So, rules hack for Modern/firearms in general. Keeping count of ammunition is a massive pain, and it doesn't really fit with the somewhat more kung-fu style of exalted. This is largely lifted from MJ12 Commando's Aberant rewrite.

Each turn that you make attacks you count up all 1's, and compare this to Ammunition+Firearms. If the number of 1's is less, then you're fine. Maybe you have a large magazine. Perhaps you just managed to reload quickly. Whatever. If the number of 1's is more, something has gone wrong. Perhaps a jam, or you have to awkwardly reach for a magazine. Solving a problem is a speed 5 dv -2 miscellaneous action, and the firearm cannot be fired until this action is taken. Additionally, each action without a problem adds 1 to the number of 1's rolled for the next action. Voluntarily taking a speed 5 dv -1 miscellaneous action while not firing the weapon removes accumulated 1's.

General idea is that a reloading is usually fast and easy, except when something bad happens and then you have to take time. If you want, count the clips, rather than the bullets, to prevent someone from having an infinite amount.

Now, this renders most of the ammunition charms useless, and I have two thoughts regarding those. The first option it that they allow you to ignore the check for one round(or fire, even if you currently have a problem without removing the problem), which is what I'm leaning towards. Alternatively, each activation allows you to ignore all ones rolled from that roll(and if it's used for all the rolls you don't need to increase the number of one's).

Thoughts?
 
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Seems solid. Why not just treat "you're out of ammo" as a valid botch result, though? Seems more likely to come up and therefore more relevant, to me.
 
Seems solid. Why not just treat "you're out of ammo" as a valid botch result, though? Seems more likely to come up and therefore more relevant, to me.

Botches are super rare. That's why. Like, less than 1% chance of a botch for someone with a fair amount of competence.

I used 'count up the number of 1s and attacks made' because it's relatively easy to do bookkeeping and doesn't require an additional roll.
 
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Botches are super rare. That's why. Like, less than 1% chance of a botch for someone with a fair amount of competence.

I used 'count up the number of 1s and attacks made' because it's relatively easy to do bookkeeping and doesn't require an additional roll.
Pretty much this. Also, this allows a degree of mechanics to be attached without making charms that are largely useless.

Also, on reflection, took out the part with the excellency. Most firearms have a pretty substantial number for ammo, so it's not a huge problem.
 
Or 'tally all 1s, compare to dicepool. If it's more something happened, if it's less save those 1s for the next roll. Complications reset the number of 1s, as do ammunition conjuring Charms like Phantom Arrow Technique. Scene long Charms that conjure ammunition obviate this rule, as you'll simply not run out or end up with jammed weapons.'

Mostly because if you do Ammunition+Firearms+highest Excellency usage you are not likely to run out of ammo unless you are up against an army of mooks.
 
Thinking about Nobilis and about motes got me wondering how feasible it would be to have Exalted as a diceless game. Aside from the pain of working around dice tricks, I don't think you'd lose very much from making everything static values.

It would make fights involving mortals more of a foregone conclusion, but I think that might actually play up the "gritty" themes if anything since mortals and Exalts alike wouldn't be able to get lucky criticals. On the other hand, it'd make Essence expenditures feel more important, and maybe play up the CCG feel more, since it's more of "your fault" if you mess something up.

Thoughts?
 
Thinking about Nobilis and about motes got me wondering how feasible it would be to have Exalted as a diceless game. Aside from the pain of working around dice tricks, I don't think you'd lose very much from making everything static values.

It would make fights involving mortals more of a foregone conclusion, but I think that might actually play up the "gritty" themes if anything since mortals and Exalts alike wouldn't be able to get lucky criticals. On the other hand, it'd make Essence expenditures feel more important, and maybe play up the CCG feel more, since it's more of "your fault" if you mess something up.

Thoughts?
Making fights against mortal a foregone conclusion is pretty much the opposite of 'gritty'; it's a defining feature of idealized narratives in which badass characters, whether heroes or villains, are able to mow down hords of mooks without ever being threatened, as a mere display of their power. Even when you're playing the mortal, it doesn't make the game gritty, just dark. Grittiness is when your glorious god-king bleeds out on his chamber pot because a disgruntled servant caught him with his pants down and got in one good stab.
 
