Interesting. The reaction I've bumped into from veteran players has been more, "They've made me miss the steps. I hated the steps. How have they made me miss the steps?"

I think the heart of the issue is that the steps aren't gone; Exalted's combat resolution sequence isn't actually any simpler than it ever was.

I sat down and tried to map out the steps in a single attack, including all of the points when a Charm could activate, and... it's nightmarish. It's substantially more complexity, I think; it's just not laid out in the combat section so that you can clearly see the complexity.
Here is the big dirty secret about the 10 Steps: They're actually Extremely optimistic about the system's own complexity, and that is one of the ways they were both necessary and could have been improved.

Steps 7 and 8 are almost Aggressively condensed into the "Damage Step" and the "Soak Step" for however many effects each ends up juggling, and the effects-priority between Attacker and Defender is never spelled out clearly. A more realistic take, where every piece of attack resolution has its own "slot" to breathe the same way Step 1: "Declare and calculate die pool, Charms and targets" and Step 2: "Declare defense and Charms" were formalized would push an upwards of 15-18 distinct Steps, and that doesn't click in the reading mind as easily.

But that is also one of the greatest benefits of the Steps, the vast majority of those distinct elements turn completely invisible when you do not need to reference them. All they exist to do is insist "I happen to occur between These Things, in the event a Reflexive Charm is used." If no one is using Counterattacks, you never need to think about Step 9. If no one is rerolling with Third Excellency, Steps 4 and 6 are bypassed entirely. Hell, if you activate a Perfect Defense, everything past Step 2 is voided.

Once you know the basics, the simplest roll only uses Steps 1-3, 5 and maybe 7, 8 and 10 if it works successfully. None of which actually Requires you to remember "We are moving from Step 2 into Step 3," only "I know his Defense, but I have not rolled my pool for successes yet."

The grandest irony though, is that Steps 4 and 6 existed entirely to take advantage of Third Excellency, and this edition has possibly ten times as much rerolling effects, if not more, with no solid grounding for where it actually occurs in the resolution. It is mind-bogglingly backwards.
 
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I'll be honest I never considered that anyone would ever play Exalted by hand why would you roll that many dice by hand play near a computer or phone with a roller app. Call it one of the tradeoffs.
The same point applies for dice rollers, because either you start counting by hand or you start adding a bunch of options that will make it more complex and create more failure points in the code.
I have seen no dice roller that can handle 3Ex. In case you forgot:
Let's look at some reroll mechanics from the leak!
  • Reroll all of X (and Y) until X (and Y) no longer appear(s).
  • Reroll X (or Y) non-success dice.
  • Reroll as many of X as you got Y; rolling more Y on the reroll allows more rerolls of X.
  • Rolling player rerolls successes
  • Reroll non-successes.
  • Reroll any result but X.
  • Treat X on opposing roll as Y on your roll.
  • Reroll X until a success doesn't appear.
These are all general templates, not specific examples. I used Ctrl+F on "reroll" to find them. There are multiple instances of most of these.

That second to last one isn't technically a reroll, but can trigger other reroll mechanics - and requires seeing the opposing roll before you know. And that can then trigger rerolls (and your opponent might have similar mechanics). And you can force your opponent to reroll - I hope you can see how that combos with the other mechanics to be a problem.
I bolded two really important ones.

Dude. You are the ST. Anything you don't like is out. Having players bitch at you because you removed a thing you didn't like is not the game's problem, it's yours and your group's. Not all Charms are written to appeal to everyone, and the game is written assuming the ST will remove it if he hates it that much, and let his group know ahead of time that, 'hey, this is a game without Dual-Magnus Prana or God-King's Shrike' or whatever. If that doesn't work for you, well, sucks but that's not a compelling reason to remove a Charm they like from the game.
:eyebrow:
Hang on.
Use Rule Zero to fix the system!
There.
This is a much shorter way to type that point.
(It's also a bad point.)

Hell, if you activate a Perfect Defense, everything past Step 2 is voided.
Not quite! They happen, but only to enable Step 9.
 
This is a much shorter way to type that point.
(It's also a bad point.)
Dice roller: I don't find it that hard, but yeah, I can see how it would be annoying. That, though? No. The system isn't broken. This isn't rule zero fallacy. This is you not liking part of the system and complaining that the system doesn't adjust itself to your preference. You not liking shit doesn't mean it needs to be fixed, it means you don't like it. It's not the system's fucking problem when your group bitches at you because you aren't letting them take a Charm that bugs you, it's yours.
 
So stepping away from the 3e debate redux part infinity...

I was thinking about Martial Arts. Specifically how it would be best to represent Martial Arts in Exalted. There are a number of factors which interact with Martial Arts and why I like them and why they are extremely problematic for the gameline. I will cover these in brief.

Pros:
* Martial arts are universal, this means creating a Martial Art expands the combat options for most splats rather than just one. This is good because it means that a crafted martial art is useful in most games and can be used by most antagonists.
* Martial arts are self contained fighting styles. This makes it easier to stat up combatants by adding a martial arts style since it makes that combatants fighting style instantly predefined.
* Martial arts are aesthetically pleasing. There are certain types of people who like playing up the wuxia/anime inspirations of Exalted, who like talking about Poetically Titled Combat Style and who find the idea of martial arts being this thing you can find dojos for in every part of the setting including hell, the underworld and the steampunk-communist-dystopia-dyson sphere really entertaining. They like the idea of dedicated tournaments for martial arts all over Creation and beyond.

