Craft I will give you, but Dual-Magnus Prana I would argue the point. It basically does fuck over the combat economy, because it lets someone completely gyp you of a hard-earned victory with absolutely no defence, and instantly run away to the other side of the world. And unlike a PD - and it functionally is a PD - it has no Flaw of Invulnerability. It's a true Perfect Defence that also functions as a Creation-wide teleport with no Flaw that utterly no-sells a character who has sunk twice as much xp into Awareness Charms as Solar Magnus has put into Craft ones. It doesn't just shortchange Awareness builds, it spits in their faces and laughs.

For a Charm combo that doesn't shatter the game and is fully legal, would you accept Creation-Slaying Oblivion Kick as totally valid if someone likes the idea of an elder Sidereal being able to kicksplode everyone in Creation in the face?
No! No it doesn't, Aleph! It doesn't let you teleport to the other side of the world! It lets you be 'somewhere the ST finds plausible!' I know of no ST who would rule it as you're currently presenting it! And PDs don't have Flaws of Invulnerability anymore! Most of them aren't even perfects! Seven Shadow Evasion lets you PD once per scene! Adamant Skin gives you a ridiculous soak and hardness boost. Heavenly Guardian or whatever the Melee parry was lets you burn Initiative to block damage. Dual-Magnus Prana also requires a hell of an investment. More than I think you realize. Most Crafters have spent more XP on Craft than any Awareness person on Awareness.

Seriously stop making the comparison to Obsidian Shards, they are not even remotely comparable.
 
It lets you be 'somewhere the ST finds plausible!' I know of no ST who would rule it as you're currently presenting it!
Okay. I'm playing Solar Victor von Doom. I purchase Dual Magnus Prana. I describe in great detail how I construct my robot - see? I'm not even declaring it retroactively. Then I describe how I put it on a ship from my stronghold in the Summer Mountains that goes to the far Northwest, possibly roleplaying the journey a bit along the way and using Solar-tier disguise and travel charms to make sure I leave no trace of my journey. Then I use it to remotely attack the Circle of my arch-nemeses; the Fabulous Five. I cause great damage to their holdings and, through asymmetric warfare and some lucky rolls, even manage to kill one of them before they destroy my doombot.

I then start crafting to repeat this as many times as I want. It may take me decades, but hey, I'm a Solar, I don't give a shit. I'm going to live thousands of years.

This seems a perfectly plausible setup for "actually, I was in Latveria the Summer Mountains all along. Only you don't know that, and have no way to track me back there". I'm not sure on what grounds you could deny it to me, without introducing range limit clauses that should be clearly stated in the fucking Charm.
 
Okay. I'm playing Solar Victor von Doom. I purchase Dual Magnus Prana. I describe in great detail how I construct my robot - see? I'm not even declaring it retroactively. Then I describe how I put it on a ship from my stronghold in the Summer Mountains that goes to the far Northwest, possibly roleplaying the journey a bit along the way and using Solar-tier disguise and travel charms to make sure I leave no trace of my journey. Then I use it to remotely attack the Circle of my arch-nemeses; the Fabulous Five. I cause great damage to their holdings and, through asymmetric warfare and some lucky rolls, even manage to kill one of them before they destroy my doombot.

I then start crafting to repeat this as many times as I want. It may take me decades, but hey, I'm a Solar, I don't give a shit. I'm going to live thousands of years.

This seems a perfectly plausible setup for "actually, I was in Latveria the Summer Mountains all along. Only you don't know that, and have no way to track me back there". I'm not sure on what grounds you could deny it to me, without introducing range limit clauses that should be clearly stated in the fucking Charm.
I highly, highly doubt this will happen in many games, that is an extremely high level of play that takes a long damned time to reach. But, as it stands, no, I don't find that plausible. I don't feel that the Charm's operative range should be greater than a mile, tops. I am the ST. This is what I find plausible. Find a way to get there, in person, with that set-up, and have a way out.

"Unstoppable ST-adjudicated power that no-sells character concepts regardless of investment."

Did I just describe Breathing on the Black Mirror or Dual Magus Prana?
Eyes of the Unconquered Sun goes fuck you Stealth bitch. Solar Capstones can do that. Not really seeing the difference here.
 