This is where you are wrong. In using EotUS, I establish that you are not a doombot. You can still use DMP, but it is totally implausible that you instantly teleported across Creation.
What you're discussing is called "RAI" or "Rules As Intended". This is what's probably supposed to happen. It is not, however, necessarily actually written in the rules.

Which are what Aleph is citing, because the RAW should match the RAI.
 
Scales of Feast and Famine
Cost:
4m; Mins: Essence 3; Type: Reflexive
Keywords: Blasphemy, Combo-OK
Duration: Indefinite (until the specified event has passed)
Prerequisites: Counter-Pronouncement of Enthymemic Law

Sometimes maddened demons return from the wastes beyond the Demon City, minds shattered by visions that demand obedience to avoid the wrath of the incoming sands. Such is the altruism of the Endless Desert. This Charm empowers a dramatic action by the Infernal or her followers to warn a social group of a specific future threat - for example crop failure this harvest, an earthquake next week, or an invasion by a ravening horde of Cecelynian demons from hell in Calibration. This allows the Infernal to establish up to (Essence) instructions that may be taken by the social group to avert it. These must be possible, but must be onerous, significant and outside the range of normal activities taken by the social group - for example, an Essence 3 warlock may demand that they reject their former gods, take up the worship of her, and each family must leave the hide of a sacrificed animal outside their door each new moon. The warning must reach a majority of the social group and the instructions must be common knowledge, even if all discount it.

For each instruction that is followed by a majority of the social group, they receive a bonus success towards non-combat actions that are specifically taken to avert, mitigate or prepare for the threat. This counts as dice added by charms. However, for each instruction that is not followed they suffer a +1 external penalty towards them. For actions taken by a sub-unit of the social group, only their compliance is considered - for example, should one family heed the warning while their neighbours laugh then they receive the bonus for their own actions even as the greater social group suffers.
 
Yes, but so are plenty more sensible interpretations. Why would you choose the most far out interpretation when it would clearly not result in having more fun? Why willfully make the Charm end up broken, when it's designed to work within the limits the ST desires for their particular game? That's what's confusing me here. You're using the 'plausible limits' thing to make the Charm less fun and less functional instead of the other way around. I'm having a hard time grasping why you'd want that.

Except the Charm as written says 'you appear anywhere the ST deems plausible'. Not 'you appear anywhere'. It's not broken. It's just deliberately left vague to be more flexible for a wider range of games because that's how it's supposed to work. If you decide to let it work in a way that breaks your game, that's kind of on you.
Except I bought a rulebook that presumably has mechanics that would tell me the baseline of the game so I know where I can start. I don't need charms to be more flexible for a wider range of games, because by the time I'm more flexible for a wider range of games I know how to fucking homebrew that shit. Why would you be vague in a Corebook of a new edition with a new system which is meant to teach you how to play the fucking game and thus should be as clear as possible you dunce? At the very least, save this sort of bullshit for the later books.

What's 'fun and functional' to you is 'OH GOD THIS MOTHER FUCKER REFUSES TO DIE GOD DAMMIT FUCK YOU ST' to me, so kindly stop using opinions to argue against reasoned arguments. Because you've been doing nothing but that, drawing from personal experience and anecdotes alone, with no evidence, throughout this entire thread, concerning this singular debate. And it pisses me the fuck off. Because why can't I use personal experience and anecdotes to say the exact opposite? What merit does your argument bring to the debate? Why are you a fucking liar?
 
Or 'tally all 1s, compare to dicepool. If it's more something happened, if it's less save those 1s for the next roll. Complications reset the number of 1s, as do ammunition conjuring Charms like Phantom Arrow Technique. Scene long Charms that conjure ammunition obviate this rule, as you'll simply not run out or end up with jammed weapons.'