Cons:
* Martial arts are universal. This means that they increase charmshare which means that they must be balanced not only within the style, and the style within the set of all martial arts but also the style within the set of all martial arts and all other charms everywhere ever. This is, to say the least, a lot of work that is really not worth doing.
* Martial arts are complex. Even the simplest style often has eight Charms, often divided across 4 ranks of Ability requirements and 2 or 3 Essence levels meaning that learning and developing a single style is often a major investment of character resources. Their utility is often obfuscated between in-style synergy effects that are not spelled out explicitly and require system mastery to grok. These factors disincentivize players from investing in them rather than the low hanging fruit of basic in-splat combat Charms with straightforward effect. The only reason to get them is because:
* They are too powerful and create single ability builds. Martial arts often grant access to higher tier combat powers that the splat normally can't access (mortals, dragonblooded, Sidereals) or grant access to effects outside the purview of Martial Arts and that step on other abilities toes such as bonuses to Dodge, Soak, movement speed and modes of movement and in the most egregious cases social and intellectual skills.

So how do you preserve the Pros and ditch the Cons? One way would be to use @EarthScorpion's Style system. Which if your goal is a rules lite approach, I would recommend. This is unsatisfactory to me for much the same reason moving Exalted over to FATE or replacing Charms with FATE-esque Aspects would be. I want Martial Arts to be a unique mechanical widget that you can balance with the other unique mechanical widgets of the game without introducing to much in the way of "argue with the GM that of course my Auspicious Legalist Courtier style applies when trying to bargain for the cost of caravan supplies because I can quote The Essential Implications of the Six Houses of Thought." I don't like 'justify this mechanical widget through argument with the GM mechanics' because it gives an unfair advantage to people who are more creative, flexible and charismatic in the real world.

So I was left looking for a way to incorporate Martial Arts in the game without being too handwavey and without being as complex as multi-Charm Styles. I decided that having Martial Arts be Charms is Right Out. There is simply no way of creating an easy-to-balance system when I have five to ten Charms per style that have to be balanced with all other styles and then with all other Charms everywhere ever. Combonotorial Hell is the term coined to describe this for a reason. Further, I realized as I was leafing through Martial Arts styles that I like that in most cases the styles were often filled with useless cruft and waste of wordcount Charms. Many styles, because they have to be self-contained Charm based combat styles, often spend a lot of their wordcount reinventing the wheel over and over. There are a ridiculous number of "this Charm gives you a bonus to parry, or this Charm gives you a bonus to attack" Charms that, frankly, are not required. The really interesting components of most Styles consist of at most three cool effects. These effects were often scattered into clumps of Charms that build off of or amplify each other but had to be broken down into smaller Charm-sized units for balance; after all you can't buy an entire combat style for 8xp so you have to hide the good effects behind five or six 8xp sized speedbumps. You couldn't even make these speedbumps basic charmtech since the nature of Styles meant that you could not count on every user having access to, say, First Martial Arts Excellency or Fire and Stones Strike or Words of Power. You had to include speedbumps in every. Single. Style.

So Martial Arts as Charms is Not Working. This leaves me with two options; I can steal from another mechanical subsystem already int he game or I can create a new one like the aforementioned Style System. I don't want to do the latter for reasons explained plus I don't want to reinvent the wheel too much. Creating an entirely new mechanical subsystem strikes me as a shitload of work for relatively little gain. That leaves the former option; stealing from an existing subsystem. There are basically three magical ability subsystems in Exalted aside from Charms; sorcery, thaumaturgy and artifacts/crafting.

Considering thaumaturgy I decide to avoid it right away. Thaumaturgy is, frankly, too weak to consider for what I want and the methods behind it are balanced around long, expensive process for transient effects. Hacking that into a martial arts subsystem would be basically equivalent to creating a new subsystem from scratch.

Sorcery, at first, seems to be a perfect fit. First off, it has a lot of thematic similarities to Martial Arts as balanced. It breaks down into three 'levels' of power; Emerald Circle/Root of the Perfected Lotus, Sapphire Circle/Bulb of the Perfected Lotus, Adamant Circle/Flower of the Perfected Lotus. It also has a lot of self contained units of magical effects and since each Spell is self-contained it avoids reinventing the wheel and speedbumps for the most part. However in the end I don't like it. Like Charms, Spells are limited by the fact that each has to be balanced around the XP cost of a single spell. That is, no spell can be significantly better or worse than a spell of the same Circle which costs 8xp. Spells, especially the complex ones, tend to bloat out a great deal. You can spend an entire page detailing out the effects of a spell that would fit a dozen Charms. If I went with spells I would be not avoiding the complexity-bloat, I would just be hiding it behind in spell wordcount. Further, the aesthetics of Sorcery are very much a unique and interesting part of Exalted and I don't want to water it down with Yet Another Type of Sorcery This Time With Punching (also, endless jokes about "I Cast Fist").