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I don't feel that the Charm's operative range should be greater than a mile, tops.
Rule Zero Fallacy. If you want to have clauses like that, then they should be in the fucking Charm. Your homebrew does not excuse it, because if someone described a logical use of a Charm with no stated range limit like that; I would find it plausible. And when it is a newbie ST's antagonist character who they spent a lot of time building and don't want to lose to being ganked, this hands them a tool that says "it's perfectly okay to rob your players of their victory but leave them stuck with all its costs".

Because this is not just something I need to do as a player. It is something a newbie ST can do by mistake, because Dual Magnus Prana is a Doombot Charm, and so most people inexperienced with the line are going to look at it and think of Dr Doom, and the thing about Dr Doom is that he is never fucking killed. No matter how many times you smash his fucking face in, it is always another Doombot, and he's off in Latveria on the other side of the world.

This is the model that a newbie will use as inspiration for a Charm that lets you do that.
Eyes of the Unconquered Sun goes fuck you Stealth bitch. Solar Capstones can do that. Not really seeing the difference here.
The reason for that is because awareness trumps stealth, because of deadly surprise attacks and situations exactly like this.
 
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I highly, highly doubt this will happen in many games, that is an extremely high level of play that takes a long damned time to reach.
Nevertheless, it's a clear inspiration for Dual Magus Prana, so it is a reasonable perspective for newbie groups to draw on how the Charm 'should' be used. You might as well say Zeal wasn't a problem because nobodies game would get that far.
Eyes of the Unconquered Sun goes fuck you Stealth bitch. Solar Capstones can do that.
Why are you lying?

I mean I could write up a paragraph or three explaining this, but I'd be just re-treading old ground. Not even old ground in general, just old ground in the conversational history you and me share, so you know it's not as simple as that. Why are you lying about it?
 
Then that should be in the fucking Charm. And when it is a newbie ST character who they spent a lot of time building and don't want to lose to being ganked, this hands them a tool that says "it's perfectly okay to rob your players of their victory but leave them stuck with all its costs".
Except the Charm isn't designed with 'this specific range limit and no other' in mind. It's designed with 'whatever the ST finds plausible based on their group' in mind. This is a valid design choice. Yes. A bad or newbie ST can misuse it. This is not a compelling reason to me for its removal. The Charm requires so much investment Aleph, it's something like 12 Charms. If your big bad isn't a Supernal Crafter, they also need E5. If your game's at that point, you've been playing plenty freaking long, or you made your first game too high powered. If they're a Supernal Crafter, they're they're really not that hard to kill. Craft requires a lot of investment.

Nevertheless, it's a clear inspiration for Dual Magus Prana, so it is a reasonable perspective for newbie groups to draw on how the Charm 'should' be used. You might as well say Zeal wasn't a problem because nobodies game would get that far.
Why are you lying?

I mean I could write up a paragraph or three explaining this, but I'd be just re-treading old ground. Not even old ground in general, just old ground in the conversational history you and me share, so you know it's not as simple as that. Why are you lying about it?
Are you referring to Eyes of the Sun stopping the game from going pure ninjas? Here's the thing. System doesn't work like that anymore. Stealth is strong, but not strong enough that it requires Awareness to be unchallengable. I'm not lying. The system literally doesn't have the same problem as the old one. But if you look at someone with Supernal Stealth with Eyes of the Sun, they still get noselled. That's what Eyes of the Sun does. When you put a ton of investment in, sometimes you get really cool powers without a clear counter. None of them will actually break the game, unless you read it as brokenly as possible.
 
Uh, aren't you still running up against the Rule Zero fallacy with this? *is unsure*
Nope. Not saying 'it's not broken because you can fix it'. I honestly, truly believe that the design philosophy of 'leaving some limits purely up to the ST' is a valid form of design. It encourages STs to judge it for their particular games, and given how far on the narrative side DMP is, I think it works very well for the Charm. It also doesn't have the issue of leaving room for the players to complain 'but it doesn't say I can't be anywhere', because all it says is 'what the ST finds plausible'. I don't think it's at all broken. I believe that encouraging trust in your ST isn't a bad thing. I agree with the sentiment that you can't stop mistakes from being made, so it's better to make the Charm do what you want and trust that most STs and players will rapidly realize if something is causing major problems for their particular game, and adjust accordingly. I would agree that this would be a problem if it was widely used, but since most of the Charms have fairly clear rules and limits, I think a few exceptions work well, since they are purely optional high-end powers, rather than baselines for the game.