Mostly because if you do Ammunition+Firearms+highest Excellency usage you are not likely to run out of ammo unless you are up against an army of mooks.
I actually edited it to just be Ammunition+Firearms. Though your method would work, and more neatly deals with the issue of dice adders(a solar should not be in trouble for adding dice). I'll think on it a bit more.

Manually counting 1s on all my rolls and then adding a constantly changing number to them sounds like a pain.

Edit: RNG-based "You're out of ammo now, sucks to be you" is also pretty frustrating.
I guess it would be somewhat difficult by hand. Or with a basic diceroller. Hmm.

I'm not really swayed by the RNG part because it's the basic mechanics of the game. Plus, if I account for Dice adders, then you have to either get some bad botches or be making a ton of attacks for it to happen. And the latter case is more if you shoot a bunch you're going to have to reload eventually.
 
Why not just impose a -1 internal penalty to each attack after the first with a firearm until the player takes a Reload action. The penalty represents "having less ammo". Guns with large capacity magazines could have a Capacity trait that negates it. So if my AK with a banana clip has Capacity 3 I can take three attacks before I start having to be careful with my ammo.

Capacity, of course, would be relative to the gun. So a Capacity 3 handgun would have much less ammo than a Capacity 3 machine gun.

Then you can introduce an autofire mechanic which allows you to increase Dam by sacrificing higher penalty. "I get +3 damage by taking a -4 to my next roll unless I reload."
 
Why not just impose a -1 internal penalty to each attack after the first with a firearm until the player takes a Reload action. The penalty represents "having less ammo". Guns with large capacity magazines could have a Capacity trait that negates it. So if my AK with a banana clip has Capacity 3 I can take three attacks before I start having to be careful with my ammo.

Capacity, of course, would be relative to the gun. So a Capacity 3 handgun would have much less ammo than a Capacity 3 machine gun.

Then you can introduce an autofire mechanic which allows you to increase Dam by sacrificing higher penalty. "I get +3 damage by taking a -4 to my next roll unless I reload."
Weakens firearms overall, so you may want to buff them elsewhere, but this seems better mechanically. And lets penalty negators allow Exalts to do ridiculous things with only a few bullets, which is fitting.
 
Scales of Feast and Famine
I don't remember the name of the charm in question, but could this be used as a method of making a reasonable version of the 3E Lore Charm that causes disasters by making it so that the disaster will happen if the people don't follow the instructions, even if it wasn't going to previously?

Edit: GKS! Right. Since I didn't know the name, it was hard to search for it.
 
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I actually edited it to just be Ammunition+Firearms. Though your method would work, and more neatly deals with the issue of dice adders(a solar should not be in trouble for adding dice). I'll think on it a bit more.

Keep in mind that even with my rule you'd still need to roll something like 10 times on average to get a complication and need a reload/clear jam action. It's very much in the direction of cinematic 'these guns might well be bottomless' fight scenes.

OTOH, it offers the potential of Charms that 'add' 1s to your opponent's pool. Eh, I'm just throwing stuff at the wall right now and seeing what leaves an interesting enough splatter to investigate.
 
So here is an unbroached but not exactly new idea I have been mulling over for a bit. What if mechanics-jargon terms in Charm text were replaced with small icons instead to better convey meaning for the ease of use and visual-parsing, and reduce the overall "bulk" of Charm presentation from paragraph-chunks? Success/fail/botch options would each have their own section to make the conditions/rewards/drawbacks clear, in the event a Charm allows multiple possible outcomes.

(Ignore the specific color/shape combinations, primarily this is proof-of-concept to show each obviously distinct enough from eachother to be recognized in isolation.)


Now assuming all the Charm-fluff remains the same "explain in full" format before this, and the terms themselves do not change (a Botch is still a Botch, no one has to type a black diamond in IRC), would this be a valid "reduce wordcount" step forwards once people are able to familiarize themselves with it?
 
So here is an unbroached but not exactly new idea I have been mulling over for a bit. What if mechanics-jargon terms in Charm text were replaced with small icons instead to better convey meaning for the ease of use and visual-parsing, and reduce the overall "bulk" of Charm presentation from paragraph-chunks? Success/fail/botch options would each have their own section to make the conditions/rewards/drawbacks clear, in the event a Charm allows multiple possible outcomes.