Which leaves us with Artifacts. On the surface this seems absurd. The subsystem for creating interesting unarmed combat styles based on the subsystem for creating magical bling? Yet the more I examine the idea the more I like it. All it takes is a simple perspective shift. The goal of Martial Arts is to turn the user's body into a weapon. In this paradigm of mechanics the Martial Arts Style is not an artifact. The Martial Artist is the artifact. The goal of martial arts training is not to teach you a combat style, it is to transform you into a martial artist of that style. In effect you use the body of the person as a living artifact, forcefully hammering their essence and physical and mental conditioning into a tool you can use to fight. Your sifu doesn't just teach you some essence manipulation tricks, he has you undergo a grueling ritual of transcendence that reforges you. You exit the process as a different kind of being than before, one who has been sculpted into a specific kind of warrior. Martial Arts as transhuman ascendance. I like the idea.

Mechanically its very simple as well. What I want out of martial arts is a set of very simple combat bonuses and one to three unique combat tricks. This is already exactly how Artifacts work in game. They give static bonuses, and then depending on their rating give a small handful of unique combat mechanics. You essentially create the entire Style as a single Artifact, with a rating based on its utility value just like any other Artifact. At the most basic level a one or two dot Style would be the equivalent of an Artifact Weapon for Unarmed Combat; that is it would be slightly higher combat stats. For more complex Styles in the three to five dot range you would grant a handful of combat powers equivalent to what you would grant to a three to five dot artifact weapon.

This eliminates a lot of the complexity of the existing Style system. There is no need to reinvent the wheel a hundred times. You can have players fill in basic combat abilities with their native Charmset just like they would if they picked up a Daiklave or a Powerbow. It severely reduces, but does not eliminate, the combination problems. At the very least the combination problems get reduced down to the set of effects permissible for Artifacts in general and while this is a lot its significantly less than the set of effects in dozens of ten Charm+ styles (Evocations need not be mentioned). If you wanted to reduce this complexity you would have to eliminate Artifacts as well, which is probably a step too far. I also don't see many people complaining that artifacts break the game except for a rare few exceptions.

In this regard we can rethink the way we handle martial arts idea. Martial Arts training becomes the equivalent of Crafting Time with much the same effect. "A Style" becomes like "A Daiklave", while a master sifu can know the basic process of training a person in a style each result (each martial artist produced) would be different. They even have their own names. :p To learn a martial art you would have to find a sifu willing to teach you, and this sifu is going to have to spend a great deal of time and resources on you. The relevant Ability for training Martial Arts is War, which limits the maximum rating in the Style you can create as normal. Thus for most sifu's in the Second Age means you are limited to a Style rating of 3 or below, finding a Sifu who can teach a rank 4 or 5 or N/A style would be... extremely unlikely (unless you are a Sidereal).Training is also an expensive process, you have to house, feed and teach your subject. They have to undergo rituals of purification, eat special diets, engage in daily drills that exclude all other actions, engaging in sparring matches, recover from injuries during training, use training equipment which breaks and wears down over time. This means you have to expend Resources on the student at the equivalent level of an artifact. Also like Artifact you would have to have access to Exotic Training Methods; just like Exotic Ingredients and in the same levels. Unlike artifacts these are unlikely to be physical things and more likely to be the aid of specific beings, exotic locales and so on. "Train on top of Mount Meru" would be a valid Exotic Training Method for Air Dragon Style, for example. "Be trained by a Sidereal Grandmaster" would be a suitable Exotic Training Method as would "Be Teaching an Essence 3+ Solar Exalt" be another. "Have Mara Aid The Training" is an Exotic Training Method for required for Black Claw Style. The possibilities are endless and, like Craft, are meant to encourage players to seek out and secure unique sources of knowledge that can only be done by adventuring. While having your Gold Faction sifu train you in the privacy of the Cult of the Illuminated safehouse may count for two exotic training methods if you want to learn a level 5 Style you're going to have to do stuff like spare with Ligier in the flensing winds of Kalmanka on the border between Cecelyne and Kimbery so you can master Infernal Monster Style. Like Craft there would be War Charms which allow you to "teach above your weight class" so to speak as well as Charms to train people faster, and so on.

Like Artifacts, a Style would not have an explicit XP cost (though GMs can charge 3xp per dot, like an Artifact if they wish). They would be purchased at character creation with Background Dots, just like Artifacts and earned just like Backgrounds, via story methods. In game we would rename Martial Arts to Brawl and move 'native' combat charms back to Brawl cascades. Of course, this raises the question of balance with artifacts. One balancing factor of artifacts is they are Stuff and Stuff can be Lost, Taken or Destroyed. For the most part, you can't lose yourself (Eminem notwithstanding) and if you are taken or destroyed the last problem you have is no access to Martial Arts. So how does Martial Arts balance with other artifacts?

Well first, Martial Arts is mostly incompatible with other artifacts. Weaker styles that only give you an upgraded combat statline can't be used with mundane or artifact weapons for the same reason you can't stack your Punch combat stats on top of your Daiklave combat stats. Martial Arts also don't give Magical Material Bonuses (except for Alchemicals?) because they are designed for flesh, not magical weapons. A Charm which upgraded your Unarmed attacks with your Magical Material Bonus would certainly be something most splats would have access to, of course (for instance, Malfeas would have one branching off Viridian Legend Exoskeleton).

