That is because you search for the fault in the extras and not in the Mass Combat system which on its whole has far more problems and so is just showcasting that while interacting with the extras.
Yeah, Mass Combat is basically a crapshoot from start to finish and should just be ignored in its entirety. It's one of the cases where it's actually worse than having no rules at all would be.

Sadly, it's not the only such case in Exalted.
 
While well, I am the one that is still mostly using First Edition and so I can showcase why they added something there that wasn't in the older design and why some of these things are in there which seem strange.
 
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What I'm saying is, generally, the division of "Excellencies" as Charm-purchases for die-adding is a largely legacy holdover mechanic from when 1e was attempting to be a smaller game, in order to impose character niches through XP-spending, and limiting dice this way doesn't actually work the way the game currently tries to operate (which is "roll as much dice as you can, as often as you can").

But once you remove that element of imposing a harshly defined niche, in the way Thematic Excellencies do (where the choice of Excellency now boils down to "choose your archetype which you will always be spending motes to enhance"), what you are left with is really no different than simply allowing anyone to buy a die for a mote whenever they please. Because if they were Not intending on stunting the action or approaching it from the basis of their chosen archetype, chances are they would not be planning on rolling for the purpose to begin with.

So if that is your mechanical end-goal, it would be easier in the long run to just say that, and have "Exalts may spend 1m to gain +1d to a roll they are attempting, to a limit of (cap)" be something which Exalts just Do, rather than do something awkward like try to pin down where Solar/Lunar power thresholds meaningfully Stop in the attempt to reintroduce those niches.
Ah, thank you for clarifying. I was aware of how versatile "bonus to any action in-theme for your Exaltation" actually is - that was rather the point. It's a bit like Stunting, really: if you can explain how it suits your themes, you can spend a bonus on it.
Which brings me to another point.
Exalted are supposed to be powerful, even godly, but from a narrative standpoint, Exalted Are Just Better is indistinguishable from Everyone Else Is Just Worse (Times infinity And You Can't Break It). I think making them more narrative, blurring and broadening their powersets while forcing them to work inside their themes, is a decent solution, but I'd like to hear any others that have been found. Thoughts?

And does anyone want to comment on Elusive Shrike Style?
 
Exalted are supposed to be powerful, even godly, but from a narrative standpoint, Exalted Are Just Better is indistinguishable from Everyone Else Is Just Worse (Times infinity And You Can't Break It). I think making them more narrative, blurring and broadening their powersets while forcing them to work inside their themes, is a decent solution, but I'd like to hear any others that have been found. Thoughts?
I can't really talk about solutions because I disagree with the problem that you're suggesting. I don't see that the Exalted being Better (within the personal legend that they've invested in) means everybody else is Worse. It can, if it's framed poorly, but in my experience that's a consequence of things like the old crossbow chestnut, where writers failed to give due credit to the intelligence of regular people. By contrast, Compass: Autochthonia for example generally portrays regular mortals as plausibly competent and at times heroic, while also maintaining the Alchemical Exalted's status as superhuman nation-heroes.
 
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the old crossbow chestnut
I am not familiar with this, and Google is being distinctly unhelpful. Is it related to their utility vis a vis longbows?
By contrast, Compass: Autochthonia for example generally portrays regular mortals as plausibly competent and at times heroic, while also maintaining the Alchemical Exalted's status as superhuman nation-heroes.
I'm liking the sound of that setting corner more and more. Was it written by the same team?
 
I am not familiar with this, and Google is being distinctly unhelpful. Is it related to their utility vis a vis longbows?

I'm liking the sound of that setting corner more and more. Was it written by the same team?
There was a deliberate design decision to remove Crossbows as they where considered to western middle age, even if they are also quite central to chinese aesthetic. So they are now Autochtonian Hightech only avaible in very rare ruins or in Autobot.
And that while the technological base for them isn't really that complex.
 
I'm liking the sound of that setting corner more and more. Was it written by the same team?
Don't quote me, but i think Autochthonia is relatively cooler/more coherent than the rest of the setting because it is always close to the last thing written for every edition. This usually cause everyone to know the pitfall of the system and lore, and thus not repeat the errors with the Self Contained part of the setting.
 