It's not broken. It's just not to everyone's taste.
 
A bad or newbie ST can misuse it. This is not a compelling reason to me for its removal.
You are now arguing that the rulebook published to help people understand how to play the game should not concern itself overmuch with helping inexperienced players (and given that 12 charms is "chargen with 3 Charm picks spare" I reject that it requires so much investment as to be unavailable as a practical matter to inexperienced players/Storytellers) to play the game without problems.



... I am so done with this shit.
 
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Nope. Not saying 'it's not broken because you can fix it'. I honestly, truly believe that the design philosophy of 'leaving some limits purely up to the ST' is a valid form of design. It encourages STs to judge it for their particular games, and given how far on the narrative side DMP is, I think it works very well for the Charm. It also doesn't have the issue of leaving room for the players to complain 'but it doesn't say I can't be anywhere', because all it says is 'what the ST finds plausible'. I don't think it's at all broken. I believe that encouraging trust in your ST isn't a bad thing. I agree with the sentiment that you can't stop mistakes from being made, so it's better to make the Charm do what you want and trust that most STs and players will rapidly realize if something is causing major problems for their particular game, and adjust accordingly. I would agree that this would be a problem if it was widely used, but since most of the Charms have fairly clear rules and limits, I think a few exceptions work well, since they are purely optional high-end powers, rather than baselines for the game.

It's not broken. It's just not to everyone's taste.

"Leaving some limits purely up to the ST" is what Wild Talents does, when it points out that you can, using the default chargen rules, make Genocide Man whose power allows him to kill everyone on Earth by turning off the sun, and people should talk about the campaign and the characters and their powers.

"Leaving some limits purely up to the ST" is not what Dual Magnus Prana does, because it doesn't even suggest that there might be limits beyond the charm text and absolutely nothing in the Charms chapter suggests that some charms might require unsaid limits. In fact, the very design of the vast majority of charms implicitly repudiates that because they're basically mechanically tight "pay cost, get results" rules bits.
 
Rule Zero Fallacy. If you want to have clauses like that, then they should be in the fucking Charm. Your homebrew does not excuse it, because if someone described a logical use of a Charm with no stated range limit like that; I would find it plausible. And when it is a newbie ST's antagonist character who they spent a lot of time building and don't want to lose to being ganked, this hands them a tool that says "it's perfectly okay to rob your players of their victory but leave them stuck with all its costs".

Because this is not just something I need to do as a player. It is something a newbie ST can do by mistake, because Dual Magnus Prana is a Doombot Charm, and so most people inexperienced with the line are going to look at it and think of Dr Doom, and the thing about Dr Doom is that he is never fucking killed. No matter how many times you smash his fucking face in, it is always another Doombot, and he's off in Latveria on the other side of the world.

This is the model that a newbie will use as inspiration for a Charm that lets you do that.

The reason for that is because awareness trumps stealth, because of deadly surprise attacks and situations exactly like this.
I have to point out that "if it would make for an unfun game, don't use these Charms" (to slightly paraphrase) is an advice by Moran herself.
So while DMP has issues, "a newbiew GM will misuse it" seems to be an argument that is unfairly always used against choosing 3e but not against choosing 1e (nor perhaps 2e with its MonkScroll and less blatant similar stuff), based on a rather narrow selection of 3e Charms. It seems to always be DMP and DSR.

I don't like fuzzy Charms either, or ones that rely too much on a GM's interpretation for balance. But let's apply that criterion equally to, say, 1e with its whole 'Why Carjack doesn't Carjack our PCs' thing.

Okay, hang on. I think we're talking past each other here.

You seem to be arguing that this stuff is present in the books, and that this must be acknowledged, even if you then agree that it's stupid and replace it with errata or houserules. I'm... not sure if you think it should be used if you don't do either of those things, or accepted as implying fundamental things about Creation until official errata gets rid of it? You're certainly making statements that could be read to imply that.