Second, like most other artifacts a Martial Arts Style likely has an Attunement cost. Styles with no Attunement costs are possible, but these are likely to be extremely weak style with one or two dots designed for mortals (like Slayer Khatars, for example).1​ Unlike most Artifacts the attunement for a Martial Arts Style can never be removed. You are, in effect, investing a portion of your Essence permanently into your own body to transform it. For the most part a Martial Arts Style can't be 'removed' or 'unlearned'. The level of change required would be the equivalent of permanently maiming your body and similarly unpleasant to undergo; GMs may allow skilled surgeons to mutilate your character (leaving cool scars) or may allow inflicted Mutations to change your Essence sufficiently to justify removing a Martial Art (and its attunement cost) from your character. Exaltation is always a justification for removing Martial Arts, though it does not have to. Even if you remove a Martial Art you can't easily 're-equip' it. The process of learning it is just as difficult the second time around, with the added problem of convincing your Sifu to spend his valuable time since you managed to so monumentally screw up you wasted all his hard work the first time around.

Third, martial arts is not something you can easily 'stack' on the character. Remember that the process of training you to learn martial arts is basically turning you into an artifact human. Learning another style isn't as simple as finding another sifu willing to train you, anymore than turning your Daiklave into a Daiklave of Conquest. If you want to learn another Martial Arts Style you have two options; the first is to reforge your body into a new one suited to the new Style and loose access to the benefits of the old one. This is basically the equivalent of breaking down an Artifact for parts towards forging a new Artifact, you can even count your Style as an Exotic Training Method if the style you are learning is no more than one dot higher than your existing style (ie, if you known Style A a 4 dot style, it counts as an Exotic Training Method for Style B, a 5 dot style). In this way there are Martial Arts with different 'levels' of mastery. For example, the Dragon Styles of the Immaculate Order are broken up into five Coils of Mastery. Monks are trained in the styles in order, using their lesser mastery as an Exotic Training Method for higher mastery and gaining more advanced combat abilities as they advance. Mortal Immaculates can even learn these styles, to the first and (rarely) second coil, though the fourth and fifth coil require 'secret training methods' from disguised Sidereal masters.

The other option is to try to incorporate the two styles. This is a complex process, equivalent to building a complex magitech device with multiple functions like a suit of Ashigura Armor. Using the existing system you suffer a -1 external penalty to your War rolls to teach a Martial Art without destroying any existing one for all the dots of Martial Arts you wish to preserve. Eg; if a person knows a 2 dot Style and a 3 dot Style you suffer a -5 success penalty on every Training roll to preserve those styles. Once you succeed all is not overwhelming power either. First you don't stack the basic combat stats of the styles on top of each other, nor do you get to pick the best of both. Instead if you know more than one Style you can choose which to adopt, called the "Form" you are using. You gain the combat statline of the Form you are using. Switching forms can be done at any time as a Speed 5/DV -1 Miscellaneous action or the equivalent of drawing a new weapon in mid-combat for whatever system you are using. You have normal access to any special abilities granted by the form you are 'in' at the time but limited access to the abilities of other Styles. You can use them, but it costs 1wp per Style per turn/action to access them in addition to normal costs. For example if you know three Styles and are in Style A's Form on your action you can spend 1wp to have access to Style B or C's special effects or 2wp to have access to Style B and C's special effects. (Some Exalts' particularly Sidereals, have native Charms which bypass this cost. Noteably NOT Dragonblooded.)

Finally if you have more than one Style at the same time you gain a dot of Practices or increase your current Practices rating by 1 for each Style beyond the first (to a maximum of 6). What is Practices? I'm glad you asked hypothetical rhetorical device! Practices is the equivalent of a Repair rating for Martial Arts. Practices are a way of 'jury-rigging' martial arts to be better than they should be by creating unstable essence pathways that require constant correction. Practices, like Repair ratings, are a thing that only came into vogue during the Shogunate when the Dragonblooded no longer had access to Celestial Sifu on a regular basis and were forced to kludge together a system for keeping their combat abilities sort of on par at great cost. Practices are a series of special exercises, meditation methods, diets and associated training regimes that must be regularly undergone to keep the Martial Artist in balance. To perform a practice you must have a minimum rating in War, Medicine and Integrity based on the Practices rating (see Wonder of the First Age, Integrity = Lore, Medicine = Occult, War = Craft) or access to a Sifu whose rating equals your Practices rating. You must also expend the listed Resources per month. If you engaged in any combat this increase to per week. This represents special diet, training regimes and so on you must undergo. You must spend the listed time practicing per week, or per day if you engage in any combat that day. Failure to meet these requirements means that one of your Martial Arts chosen at random by the GM ceases to function entirely and you suffer a -1 internal penalty to any combat related roll (but not mental of social rolls) until you undergo a montage of retraining to 'get back into shape' (mechanically identical to repairing a damaged artifact with your Practices - Repair rating). If you know multiple Styles this continues each increment of time you miss until you have access to no more Styles. (Note: This is fairly common for old retired Dragonblooded, while the Coils of the Dragon are designed to be Practice Free many Dragonblooded learn more than one Style in their lifetime and develop a Practices rating because of this; as a result of letting themselves 'get out of shape' this means they are less dangerous in combat than their advanced years, and Essence, would indicate... unless they are gearing up for war and go to the temple for a brief sabbatical that is.) You may also use Practices as an Exotic Training Method for a Style, in which case the Practices rating must be equal to the Style rating.