So you want to make the system harder to read by requiring the players learn a bunch of symbols?

You do know you're not limited to the space on a playing card, right?
 
So you want to make the system harder to read by requiring the players learn a bunch of symbols?

You do know you're not limited to the space on a playing card, right?
So long as the exact number of symbols is kept Small and restricted to specific things like dice and resources, is it that much of a problem?

And I mean, ideally, most Charms should be transferable down to card-length text without losing much of their nuance. You don't need a short novel to have a working superpower.
 
Except the Charm as written says 'you appear anywhere the ST deems plausible'. Not 'you appear anywhere'. It's not broken.

You are, strictly speaking, correct. It's not even broken.

To be broken, it would have to be written, and it neglected to clear that bar.

Dual-Magnus Prana doesn't shatter the game, nor does Craft. Dual-Magnus Prana doesn't screw with how the base mechanics work by fucking with your absolute panic button. None of the things I mention break how the game works. They're just things you don't like. They don't cause the horrific problems of Obsidian Shards of Infinity or let you break an important combat paradigm. They don't cause direct major problems, they just do things you don't like!

Today, January 27th, 2016, I have learned that 'people die when they are killed' is not an important combat paradigm.

Previously, I must confess, I was under the impression that it was the most fundamental of all combat paradigms.

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.

Numerous people have addressed this before, me included. Since you disappeared from the thread rather than engage me the last time you said this, I will quote myself every time you repeat this until you address these points.

That is not a design principle I dislike.

It's not a design principle anyone dislikes, because that is not a design principle at all.

That is 'I didn't bother designing it, ST, do it to your taste' in which case why the fuck am I even buying this if you didn't do the actual job of 'making a system'. The design principle is 'make up your own system', I could do that without shelling out gobs of cash and days worth of hours to read a six-hundred-page prompt for designing my own game.

If I have the ability to make those decisions for my own table in a way that would satisfy me and all my players, I don't need the book, because I can make my own RPG off the top of my head (because that's what I'm doing to make this approach work).

Design principles have one fundamental requirement: Design has to have occurred.

In this case, it has not. The designers have said 'a thing happens, figure out the details yourselves STs'. They have inverted the proper order of things. They have performed narration, and left the game design to STs, who have inexplicably paid them for this six-hundred-page prompt which leaves them all the work of actually designing the game.

Now, you are right in that design doesn't need to be rigid and locked-in. There is room for by-table adjudication. But there must be guidelines for that. People are not born into the world with the knowledge of how to make a fun game already in their head. The charms tell players and GMs nothing about the potential pitfalls, the ways to adjudicate them to make a game work in a particular way, nothing.

Exalted 3e does not have a GMing or Storytelling section. It has absolutely no guidelines on how to make a game happen, how to work with a story, how to handle players... I am currently reading an RPG system literally one third Ex3's size and it has a GM guidelines section and a proliferation of optional rules, indications of how they adjust the game, probability tables so GMs can understand the probability curve of its dice... (Silhouette you may have problems and be more 90s than the actual 90s but I love you so much) For all 2e's problems, they at least gave some guidelines to GMs on how to make their games work.

Exalted 3e has simultaneously embraced 'you must homebrew so hard' and 'the work of making the final design details of the system is on you', and removed all support in actually doing this. The design principle you raise could work, potentially, if Ex3 taught people how to do it. It did not. Therefore, Ex3 has failed to design, it has failed to guide STs in how to design, and it has charged them for the privilege of figuring it out themselves.

Fenrir666 said:
This is not a compelling reason to me for its removal.

It need not have its concept removed.

There can be a Charm called Dual-Magnus Prana which creates a Glorious Solar Doombot. But it will not be that Charm. Dual-Magnus Prana, as it is in the book, does need removal.

The concept of Dual-Magnus Prana doesn't need removal, it needs rewriting. Half the people in this thread could write a better Dual-Magnus Prana than the shit 3e gave us in the space of ten minutes. EarthScorpion just did that for God-King's Shrike.