We're not arguing that it's not present. It's just that we take as read that it is present, and stupid, and immediately move onto "so since it's unbelievably stupid, assume it's being ignored - what now?" You're basically standing on a step that most of us skip over without even acknowledging, because it's so widely known in the community that it can be taken as a given that it's been used as a route to the next stone along the path.

And since you're making statements from that step, it's leading to conflict when you go "well this Mass Combat system implies foundational-level things about how human society and psychology work in Creation", and we all go "um, we're all standing over here on the other side of the 'the Mass Combat system is stupid and we're ignoring it' step, why haven't you crossed it yet when you appear to agree?"
First:
I'm arguing for "stupid or not, this is the fact" because I've been accused of making a statement that is allegedly factually untrue. So I'm defending and pointing out that while it is a controversial statement about the nature of Creation (in fact I pointed to it being controversial in the very post which caused such a reaction by ES!), it is nonetheless a statement that factually exists in Exalted canon.

Second:
There's a regrettable game-mechanical execution of a metaphor for the way things are in Creation. And then there's three nuances about how things are in Creation: one being that commanding heroes are the most important thing in a mass combat, while underlings are a mere enhancement for them, the other being that organised troops can force their organised context on a lone opponent, the third being that the current state of Creation in terms of mass combats is not what it used to be in the previous ages (notably, Peaceful Warfare is no longer possible).

This game-mechanical execution of the metaphor, and the no less than three statements about the nature of Creation, are separate things.
It is highly desirable (in this sense we have a consensus) to replace the current 2e Mass Combat system with something better.
That, however, does not automatically mean that the facts of the nature of Creation that this system tries to represent need to be altered too. Particularly the first one, about heroes being more important than their armies. And I'm saying this because I've seen deliberate nudges in other systems made with the same goal, the goal of making heroic protagonists have good chances of victory even if their armies are significantly inferior. Better chances than they would have in our world, anyway.
 
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valid form of STUPID design
FTFY

More seriously, I like the idea behind Dual Magus Prana, but I don't think that it should be a replicable Charm. It shouldn't be a "press button to not die" effect, it should be a Sorcerous Working of the highest caliber in which you create an automaton so perfect that Fate itself declares it to be you for all intents and purposes. You can channel all of your traits and Charms and everything through it, because according to the physics of the world, it actually is you. But you don't get it retroactively. You have to set it up.
 
I feel like we've been here before, have we been here before?

Because this seems like exactly the same conversation we've had on and off again since the leak dropped.
Yes, but on the other hand, the alternative is Episode 157 of Vicky_Molokh VS The World.

Is this the world we will leave to our children?
 
I have to point out that "if it would make for an unfun game, don't use these Charms" (to slightly paraphrase) is an advice by Moran herself.
So while DMP has issues, "a newbiew GM will misuse it" seems to be an argument that is unfairly always used against choosing 3e but not against choosing 1e (nor perhaps 2e with its MonkScroll and less blatant similar stuff), based on a rather narrow selection of 3e Charms. It seems to always be DMP and DSR.

I don't like fuzzy Charms either, or ones that rely too much on a GM's interpretation for balance. But let's apply that criterion equally to, say, 1e with its whole 'Why Carjack doesn't Carjack our PCs' thing.
... yes. Yes, that is in fact a question that has been raised at great length, on multiple occasions, and my group - especially @Jon Chung - has soundly criticised Moran for using the Rule Zero Fallacy in that context. We are extremely vocal critics of the dumb bits of 1e and 2e and their elder problems. We have literally gone over the "stupid overpowered Deathlords" thing with you, in this thread. We are applying the exact same standards to 3e as we did to 2e, and then saying "so they still have the same problems; why should we make the effort investment to switch?" Like, Chung has literally said that almost word for word in this very thread.
 
