation in some fashion, at the Storytellers' discretion. Examples include killing the Perfect of Paragon or cutting an irreparable hole in the sacred walls of Whitewall.
The Solar must be using a melee weapon of some kind – which cannot be a natural weapon – when he performs these deeds. If he chooses to expend a point of experience, one of the following benefits are applied to the weapon used:
*A mundane weapon becomes upgraded to Perfect quality.
*A mundane weapon with the Perfect quality becomes a one-dot Artifact, and receives the Orichalcum magical material bonus on top of its normal statistics. The Solar may choose whether this transformation is obvious or not: The weapon might physically turn into the golden magical material, or it might simply become supernaturally hard and sharp, with no obvious physical transformation. The weapon receives a mote commitment cost of 2m, but the Solar is automatically attuned and needs not even expend the two motes until the scene ends.
*An Artifact weapon's Artifact dot rating is raised by a single point, to a maximum of 3, and its commitment cost is increased by 2m; the weapons' statistics are not modified, but it gains some special ability of the players' choice, if the Storyteller deems it appropriate. Use the guidelines in Oadenol's Codex to determine an appropriate ability. (It may be best to delay this effect until the end of the session, to prevent breaking the flow of the scene). Artifacts already rated 3 or higher may not enjoy this benefit; such weapons are already legendary in their own right, and the Solar's deeds cannot further bolster them. Sample special abilities include a sword which ignores the soak of any inanimate object made of stone, or a hammer which creates a small earthquake when it strikes the ground.
The Charm's effects are permanent. Even if the Solar dies, some of his legend has been permanently infused into the weapon, and nothing short of the weapon's destruction can end its blessed nature. Because the infusion counts as an inherent quality of the weapon, future uses of this Charm can boost a weapon multiple times, allowing the Solar to transform a humble rusty knife into a legendary Artifact.
A similar Charm exists for Archery named Golden Bow Infusion, which applies the benefits of this Charm to a bow, flamepiece, or other ranged weapon instead.
Where is that located? I'm curious.Basically, I still consider Legendary Blade Infusion to be the best crafting charm ever made in 2e.
What Second Edition got right is that crafting is not interesting in its own right. Getting the resources is, sure. What you do with the made objects, sure. But what it got wrong was failing to work along those premises far enough and tying it up in extended actions and the like. All the same things apply to crafting as you said about bureaucracy. Making a sword is boring, so resolve it in one roll. Getting your hands on the magical gold and the example daiklaives so you can study them and learn how they are made is the interesting part, so it should be roleplayed.
I agree with everything else you wrote 100%, and mostly agree with this but would like to expand on a problem I have with it.
Not all campaigns are quite as proactive as Exalted tends to envision. In particular, the longest-running campaign I was in was primarily reactive, and in fact a little bit of a mess (because for various reasons we the players were not good at all on picking up the Storyteller's plot hints). We also accidentally ended up romping all over Creation, despite the Storyteller's original intent.
This sort of thing in particular, and a reactionary story in general, can make playing a crafter extremely difficult. Unless the party agrees on going on what basically looks like a sidequest, you are locked out of the thing-you-want-to-do. I do agree that this is realistic. But I think that there's some virtue in building a way for crafty characters to get to do the "make a cool artifact" thing without interfering so heavily with the rest of the party.
You need a system to gate their productivity by splat, essence, and screentime, in order to avoid the "sit in a cave and poop out daiklaves" problem, but once that is solved I think it's worth sacrificing a little bit of realism in service of letting a player do the fun thing they made their character to do.
Yeah, 3E artifacts aren't like that. There are two sets of weapon statlines, Light, Medium, Heavy, and then Mundane and Artifact. Artifact is somewhat better, but not really enough to offset the increased cost. The power of the artifact is in its Evocations, that's what you're paying more for. Volcano Cutter isn't an amazing sword because it does more damage than any other Reaver Daiklave, it actually doesn't. Volcano Cutter is amazing because the Evocations, the bond between hero and weapon, can be expressed in the form of immensely powerful army-shattering Charms, assuming you forge a strong enough bond with the weapon (I.e. have it long enough to meet the Essence requirements and buy the Evocations.)My view has always been that the primary issue with artifact crafting in Exalted is due to the model of artifacts used traditionally in the game being remarkably close to D&D magic items. Stuff which grants you really useful magic buff effects, which improve your combat numbers in an extremely efficient way. Stuff which grants you powers and abilities you can't access as a normal part of your character builds which also do not cost permanent character-building resources.