1: Yes, you can build a mortal designed martial art that drains a mortal's life force like Gunzosha Commando Armor, causing them to age twice as fast. Considering they can't 'unlearn' it this is basically halving their life no matter what so you better be fine with doing that to people. Advising them up front of the drawbacks is also up to you.
 
Regarding charm readability:

I haven't read the backer release or any of the leaks, but I have read the texts of a few charms here and there. These charms may have been cherrypicked for being poorly written but in general they feel like "blah blah Lawgiver...blah blah blah...paragon... exemplar...triumphs..." leaving me wondering where in the preceding two paragraphs it's actually described what the charm does.
 
Old Grandma with two handed sword?
What?

Also, I don't know if you knew this, but Celerity doesn't actually grant multiple attacks in nVamp.
What MJ12 said
Amusingly, nWoD has at least somewhat mitigated that. A Zweihander is Size 4, so the Granny is at -3 penalty to use it. That reduces the +4 it gives to a +1. By contrast, a Bowie Knife is Size 1 and 2(L), so she's at +2 when using it.

Therefore, Ol' Grannie is better off wielding a Bowie Knife when she gets into vicious fights in the old person's home.

(That, or wielding a Bastard Sword with two hands, which is Size 3 and 4(L) when used like that. I said "mitigated", not fixed.)
To be precise, the greataxe deals 5l at size 4, and the rule about -1 per dot of difference in strengh is given as a optional one, the base rule is just a flat -1
Giving Granny , assuming she has meele one from using all her sharp kitchen knifes and some pans against her husband, a damage pool of 1+1+5-1 =5 Which is equal to a regula adult using a sword. , thanks to the 9 again rule she of course deals on average more sucesses and so can kill the intruder faster then he can kill her.

But then at least it reduced the effect of Dexterity as godstat.

And we should turn that derail over to the propper thread.
 
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Regarding charm readability:

I haven't read the backer release or any of the leaks, but I have read the texts of a few charms here and there. These charms may have been cherrypicked for being poorly written but in general they feel like "blah blah Lawgiver...blah blah blah...paragon... exemplar...triumphs..." leaving me wondering where in the preceding two paragraphs it's actually described what the charm does.

Have a bunch of randomly selected Charms from the Backer PDF. I am literally just jumping rapidly through pages and then copy-pasting. We'll see how it stands up. Spoilered to avoid giant wall of text.

Shadow Over Day
Cost: 1m or 2m; Mins: Socialize 3, Essence 1
Type: Reflexive
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
The Solar flenses herself of emotion and expression, shedding her façade to become inscrutable. The Solar may reflexively raise her Guile by one point. At Essence 2+, the Solar may pay two motes for two points of Guile.

Perfect Shadow Stillness
Cost: 1m, 1wp; Mins: Stealth 2, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Lawgiver's stealth technique is honed until it's flawless. Perfect Shadow Stillness allows a reroll of any Stealth-based action, preserving the 10s from those results and rerolling the remaining dice. At Stealth 5, succeeding at a stealth attempt with this Charm awards the Solar one
point of temporary Willpower.

Fivefold Shadow Burial
Cost: —; Mins: Stealth 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sound and Scent
Banishing Attitude
The Solar is a master of stealth deception, capable of defeating each of the five senses. This Charm represents the Solar's mastery of stealth by subtracting 2 successes for every 1 rolled in any Perception- or Awareness-based attempt to spot her. This penalty does not stack with the penalized 1s affected by Ten Whispers Silence Meditation.

Element-Resisting Prana
Cost: —; Mins: Survival 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Hardship-Surviving
Mendicant Spirit
Through this Charm, the Solar becomes able to survive in any environment. When the prerequisite is active, the Solar can withstand the heat and toxic fumes in the caldera of an active volcano, can walk underwater with no ill effects, and can even withstand the hostile and inimical climes of the Elemental Poles. While Hardship-Surviving Mendicant Spirit is active, reduce damage from all elemental sources of environmental damage by the Exalt's Resistance rating.

Swarm-Culling Instinct
Cost: 2m; Mins: Thrown 4, Essence 2
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Flashing Draw Mastery
The Lawgiver answers the call of battle with a swarm of deadly steel. This Charm supplements a Join Battle roll, allowing the Solar to reroll a number of non-successes equal to the number of 10s in her result. 10s occurring in rerolled dice spark additional rerolls. In addition, if the Solar wins Join Battle, she may attack (Dexterity) opponents, rolling each attack separately so that she may alternate effectively between withering and decisive attacks. Swarm-Culling Instinct is expressly permitted to be used in combination with Charms that boost Join Battle results, so long as they are not based in Archery, Melee, or Brawl.

War God Descendent
Cost: 3m; Mins: War 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Solars descend from the highest war god in Heaven. They speak armies into existence, and their mere presence is a call to arms. This Charm supplements the Strategic Maneuver roll (p. 211); as the Lawgiver develops a tactic for victory, fighters of the world are drawn to her call to
glory. Ignore the -1 penalty for troops with poor drill, and increase the battle group's effective Size by one upon joining battle.


Inner Eye Focus
Cost: 4m; Mins: Awareness 5, Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Unswerving Eye Method
With flawless gaze and unswerving eye, the Exalt's vision corrects itself, eating away impurities and anomalies to give her the most perfect view. When contesting a Stealth or Larceny action against the character, this Charm can be used to create a cascading reroll, eliminating non-successes from the Awareness roll as the Solar's vision corrects itself. After an Awareness roll, record successes and reroll (Essence) non-successes. For each of these dice that turns up a success, reroll another die until the cascade fails to produce any successes. Dice rerolled by Sensory Acuity Prana are not included in the cascade. This Charm may also be used in Join Battle against an opponent the Lawgiver can see.
 