Nope. Not saying 'it's not broken because you can fix it'. I honestly, truly believe that the design philosophy of 'leaving some limits purely up to the ST' is a valid form of design. It encourages STs to judge it for their particular games, and given how far on the narrative side DMP is, I think it works very well for the Charm. It also doesn't have the issue of leaving room for the players to complain 'but it doesn't say I can't be anywhere', because all it says is 'what the ST finds plausible'. I don't think it's at all broken. I believe that encouraging trust in your ST isn't a bad thing. I agree with the sentiment that you can't stop mistakes from being made, so it's better to make the Charm do what you want and trust that most STs and players will rapidly realize if something is causing major problems for their particular game, and adjust accordingly. I would agree that this would be a problem if it was widely used, but since most of the Charms have fairly clear rules and limits, I think a few exceptions work well, since they are purely optional high-end powers, rather than baselines for the game.
People spent the entirety of last edition having to do this with basically everything about the game. The whole point of the new edition, supposedly, was that people wouldn't have to spend time homebrewing mechanics, for Charms or otherwise; if they still did homebrew, it could just be for fun.

Instead, after an obscene period of delay where the majority of the devteam's PR efforts involved preventing people from looking at more than isolated fragments of the game and actively insulting their fanbase, we get a game where in order to make significant chunks of the system work we have to get right back on the USS Make Shit Up when we were finally supposed to be disembarking at the port of The Devteam Did Their Fucking Jobs For A Change.

It doesn't matter if you've developed a certain degree of Stockholm Syndrome for Mr. Holden's Wild Ride, because we shouldn't have been on this goddamn ride in the first place.

It's not broken. It's just not to everyone's taste.
Well no shit about that second part. But the taste is secondary to how the lunch I ordered didn't arrive until dinnertime, wasn't what the menu said it was, and half of it was replaced by a note telling me I'd have to cook the rest myself. It may be better food than under the previous owners, but they still haven't made a good case for why I'd ever want to eat here again.
 
Something about Second Edition worth understanding. A lot of the writers had no idea what the fuck they were doing. A lot of what was written were first drafts meant to be corrected later, but were published without that required correction. A lot of the writers were hired on without strong prior knowledge of what Exalted is and what they're supposed to be doing and without much investment in the project. And even the competent writers were often not in contact with each other.

Second Edition Exalted is a mess, Vicky. It is a poorly handled mess. This is why it is so reviled. This here, this isn't the usual opinionated stuff you see going on as me and Chung and EarthScorpion and Omicron and everyone else who all have strong opinions with nigh-irreconcilable differences debate about what Exalted Should Be. This is pure fact on the level where even those of us who disagree fundamentally agree:

Second Edition Is Fucked. Be ready to houserule tons of stuff and ignore tons of others, because it is a gigantic non-functional mess where half the writers and the main guy in charge didn't really give a shit about what was being done (more charitably, half the writers just didn't know what they were doing and it was just Chambers, the guy in charge, that genuinely didn't care), and the half that cared/were competent were all mostly doing their own thing and not checking with each other. You can't trust it to work as written, you can't trust that the writers were all competent and sincere, you can't even trust that the writer even knows the basics about the setting that you could get from reading the core book, because there are some very annoying examples that prove that they didn't.

Second Edition is bad, Vicky. Really bad. Pretty much everyone who has ever played it will agree. It's a testament to how cool Exalted is at its core that Second Edition endured so long and that Third Edition got any funding whatsoever.
Oh, I jumped into Exalted braced for impact already. I mean, it is a White Wolf game, so I expect it to have mediocre game mechanics and a highly atmospheric but often illogical/inconsistent/irrational/headscratchy setting. Kinda like when I go to watch a Star Wars film or play an SW game, I don't revile it for having spaceships roaring through the void of space, or blasters being clearly inferior to kinetic weapons yet the former being always used and the latter almost never, because I know what I signed up for.

What seems paradoxical about Exalted, though, is that no matter what edition one points to, it has big issues, and the dislikes seem strong enough to cause all this conflict, yet people also like something about Exalted so much that they are neither willing to start from a blank slate (nor to jump to something different altogether).
In fact, I think Mailanka's blogpost on the topic of creating something Inspired by X when you aren't happy enough with just using X with a small tweak is very much applicable to the current situation (and in fact mentions Exalted as one of the example settings for which it is relevant).