As long as this model is what artifact items in the game look like, there will always be a systemic incentive to get loads of magic bling, because magic bling is useful, and a non blinged out character is noncompetitive with someone who's a walking Christmas tree of carefully selected magic items. If your system allows you to hide in a cave and build magic bling until you're encrusted in Codpieces of Attribute Buffing +10, you're going to have a metagame problem whatever the crafting system process looks like.
Yeah, 3E artifacts aren't like that. There are two sets of weapon statlines, Light, Medium, Heavy, and then Mundane and Artifact. Artifact is somewhat better, but not really enough to offset the increased cost. The power of the artifact is in its Evocations, that's what you're paying more for. Volcano Cutter isn't an amazing sword because it does more damage than any other Reaver Daiklave, it actually doesn't. Volcano Cutter is amazing because the Evocations, the bond between hero and weapon, can be expressed in the form of immensely powerful army-shattering Charms, assuming you forge a strong enough bond with the weapon (I.e. have it long enough to meet the Essence requirements and buy the Evocations.)
Have you read it? Have you played with it? I have, on both counts. It works quite well. I'm running a game where two of the players make extensive use of Evocations, and the game has been going quite smoothly.That's a valid way to solve the magic bling effect, but also produces a combinatorial hell problem for balance (or rather, does not eliminate the combinatorial hell problem that already existed, and makes it worse by explicitly bringing in the cognitive baggage of Charmsets), so I don't think that's a great solution.
Well...Yeah, 3E artifacts aren't like that. There are two sets of weapon statlines, Light, Medium, Heavy, and then Mundane and Artifact. Artifact is somewhat better, but not really enough to offset the increased cost. The power of the artifact is in its Evocations, that's what you're paying more for. Volcano Cutter isn't an amazing sword because it does more damage than any other Reaver Daiklave, it actually doesn't. Volcano Cutter is amazing because the Evocations, the bond between hero and weapon, can be expressed in the form of immensely powerful army-shattering Charms, assuming you forge a strong enough bond with the weapon (I.e. have it long enough to meet the Essence requirements and buy the Evocations.)
Dude... don't argue with Chung about what causes combinatorial hell. You will lose.Have you read it? Have you played with it? I have, on both counts. It works quite well.
This is basically the crux of the matter.
I don't want characters people define exclusively as "crafters". In fact, I want to actively discourage it. I want it outright in the open that the classic crafter is what you do in strategic scale play, at the same time as the sorcerer is carrying out a sorcerous working to bind a horde of demons to carve out a new canal in the landscape and the judge-king is being all Solomon and passing laws over a province and the general is building up their army and training it and the spymaster is sitting behind a network of spies, running the criminal underground in your kingdom. At the tactical scale, your "crafter" better have something else to do. Likewise, your swordy-stabby-person better find something else to do when the game shifts to more strategic play, although that's a more natural evolution because it's... well, exactly what Keris is doing when she's realising that she has to actually learn how to organise things and get followers and stuff, because she needs more people and more hands in more places to do things. In my experience, it's a lot easier to get lower-scale players to realise they need to think bigger and start doing things like raising armies and becoming feared scavenger-lords controlling areas of land.
And the same clear delineation also means that a ST who's ignoring player investment in the strategic-scale things is bad, whether they're ignoring the bureaucrat's, the sorcerer's, or the crafter's. Because by investing in the skills and the Charms and the Styles for strategic-timeline actions, you're telling the GM that that's what you're interested in and if you don't get offered that, that's something which needs to be resolved via OOC talking.