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Holden was horrified that you had that interpretation to begin with and were legit talking about it as a thing that might be done. It's somewhat naive, given how awful people can be, but quite frankly I don't find his reaction to be that ridiculous. Inappropriately rude, admittedly, but given that he was seeing people talking about something incentivizing rape, like, 'Hmm, this seems tactically valueable, people will start raping with this', yeah. I can see why he reacted as he did.
It was the combination of "You people are sick" and "CBT is perfectly fine as-is" that really did it. If Holden had gone "You people disgust me on a visceral level but we didn't intend for the charm to be used like that and so are making a small change," that would have been fine. If he had gone "CBT is working as intended, Exalted is a somewhat cynical game" that would have been another thing.
Dude. You are the ST. Anything you don't like is out. Having players bitch at you because you removed a thing you didn't like is not the game's problem, it's yours and your group's.
Having players bring me their concerns over the way the game is going and how we have differing visions of what the game should be is my group working as intended. Saying "SO SPEAKETH THE ST" means I have failed part of my job. (Unless it's an edge case that comes up in play, where I'll instead make a judgement call and be willing to admit I was wrong if a player can point me to the rules.)
Fivefold Shadow Burial
Okay, since this is a permanent effect does subtracting successes occur before or after rerolling 1s and rerolling based on successes?
Perfect Shadow Stillness allows a reroll of any Stealth-based action, preserving the 10s from those results and rerolling the remaining dice.
So, one reroll or a repeated reroll because it says results (plural) instead of result (singular)?
 
Okay, since this is a permanent effect does subtracting successes occur before or after rerolling 1s and rerolling based on successes?
So, one reroll or a repeated reroll because it says results (plural) instead of result (singular)?
On Fivefold Shadow Burial:
Order of Operations (Exalted Third Edition Core, page 252)
Charms that reroll or otherwise remove numbers from a roll's result perform this action before other Charms can act upon them. If an attacker's Charm rerolls 1s, a defender's Charm which turns 1s on the attack roll into negative successes will not function unless the Charm's text specifically
says that it does. One example of a rerolling Charm is Excellent Strike (p. 346), while Rumor of Form (p. 301) is an example of a Charm that preys upon 1s. In a contest, Rumor of Form would be unable to affect an attack supplemented by Excellent Strike. As a rule of thumb, any Charm that acts on the effects of other actions considers that action after all modifiers have been put in place. If a character has a Charm that increases
the base damage of her next attack for every success an opponent rolls, then she would wait until her opponent has used all (if any) rerolling effects before her Charm starts counting successes and turning them into base damage.

On Perfect Shadow Stillness: Rolling 10 dice gives you ten results. The results of the dice roll. You reroll once. You could nitpick it but I mean...it's pretty freaking obvious.

On the points I didn't directly address: Fair enough, I guess.
 

This is one of the cooler ideas I have seen for solving the problems of Martial Arts, so I am quite intrigued.

That being said I am rather curious as to what a finished Martial Art would look like in this set up, as well as how to balance them against artifacts and each other given the questionable writing of many existent artifacts?

Should we just use basic artifacts as a baseline for the basic stat bonuses and appropriately fluffed spirit charms for the powers granted by the martial art? Or do you have something else in mind, when it comes to balancing out the specifics?
 
There is simply no way of creating an easy-to-balance system when I have five to ten Charms per style that have to be balanced with all other styles and then with all other Charms everywhere ever.
Not to ignore the rest of your post (as it is something of an interesting idea!), but there is actually a solution here, if extremely tangential. The first mistake with Martial Arts was the idea that splat-first should be the focus of the entire Charm system, rather than Martial Arts despite Exalted being nominally called "a kung-fu game."

The obvious answer then is to rebuild the basics of combat Charms be Martial Arts exclusively as their core foundation, and then stack the option of splat-centric combat Charms on top of those foundation abilities similar to the implementation of Hero Styles. This requires a bit more formalization than a typical tree, since this would require every Martial Art to have universally-compatible pieces for Melee, Thrown, Archery, Resistance and Dodge as the introductory options, but then again, Martial Arts are intended to be Traditional and Formal Battle Styles, so it doesn't make much sense to hedge them into such tight niches as "I only punch" or "I only Dodge" in the first place. This is actually not as hard as it might seem, since as you pointed out a good many Martial Arts styles share big chunks of components already, some deliberately shittier or gimmick-laden than the alternatives for no real gains in the methods they are used, so assuming those Charms disappear in a poof of "general Melee prereq" doesn't really change things a great deal.

Additionally, this opens up routes to answer the flaws of Combo Hell by gating off "enhance my Martial Art" into the splat-centric end of things through the use of relevant Ability upgrades, where the only things needing to be compared is one foundational Martial Arts (Dodge) charm with another, and etc. Expanders for the "core" Martial Arts Charms and the inclusion of more splat-centric prereqs to fill in non-MA alternatives could also be thrown in somewhere along the line as well, for someone who decidedly wants to go "pure splat" or "pure Martial Artist" as necessary.