... yes. Yes, that is in fact a question that has been raised at great length, on multiple occasions, and my group - especially @Jon Chung - has soundly criticised Moran for using the Rule Zero Fallacy in that context. We are extremely vocal critics of the dumb bits of 1e and 2e and their elder problems. We have literally gone over the "stupid overpowered Deathlords" thing with you, in this thread. We are applying the exact same standards to 3e as we did to 2e, and then saying "so they still have the same problems; why should we make the effort investment to switch?" Like, Chung has literally said that almost word for word in this very thread.
There seems to be a certain contradiction regarding how things are defended/criticised, though.
At least some group within the community seems to give a "the newer authors failed to uphold the fundamental concepts preached by the Founding Fathers and Mothers of the game line, and so should not be allowed to write for it" when you don't like the new/changed concepts, yet go "Moran is using Oberoni Fallacy" when you don't agree with their original concepts of how the game is to be played. I mean, a large chunk of DMP criticism is that it clashes with the implicit-but-not-stated-outright-as-applicable-to-setting* concept of there being no death-preventers and no time-tinkering. Because that's a betrayal of the themes laid out by the Founders of the game line. Not because retroactive effects are something that is unacceptable in RPGs in general.

I don't like when arguments devolve into "everything is just an opinion!", but I do think that a significant part of the thematic disagreement between fans of different editions (1e vs. 2e vs. 2½e vs. 3e) is strictly a matter of preferences for this or that themeset, and people are inclined to seek proof for whichever themeset they prefer in whatever book, while dismissing books that they disagree with. (And yes, I too go hunting through books when I'm trying to defend a mode/theme/etc. as viable/acceptable within the Exalted game line.) In fact, given that Exalted is very kitchen-sinky, it's kinda expected that one can find support/proof for all sorts of things.

* == I do know there is a mention of such a principle applied specifically to Sorcery.
 
I know of no ST who would rule it as you're currently presenting it!

Yes you do. Me.

Because seriously, Rules as Written? 'I can totes have my base in that tiny, forgotten, untraceable corner of the (Terrestrial Direction of choice) and guide my amazing DoomBot (tm) with the ability to do all the same things I do except making DoomBots (tm) [this is not actually a limitation of the Charm] at no risk to myself whatsoever even as I make my DoomBot (tm) into the suicide operative from hell' is a plausible interpretation and by RAW I'd be forced to accept it.

Hell, get a little creative and get the Socialise multiple personalities with different qualifications Charmtree and it gets even worse.

Of course, I will then hit you in the face with my gold plated copy of the 3rd edition mainbook, but that's because it's a terrible Charm that should've never been in the starting book of the edition.

It's designed with 'whatever the ST finds plausible based on their group' in mind.

This is a terrible limitation. It's perhaps a little insulting, but in your first book of any Edition of any gameline you damn well should try to keep things as conservative and closed to interpretation as possible, or do as Wild Talents did and put in a side bar explaining why some Charms need to be handled with great care. And call those Charms out.

This is a valid design choice.

And a terrible design practice.

Yes. A bad or newbie ST can misuse it.

I'm not worried about the bad or newbie ST abusing it. I'm worried about bad or newbie players abusing it, including the ST, because they can defend themselves by investing in the rule zero fallacy and if necessary bully the ST and the rest of the group into accepting it.

Are you referring to Eyes of the Sun stopping the game from going pure ninjas? Here's the thing. System doesn't work like that anymore. Stealth is strong, but not strong enough that it requires Awareness to be unchallengable. I'm not lying. The system literally doesn't have the same problem as the old one. But if you look at someone with Supernal Stealth with Eyes of the Sun, they still get noselled. That's what Eyes of the Sun does. When you put a ton of investment in, sometimes you get really cool powers without a clear counter. None of them will actually break the game, unless you read it as brokenly as possible.

Ehm? No. That's not what Eyes of the Unconquered Sun does.

Yes, EotUS is a very powerful Charm, but it's a 1 turn long, 10m 1 wp Simple Charm. It looks through all Stealth effects, magic and mundane, it looks through all Disguise effects, magic and mundane, it doesn't care about what's in the way as normally opaque substances are rendered transparent to the Solar (actually, the wording is a little unclear here and can be interpreted as 'to everyone' as well). It also removes (permanently) any current fog, smoke and cloud based environmental effects that obscure sight, force spirits to Materialise and break shape shifting effects, resplendent destinies, magical personas and other disguise magics of the Exalted (note that 'of the Exalted' is specifically called out. A materialised spirit, mortal or other non Exalt under a shape shifting effect, a magical persona or a resplendent destiny is as such explicitly not subject to the Charm's effect).