Now, yes, you can make things at the tactical scale. But you're not going to be making great wonders at the tactical scale. No, what you're going to be doing is showing up at a damaged First Age damn and stopping it from collapsing thus wiping out an entire river valley, or you're going to be making your fine china works to be the cover story for why the party is in disguise travelling to a satrapy to scout it out for later invasion. You need to be there with your craft skills to demonstrate that you're the one who's making them and so the party's offer is apparently genuine. Or you're going to be using your skills to recognise the opposite, that the manufactured goods are too good quality and recommend to your local satrap that they act with more suspicion around these traders, because their goods are too good for what that area makes. Or you're going to be generating plot for the party because you need a certain resource to build them the manse which can forge jade-steel, and the entire party has a big interest in being able to make their own jadesteel so - ta da! Plot hook!
But at the heart of it, when crafting wonders is defined as a strategic-scale activity of the same level as "the sorcerer is laying a working on the land to make the swamps into farmland" and "the bureaucrat is organising work gangs to build a road network", then players who want to focus on that can walk into a game and explicitly say "I want a focus on nation-building and seasonal play", and if the GM doesn't want that, they can tell them that outright and expectations can be set OOC and there doesn't have to be drama about "we spend all our time on the move, none of us can use any of our seasonal-length skills".
My view has always been that the primary issue with artifact crafting in Exalted is due to the model of artifacts used traditionally in the game being remarkably close to D&D magic items. Stuff which grants you really useful magic buff effects, which improve your combat numbers in an extremely efficient way. Stuff which grants you powers and abilities you can't access as a normal part of your character builds which also do not cost permanent character-building resources.
As long as this model is what artifact items in the game look like, there will always be a systemic incentive to get loads of magic bling, because magic bling is useful, and a non blinged out character is noncompetitive with someone who's a walking Christmas tree of carefully selected magic items. Given this fact, if your system allows you to hide in a cave and build magic bling until you're encrusted in Codpieces of Attribute Buffing +10, you're going to have a metagame problem whatever the crafting system process looks like.
I can't think of a better way to do it, though. Can you? I mean, "magic swords of legendary power exist" isn't really negotiable, so magic bling is always going to be super-desirable.That's a valid way to solve the magic bling effect, but also produces a combinatorial hell problem for balance (or rather, does not eliminate the combinatorial hell problem that already existed, and makes it worse by explicitly bringing in the cognitive baggage of Charmsets), so I don't think that's a great solution.
I can't think of a better way to do it, though. Can you? I mean, "magic swords of legendary power exist" isn't really negotiable, so magic bling is always going to be super-desirable.
That's absolutely negotiable: you can simply do something like "the legendary power involved is all in the wielder rather than the tool, and the tool is just a really good tool, which gets a name and exaggerated boasts made about it because of the association with the guy using it".
For example, Cloud Strife's buster sword is iconic, named and impossible to extricate from his image, but it also doesn't do anything that swords don't already do. This model could be used instead of the one which assigns Charm-like abilities to objects, which requires you to balance said Charm-like abilities against all potential users' Charmsets - to continue on with the example of Cloud Strife, Omnislash is Cloud's ability, not the sword's.
Whatever you need to do in order to not have to balance charms or charm-equivalent abilities against multiple different splats is worth doing. It's already a headache to handle testing in exception-based systems, courting more problems is unnecessary.
Speaking of which, here's Kerisgame part 41! In a swanky new doc, kicking things off with some character assassination and social sabotage that seems to have shifted Testolagh's opinion of her from thinly-veiled hostility to grudging respect. Also in which she shows off her demons a bit more, and Echo is overjoyed at being proven right in that bribing people with ribbons totally does work, hah!
That's absolutely negotiable: you can simply do something like "the legendary power involved is all in the wielder rather than the tool, and the tool is just a really good tool, which gets a name and exaggerated boasts made about it because of the association with the guy using it".
For example, Cloud Strife's Buster Sword is iconic, named and impossible to extricate from his image, but it also doesn't do anything that swords don't already do. This model could be used instead of the one which assigns Charm-like abilities to objects, which requires you to balance said Charm-like abilities against all potential users' Charmsets - to continue on with the example of Cloud Strife, Omnislash is Cloud's ability, not the sword's.
Whatever you need to do in order to not have to balance charms or charm-equivalent abilities against multiple different splats is worth doing. It's already a headache to handle testing in exception-based systems, courting more problems is unnecessary.