So no, its not Impossible. It just requires a more strict sorting system than Exalted has ever shown towards its "pick a bunch of stuff and hope it works nicely" powers-arrangement.
 
What is Ravana Quest? I've seen it while browsing the forums, but I have no clue about anything on it except that it's exalted?


It's an Exalted/Vedic Mythology crossover with @MJ12 Commando's Aberrant stuff added for mechanical stuff. Technically it's set in Heaven's Reach, but I've, uh, made a lot of changes to the setting and it's conceptually more reminiscent of Star Wars or Redline with an Exalted aesthetic in setting detail.
 
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Dice roller: I don't find it that hard, but yeah, I can see how it would be annoying.
It's not hard. It's tedious and unnecessary. All it does is let you roll dice more. You're not actually doing anything to roll those extra dice. Rolling more dice for the sake of rolling more dice is not something you should fill a system with.

That, though? No. The system isn't broken. This isn't rule zero fallacy. This is you not liking part of the system and complaining that the system doesn't adjust itself to your preference. You not liking shit doesn't mean it needs to be fixed, it means you don't like it. It's not the system's fucking problem when your group bitches at you because you aren't letting them take a Charm that bugs you, it's yours.
... Was I wrong in my understanding that your explanation for why the charms are fine (despite DMP bringing up some questions about the setting when you don't just ignore what it actually involves doing and GKS giving anyone that takes it a consequence-free WMD as-written [which you have mentally fixed with - guess what! - Rule Zero]) is that an ST who doesn't like the charm can invoke Rule Zero (i.e. "I am the ST, and I don't want these in my game") to remove them?
 
It's not hard. It's tedious and unnecessary. All it does is let you roll dice more. You're not actually doing anything to roll those extra dice. Rolling more dice for the sake of rolling more dice is not something you should fill a system with.


... Was I wrong in my understanding that your explanation for why the charms are fine (despite DMP bringing up some questions about the setting when you don't just ignore what it actually involves doing and GKS giving anyone that takes it a consequence-free WMD as-written [which you have mentally fixed with - guess what! - Rule Zero]) is that an ST who doesn't like the charm can invoke Rule Zero (i.e. "I am the ST, and I don't want these in my game") to remove them?
My argument for Dual-Magnus Prana is 100% 'don't like it get rid of it' because it doesn't have mechanical problems, it has stuff people don't like about it. It works exactly as intended: A wondrous simulacrum used to escape death, the details of which are up to the individual tables. It is an extremely high-end power, is the prereq for nothing, and if you don't like it the solution is don't allow it in your games, because the Charm was not written for your preferred playstyle. My answer to GKS is that the consequences of calling devastation down on an area that large don't need to be pointed out anymore than the consequences for stabbing someone important with a Melee Charm. Violence always brings consequences, and GKS is a very narrative power that is supposed to be kind of up to the individual tables. If you don't like it, remove it or fix it to your preference. It doesn't have a set way its supposed to go because it's supposed to be a bit different every time, and this is not a problem in the eyes of Third Edition. If you don't like that, you may change it. I am not saying 'it's flawed but that doesn't matter'. I'm saying 'it's doing exactly what it was written to do because it is written with different assumptions than yours'.

GKS and DMP are both pretty similiar in that regard. It's not that no one considered the consequences of a power gamer using it, it's that they didn't feel that that merited not doing the Charm the way they want, because either the ST will be fine with it, and more power to them, or they'll reign in the player, and more power to them. The edge cases where the game explodes are written off as casualties of the group being able to be destroyed over an argument about a single Charm.

It's not incompetence. It's priorities entirely different from your own, written for people who like this kind of thing. If you don't, that's okay. Not everyone was meant to like it.
 
This is straight up Rule Zero fallacy.
No, it's not, because the problem isn't with the Charm. I'm not explaining away a mechanical flaw. I'm explaining the Charm is meant for groups that like how it handles things more loose and narratively, and the groups where it causes problems are just not the groups it is written for. It is flat out not meant to be something everyone might enjoy, it's a high-end power written with certain ways of play in mind and it won't work for everyone and it's not supposed to.
 
Have a bunch of randomly selected Charms from the Backer PDF. I am literally just jumping rapidly through pages and then copy-pasting. We'll see how it stands up. Spoilered to avoid giant wall of text.

Shadow Over Day
Cost: 1m or 2m; Mins: Socialize 3, Essence 1
Type: Reflexive
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
The Solar flenses herself of emotion and expression, shedding her façade to become inscrutable. The Solar may reflexively raise her Guile by one point. At Essence 2+, the Solar may pay two motes for two points of Guile.

Perfect Shadow Stillness
Cost: 1m, 1wp; Mins: Stealth 2, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Lawgiver's stealth technique is honed until it's flawless. Perfect Shadow Stillness allows a reroll of any Stealth-based action, preserving the 10s from those results and rerolling the remaining dice. At Stealth 5, succeeding at a stealth attempt with this Charm awards the Solar one
point of temporary Willpower.

Fivefold Shadow Burial
Cost: —; Mins: Stealth 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sound and Scent
Banishing Attitude
The Solar is a master of stealth deception, capable of defeating each of the five senses. This Charm represents the Solar's mastery of stealth by subtracting 2 successes for every 1 rolled in any Perception- or Awareness-based attempt to spot her. This penalty does not stack with the penalized 1s affected by Ten Whispers Silence Meditation.