However, it has a few weaknesses. First, the Night Anima power explicitly calls out that Eyes of the Unconquered Sun means all of shit against the Night Anima's 'you've no idea who I actually am' effect, so that outright no sells that. For another, and more critically, even though the Charm majorly boosts awareness it's an attack that's defended against with your Evasion stat. If you manage to evade the Solar using the Charm gets exactly nothing from you.

Finally, Eye of the Unconquered Sun is a Charm whose effect is completely and utterly impossible to miss. Everyone that has to roll against it knows it was used and if they failed they know that especially well. It's part of the mechanics.

So yeah, does EotUS trump Stealth?
Sure. For 1 turn and everyone knows you did it.

Does it make it impossible to play a Stealth character?
Hardly. Especially since Dodge is also a Night Caste skill and it's normal to expect some back up on that side for a defense against this trick.

I feel like we've been here before, have we been here before?

We have.

I have to point out that "if it would make for an unfun game, don't use these Charms" (to slightly paraphrase) is an advice by Moran herself.

Oh really? And where is this written in the Exalted Third Edition core book, and what Charms are specifically called out as such?[/QUOTE]

I mean, a large chunk of DMP criticism is that it clashes with the implicit-but-not-stated-outright-as-applicable-to-setting* concept of there being no death-preventers and no time-tinkering.

Actually, the game has had for a considerable amount of time death prevention magic. I mean, it's part of the Abyssal core Charmset in 2e IIRC, but that one came with some critical drawbacks, there's a Solar Charm that lets the Solar not stay dead when killed under limited circumstances, Chimerical Lunars with the right Mutations will regrow from a drop of blood and Dreams of the First Age has among other things an (expensive) Artifact that let you teleport to the manse of the Hearthstone you put into the Artifact.

However, that too had a rather big drawback. Mostly in the 'that Hearthstone can be identified and a second assassination squad can end up waiting for you in the centre of the place you thought you'd be safe' implication.

Likewise is messing with time actually possible. Stopping time for a single individual or object is a First Circle Sorcery Spell. There is also nothing preventing you from speeding up or slowing time.

The only time related thing you absolutely can't do is go back.
 
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Yes you do. Me.

Because seriously, Rules as Written? 'I can totes have my base in that tiny, forgotten, untraceable corner of the (Terrestrial Direction of choice) and guide my amazing DoomBot (tm) with the ability to do all the same things I do except making DoomBots (tm) [this is not actually a limitation of the Charm] at no risk to myself whatsoever even as I make my DoomBot (tm) into the suicide operative from hell' is a plausible interpretation and by RAW I'd be forced to accept it.

Hell, get a little creative and get the Socialise multiple personalities with different qualifications Charmtree and it gets even worse.

Of course, I will then hit you in the face with my gold plated copy of the 3rd edition mainbook, but that's because it's a terrible Charm that should've never been in the starting book of the edition.
Your quotes are broken.
 
Yes you do. Me.

Because seriously, Rules as Written? 'I can totes have my base in that tiny, forgotten, untraceable corner of the (Terrestrial Direction of choice) and guide my amazing DoomBot (tm) with the ability to do all the same things I do except making DoomBots (tm) [this is not actually a limitation of the Charm] at no risk to myself whatsoever even as I make my DoomBot (tm) into the suicide operative from hell' is a plausible interpretation and by RAW I'd be forced to accept it.

Hell, get a little creative and get the Socialise multiple personalities with different qualifications Charmtree and it gets even worse.

Of course, I will then hit you in the face with my gold plated copy of the 3rd edition mainbook, but that's because it's a terrible Charm that should've never been in the starting book of the edition.
Another plausible interpretation is '500 meters tops'. Why are you choosing the plausible interpretation you dislike most? That pointed out, that reaction you have is the one I've been saying to do if you hate the Charm that much. It's there for the people who like it, you don't, and that's perfectly fine. It's not for every game.
 