Hey, what books have info on Tzatli, the wher Bright Shattered ice once ruled? I've got things in mind for it but I don't know where to get more stuff on it.
 
@Aleph, @EarthScorpion, I've got another question regarding Seat of Power Shintai from the ID background.

It allows you to take the form of your Po as an alternate Devil Tyrant form and with someone like Keris, I can understand how that works what with her Po being a giant quetzalcoatl and how you'd be spending the mutation points to build that sort of form. But you've mentioned once or twice how Sasi's Po takes the form of what her Immaculate upbringing had her imagining Solar Anathema as. How would it work for someone like her?

I mean, admittedly, Sasi's not terribly likely to go diving into that particular bit of charmtech. But in general, for Infernals with a human form Po? How would you build something like that out?
 
I think this is something of an important qualifier to keep in mind when discussing Exalted with old hands.

You remember all these previous discussions we've had X rule or Y bit of canon background is dumb? No I won't ask anybody to recall specific examples, it's enough to understand that it's been a running theme of this thread. The thing is, the effect of these discussions is not limited to the things they they judged. In aggregate, they also damage trust in the writers and the material as a whole.

So, one can look at the rules for Extra's and, giving the benefit of the doubt, declare that they're a successful implementation of a different design principle than they at first seem... But people like me, EarthScorpion and Aleph approach these rules with the background knowledge of so many other places that Exalted has been shoddily designed. We don't trust the writers or the material enough to give it that benefit of the doubt. It seems much more likely to us that the simplest explanation, that the rules for extras are there as narrative simplification, is best, and later rules that seem to go against this concept are mistakes. That fits with what we know of Exalted's writing history.
Well, it's one thing not to trust writers when they say "Everything is ready for release and all errors fixed" . . . but when the authors say "These rules are to do X" (in the book, not in a post-publishing discussion of the book) and then the rules themselves seem to support X but not Y, I find that not trusting the authors and saying the rules were trying to do Y is going for overkill with the mistrust.

I can't really talk about solutions because I disagree with the problem that you're suggesting. I don't see that the Exalted being Better (within the personal legend that they've invested in) means everybody else is Worse. It can, if it's framed poorly, but in my experience that's a consequence of things like the old crossbow chestnut, where writers failed to give due credit to the intelligence of regular people. By contrast, Compass: Autochthonia for example generally portrays regular mortals as plausibly competent and at times heroic, while also maintaining the Alchemical Exalted's status as superhuman nation-heroes.
Shrug. I don't necessarily see that as everyone else being necessarily worse. Not necessarily. For instance, perhaps only Autochthonians and Haslanti know the secrets to convincing the Least Gods of Arc Flexibility And Arrow-Pushing to work the way they do despite not being caressed in a way appropriate of 'traditional' archery. (Or Lesser, or whatever category is appropriate.)

(The rarity of bows came up as part of the campaign a few times, and nobody among the players/GM had as big a reaction as seems common here. Everyone just bundled it with all the other ways in which the setting differs from ours. Just like in Star Wars, nobody seemed to invent paper even where it would be more useful than electronic sheets, nearly nobody uses pure kinetic projectile weapons despite them being good against shields etc. etc. But I do remember that you I seem to be more accepting of The Road Not Taken than you.)

That being said, I do have a different issue with the question of relative Better/Worse:
IME, lately, since Exalts tend to face opponents that are extremely powerful (ancient DBs, heavily-supported Abyssals, a Raksha High Noble who murdered a few Solar Circles throughout the ages etc.), the whole "and you can single-handedly defeat armies" goes very much into "tell, not show". But that's probably a matter of the way our campaign goes, and not necessarily an issue of the game line.
 
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@vicky_molokh
On a different note your question about the difference in power levels plays out quite different in the first incarnation of the game.
Back then most abilitys lacked something so easy to add to a dice roll as excelencies , With the exeption of combat even if MA back then lacked a general dice adder until Blade of the Battle Maiden was added in VBOS Style in Sidereals.
That means that in most areas the exalted where closer to humans exept if they specialised and if they specialised it was often with a more hedepoke bonus then just a straight up "add X dice" to the roll.
Which also means that DBs where much stronger as while Excelencies where about as common for them thanks to them being abble to boost all there party members with that on average a non combat DB in a Brotherhood was stronger then a non combat solar.
But then back then the main flaw of Dragonblooded was lack of a persistent defence, and aplication trumphing perfects.
 