Look, nobody thinks these charms don't have interesting, sometimes evocative concepts. They do! They call up very interesting scenes in one's head all on their own. But the way in which these concepts were executed is trash.

If you just like the concept, you can stop. We do too.

If you like the execution, then it's up to you to back up why. People have explained, at great length, why they dislike the execution of these charms. 'I like it' is nice to know, but it is not an argument and it does not need to be repeated. It does not address anything that has been said at any point.

We know you like it. We know that very well. If you want to discuss it, then it's your duty to explain what you like about it. Not the concept, about the execution. We like the concept too, we're complaining about the execution.

Don't whine at us for disliking the execution - explain why you like it. Perhaps if we think of it your way, we'll like it too - but we don't know because you've never said.

Seriously, Fenrir, you do this every Wednesday. Please stop, or address our points.

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.

Nah. They didn't even leave the note. Like if they'd left ingredients and a recipe? I could get behind that. If they'd left a note it'd at least be polite. But they literally just left out the food and left it to us to notice that we'd have to cook the rest. It ain't in the book - there is absolutely nothing about the design principles in the book.

It is Fenrir and dev quotes that are telling us this - we literally have to hunt them down so that they will tell us:
"Yeah we left that part up to you to cook. What we made wouldn't necessarily be to your taste, right?"
"Okay now how do I cook? And make it complement the existing food and maybe fine-tune it for particular tastes? You're the professional chef, you should know this, I'm literally just some guy who wanted to serve dinner to his friends."
"That's up to you!" *Runs away on a bicycle made of your money*

God I am so glad I couldn't scrounge up the cash to back 3e.

Yes, but so are plenty more sensible interpretations. Why would you choose the most far out interpretation when it would clearly not result in having more fun? Why willfully make the Charm end up broken, when it's designed to work within the limits the ST desires for their particular game? That's what's confusing me here. You're using the 'plausible limits' thing to make the Charm less fun and less functional instead of the other way around. I'm having a hard time grasping why you'd want that.

Because he is not the only ST in the universe.

There are STs and players who will read it that way - since that is the way it is written - without, in fact, desiring it. There are STs and players who will say 'hey that's what's in the book' and run hard to that rather than adjusting for sensibility.

STs are not game design gods, Fenrir. Sometimes they can't see a problem brewing. Sometimes they just want to run the game by the rules as written rather than inventing more sensible rules themselves.

Sometimes they haven't done a detailed close reading of a single Charm in a two hundred page section that their player brought out on them, and only realize what's happening the moment a player's dramatic death at the hands of Mask of Winters is curtailed by his Glorious Solar Doombot and his teleportation to the Coral Archipelago.

And then their game night ends in a six-hour argument over how to interpret the rules.

And there was no malice! The player and the ST read it differently, and they never checked to make sure they had the same interpretation, because there was no warning in the entire book that said they should consult.

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.

There is no such thing as Exalted canon.

There is only Exalted headcanon, and the texts from which it is based.
 
Yes, but allow me to show you how we can shrink the Charm above down to almost the same size with text:

Cost: 2m/die. Effect: If successful regain 3wp, else 1wp.
Well yeah, but you realize here that we agree on the Theory, and the only difference here is the exact implementation? "2m" and "3wp" are symbolic shorthand as well, with an equal amount of prior-reading necessary to understand what they are intended to mean. The drawback is not being visually distinct enough from the other text surrounding it to effectively recognize on a quick-skim of the Charm block.
 
Well yeah, but you realize here that we agree on the Theory, and the only difference here is the exact implementation? "2m" and "3wp" are symbolic shorthand as well, with an equal amount of prior-reading necessary to understand what they are intended to mean. The drawback is not being visually distinct enough from the other text surrounding it to effectively recognize on a quick-skim of the Charm block.
They're symbolic shorthand, but they're intuitive symbolic shorthand. SUnintuitive just makes readers hate you as they constantly have to flip back and forth to make sure they're not accidentally misreading, and even in TCGs most of the symbols are relatively intuitive.
 
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