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That, however, does not automatically mean that the facts of the nature of Creation that this system tries to represent need to be altered too. Particularly the first one, about heroes being more important than their armies. And I'm saying this because I've seen deliberate nudges in other systems made with the same goal, the goal of making heroic protagonists have good chances of victory even if their armies are significantly inferior. Better chances than they would have in our world, anyway.

There is no goddamn fact about the nature of Creation. You are claiming that it is an axiom. It is nothing more than your personal interpretation. You are refusing to accept that your interpretation is nothing more than an interpretation, and you are ignoring the fact that it has been raised multiple times that your interpretation [1] is not supported by the general presentation of other aspects. You are insisting, endlessly, that your reading of fluff decorating a game mechanical statement that you can't engage a mass combat unit in normal combat time is some profound statement on the nature of existence and you insist that you can conclude that people work radically differently based on that.

So I'm going to lay the evidence against your reading straight.

It was not an element of 1e, so was not written as a fundamental axiom for the gameline. It was not written into the setting, so there's no wider support for it. It is not a metaphysical statement by my reading - it's just justification for a 2e exclusive mechanical implementation. It is not supported by the setting which we can see by how - for example - people actually bother equipping their troops well, while by the terrible Mass Combat system such things don't matter as long as you stick on enough magical trash to justify a Might rating. The fact that you hammer on and on and on about one line which can be interpreted several ways and insist your version is the only objectively correct one which has explicit textual support is rather tiresome.

[1] That is to say, there are multiple ways to read that text, and your version is only one - one which is contradicted by the rest of the setting.

And I'm saying this because I've seen deliberate nudges in other systems made with the same goal, the goal of making heroic protagonists have good chances of victory even if their armies are significantly inferior.

Yeah, see?

I don't care what those other games do, because once again you are ignoring context. Exalted - by design, by themes, by mechanics and by example - is an exception based system. 2e spends a long time hammering home that Creation is a high lethality world - as @Shyft has gone over at length in his various essays. That's why the bleeding rules are nasty. That's why mortals take ages to heal. That's why disease is a killer. That's why mortals are meant to roll Valour a lot, and break and flee in combat rather than fight to the death.

If we look at Exalted's exception-based design and the way the setting works with regards to theme and genre, no, a brave heroic warrior leading an ill-trained and sick band of men against a Realm formation led by a dynastic mortal is going to get his face stomped in if he tries for an open engagement. Because his troops are inferior, have worse morale, aren't trained in formation fighting and haven't been eating well. Even if he's a military savant, he's going to have to win in the way that irregular forces do, taking advantage of local knowledge, cutting their supply lines, putting dead animals in their water and turning them from a well-supplied healthy Realm legion into a sick collection of men who he can whittle down. He won't win by giving an Oscar winning speech about FREEDOM and then charging their front. That'll get his light loose formation infantry hacked to pieces by trained soldiers with full gear who are well fed, well rested, and fighting in close formation.

But if the brave heroic warrior Exalts as a Solar, he can still lead them to victory in an open battle. But it's not because of some advantage of being a brave heroic warrior. It's an advantage of being a gold-glowing superman who has fucking magic that does things like Tiger Warrior Training making them all almost peak human and braver than the Realm soldiers, things which he can use to stop them from fleeing, things which involve using his magic powers to turn a ragtag collection of rebels into a lean, mean killing army that can break a Realm formation.

Solars (and other Exalts) are exceptional because they get to break the normal rules through use of Goddamn Magic. It is the Goddamn Magic that lets them break the rules of military engagement. A Solar who lacks Fucking Magic to enhance his force-leading skills is barely any better than a regular mortal. So, no, not only do I reject your assertion, I also refute it.
 
Another plausible interpretation is '500 meters tops'. Why are you choosing the plausible interpretation you dislike most? That pointed out, that reaction you have is the one I've been saying to do if you hate the Charm that much. It's there for the people who like it, you don't, and that's perfectly fine. It's not for every game.

BECAUSE IT'S LEGAL BY RULES AS WRITTEN!

*cough*

Also, that post had rather more text, try reading it.

Your quotes are broken.

I noticed, but edited in an extra reply to vicky which took some time.
 
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