Well, it's one thing not to trust writers when they say "Everything is ready for release and all errors fixed" . . . but when the authors say "These rules are to do X" (in the book, not in a post-publishing discussion of the book) and then the rules themselves seem to support X but not Y, I find that not trusting the authors and saying the rules were trying to do Y is going for overkill with the mistrust.

I'll be understanding, and remember that English isn't your first language. That's the only reason I can find for your repeated habit of finding text in the rulebooks that doesn't actually say what you claim it does and claiming that supports you and refutes everyone else's points, despite it saying nothing of the sort.

Your quote is as follows:

Article:
As a cinematic high-action game, Exalted assumes that
protagonists and major supporting characters will scythe through
legions of minions and flunkies with comparative ease. Within
the combat rules, the concept of extras reinforces this idea. Simply
put, an extra is a nameless, faceless adversary of no particular
consequence, dangerous only in mass numbers. From a narrative
sense, extras serve several functions. First, they provide animate
scenery upon which protagonists can show off their phenomenal
skill and powers. On the reverse side, they slow down the Chosen
and/or force them to waste precious Essence before they can face the
"real" enemies.


Nothing about this refutes the point that Extras exist to be extras, mechanically simplified mook enemies. People have not been arguing that Extras are enemies that matter. People have been arguing that Extras do not matter, and that is why their rules exist - to provide mechanically simplified rules for enemies that do not matter.

That is not contradicted by your quote. At all. Because people haven't been arguing that extras are meant to not be mooks. Because they are called Extras.

Let's look at what I said:

Why is that odd?

Extras are a game abstraction. They're not "real people" - they're a tool for the GM to handle unimportant characters more easily. There is, literally, by definition no such thing as an important extra, because if they're important they stop being an extra (even if they're not heroic - there are mortals who are not heroic mortals. A Solar's old mother who she sends shiny loot back to isn't heroic, but she's not an extra). In-universe, there's no such thing as an extra with a reduced number of health levels due to OOC narrative unimportance. It just makes stuff easier for the GM.

Hence, extra Tiger Warriors are sufficiently unimportant that it just matters that the Solar had a training arc lasting a season and now he's got a group of Tiger Warriors who are as good or better than the Realm's foot infantry. If they were more important individually, they wouldn't be extras. And as soon as a PC decides to start metagaming with that, the GM is entitled to hit them in the face with the corebook.

Extras are literally called Extras. I don't think there's a single name you could call them which would more exemplify the idea that they're narratively unimportant background characters.
When other people are saying things like "Extras don't matter, and thus have simplified rules" you are ignoring them when you try to pretend that there's some kind of dramatic dichotomy between "simplification" and "wimpification". There's not. The two facets are co-dependent and co-reliant.

Extras don't matter. Like I said. And so they get a simplified ruleset to represent their narrative unimportance. If they were important, then they wouldn't be extras. Like I said.

Extras are extras in a scene. The clue is kind of in the name.

So I'm going to say it again and see what way you devise this time to try to dodge the point.

Extras are insignificant characters. Like extras in films. Extras get mowed down en masse by Jackie Chan or Bruce Lee or whoever the hero is. If they were a real challenge for the protagonist, they'd be narratively significant and not extras.

Extras do not matter.

To that end, extras have mechanically simplified rules, because they do not matter. These rules do mechanically simplify them in common use.

Thes Extra rules have the purpose of making extras easier to run, because they do not matter and thus should limit how much brain-power they take up for the GM who has a lot of things to keep track of.

That is why the extra mechanics have the purpose of mechanically simplifying them.

The Mass Combat rules are fucking dumb and bits where extras interact poorly with the Mass Combat rules as you see it is probably a product of the fact that the Mass Combat rules are not worth the paper they're written on. The Mass Combat rules are so bad that you're literally better off without any rules at all.


Shrug. I don't necessarily see that as everyone else being necessarily worse. Not necessarily. For instance, perhaps only Autochthonians and Haslanti know the secrets to convincing the Least Gods of Arc Flexibility And Arrow-Pushing to work the way they do despite not being caressed in a way appropriate of 'traditional' archery. (Or Lesser, or whatever category is appropriate.)