Element-Resisting Prana
Cost: —; Mins: Survival 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Hardship-Surviving
Mendicant Spirit
Through this Charm, the Solar becomes able to survive in any environment. When the prerequisite is active, the Solar can withstand the heat and toxic fumes in the caldera of an active volcano, can walk underwater with no ill effects, and can even withstand the hostile and inimical climes of the Elemental Poles. While Hardship-Surviving Mendicant Spirit is active, reduce damage from all elemental sources of environmental damage by the Exalt's Resistance rating.

Swarm-Culling Instinct
Cost: 2m; Mins: Thrown 4, Essence 2
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Flashing Draw Mastery
The Lawgiver answers the call of battle with a swarm of deadly steel. This Charm supplements a Join Battle roll, allowing the Solar to reroll a number of non-successes equal to the number of 10s in her result. 10s occurring in rerolled dice spark additional rerolls. In addition, if the Solar wins Join Battle, she may attack (Dexterity) opponents, rolling each attack separately so that she may alternate effectively between withering and decisive attacks. Swarm-Culling Instinct is expressly permitted to be used in combination with Charms that boost Join Battle results, so long as they are not based in Archery, Melee, or Brawl.

War God Descendent
Cost: 3m; Mins: War 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Solars descend from the highest war god in Heaven. They speak armies into existence, and their mere presence is a call to arms. This Charm supplements the Strategic Maneuver roll (p. 211); as the Lawgiver develops a tactic for victory, fighters of the world are drawn to her call to
glory. Ignore the -1 penalty for troops with poor drill, and increase the battle group's effective Size by one upon joining battle.


Inner Eye Focus
Cost: 4m; Mins: Awareness 5, Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Unswerving Eye Method
With flawless gaze and unswerving eye, the Exalt's vision corrects itself, eating away impurities and anomalies to give her the most perfect view. When contesting a Stealth or Larceny action against the character, this Charm can be used to create a cascading reroll, eliminating non-successes from the Awareness roll as the Solar's vision corrects itself. After an Awareness roll, record successes and reroll (Essence) non-successes. For each of these dice that turns up a success, reroll another die until the cascade fails to produce any successes. Dice rerolled by Sensory Acuity Prana are not included in the cascade. This Charm may also be used in Join Battle against an opponent the Lawgiver can see.
So none of those are egregiously purple, but at the same time, I don't see how any of them would have been worse with more technical language describing the crunchy bits.
 
No, it's not, because the problem isn't with the Charm. I'm not explaining away a mechanical flaw. I'm explaining the Charm is meant for groups that like how it handles things more loose and narratively, and the groups where it causes problems are just not the groups it is written for. It is flat out not meant to be something everyone might enjoy, it's a high-end power written with certain ways of play in mind and it won't work for everyone and it's not supposed to.

I see you don't understand why the Rule Zero fallacy is a fallacy.
 
I see you don't understand why the Rule Zero fallacy is a fallacy.
Rule Zero Fallacy: "It's not broken, you can fix it/ignore it."
What I am saying: "It doesn't need to be fixed because it's not broken, if you don't like what it does, ignore it."

I do not agree that Dual-Magnus Prana is flawed. It does exactly what it goes out to do. It's just not meant to have general appeal. It's not supposed to work for groups that don't like what it does. It's a pretty love-it-or-hate-it Charm, and it actively is meant to work a little differently for everyone. If you don't care for what it does, don't use it. You not liking it doesn't make it broken. It just means you're not one of the people it was meant to appeal to.
 
Rule Zero Fallacy is more properly "It's not bad because you can fix/ignore it."
My argument stands. Dual Magnus Prana is not bad. It has a purpose that many people like. Others disagree. It is only bad situationally. It is also only good situationally. If it's bad for you, don't use it. If it's good for you, use it. If you want to edit it to make it more appealing to you, then do that. Whatever is best for that table. It's there as an option, because some people like that kind of thing.
 
My argument stands. Dual Magnus Prana is not bad. It has a purpose that many people like. Others disagree. It is only bad situationally. It is also only good situationally. If it's bad for you, don't use it. If it's good for you, use it. If you want to edit it to make it more appealing to you, then do that. Whatever is best for that table. It's there as an option, because some people like that kind of thing.

Oh, come on. Look, I'll spell it out.

Rule Zero Fallacy
OBSERVATION: That rule is broken.
RESPONSE: No it's not. You can remove/fix/etc (Rule Zero) it.

I trust I don't need to tell you why this is a fallacy.

Scenario A
OBSERVATION: Charm A can be used to drop strategic nukes anywhere in the world from anywhere in the world with no possible way to defend or trace back the attack. That's what the Charm says, that's what it does. This capability is broken/undesirable on face value.
RESPONSE: Charm A is fine because the GM could stop the player from using it, add restrictions not present in Charm A's text or remove Charm A from the game.

Scenario B
OBSERVATION: Charm B can be used to perfectly "survive" being killed and perfectly "escape" the scene at a reasonably low cost, retroactively. There is no possible way on the attacker's part to prevent it from working. That's what the Charm says, that's what it does. This capability is broken/undesirable on face value.
RESPONSE: Charm B is fine because it's not for everyone, if the GM doesn't like it the GM should remove it from the game.

You see a pattern here, Fenrir?
 
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