Crossbows do not work that way.

Exalted gods do not work that way.

Exalted physics does not work that way.

You're also totally making up this line of argument with no actual canon support.

So, no, your argument is worthless - as valueless as the D&D handwave that the gods prevent technological progress in certain settings. A crossbow is fundamentally a bow with something to hold back the string until it needs to be released. You cannot stop that from existing without breaking normal bows, because a normal bow relies on someone holding back the string until it needs to be released. You cannot prevent crossbows without preventing bows. And once again you are doing the thing where you devise terrible justifications which fail to account for the ramifications of your argument on the rest of the setting. Arguments which fail to account for their second order consequences are not going to have much traction here.

But I do remember that you I seem to be more accepting of The Road Not Taken than you.

That would be because The Road Not Taken is a Harry Turtledove short story, not actually anything with any value in an argument.

It's a polemic thought experiment, but it doesn't actually examine its own premises at all. Harry Turtledove isn't a great writer and in this case he's not actually writing at all to take a serious look at what would happen in the world he describes. It's an interesting little short story, but that's all it is.

So the fact you keep on citing it and expecting us to take it seriously as a defence of things like "but what if all of human sociology and warfare works differently just because the Mass Combat system is worthless at modelling reality and so says that Death of Obsidian Butterflies is worse at killing tightly packed units than a single arrow from a powerbow" isn't a convincing point.
 
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So I'm going to say it again and see what way you devise this time to try to dodge the point.
I think you're overstepping the bounds of good taste, here. @vicky_molokh has, from what I've seen, stated good reasons for confusion - reasons you don't seem to have addressed.
He also has the habit of explaining why he came to an incorrect conclusion, which I believe is often misconstrued as continuing the argument, particularly because he also asks for evidence if he's told his conclusions are incorrect.

It seems a bit like bible study, actually. There are a number of ways to read the exact same material, and if you don't have a close relationship with the authors, there's no definitive way to confirm any reading as correct. :D
 
I'll be understanding, and remember that English isn't your first language. That's the only reason I can find for your repeated habit of finding text in the rulebooks that doesn't actually say what you claim it does and claiming that supports you and refutes everyone else's points, despite it saying nothing of the sort.

Your quote is as follows:

Article:
As a cinematic high-action game, Exalted assumes that
protagonists and major supporting characters will scythe through
legions of minions and flunkies with comparative ease. Within
the combat rules, the concept of extras reinforces this idea. Simply
put, an extra is a nameless, faceless adversary of no particular
consequence, dangerous only in mass numbers. From a narrative
sense, extras serve several functions. First, they provide animate
scenery upon which protagonists can show off their phenomenal
skill and powers. On the reverse side, they slow down the Chosen
and/or force them to waste precious Essence before they can face the
"real" enemies.


Nothing about this refutes the point that Extras exist to be extras, mechanically simplified mook enemies. People have not been arguing that Extras are enemies that matter. People have been arguing that Extras do not matter, and that is why their rules exist - to provide mechanically simplified rules for enemies that do not matter.

That is not contradicted by your quote. At all. Because people haven't been arguing that extras are meant to not be mooks. Because they are called Extras.

Let's look at what I said:






So I'm going to say it again and see what way you devise this time to try to dodge the point.

Extras are insignificant characters. Like extras in films. Extras get mowed down en masse by Jackie Chan or Bruce Lee or whoever the hero is. If they were a real challenge for the protagonist, they'd be narratively significant and not extras.

Extras do not matter.

To that end, extras have mechanically simplified rules, because they do not matter. These rules do mechanically simplify them in common use.

Thes Extra rules have the purpose of making extras easier to run, because they do not matter and thus should limit how much brain-power they take up for the GM who has a lot of things to keep track of.

That is why the extra mechanics have the purpose of mechanically simplifying them.

The Mass Combat rules are fucking dumb and bits where extras interact poorly with the Mass Combat rules as you see it is probably a product of the fact that the Mass Combat rules are not worth the paper they're written on. The Mass Combat rules are so bad that you're literally better off without any rules at all.

The quote doesn't support a statement along the lines of "Extras are meant to be complex and significant"; however, it doesn't support "Extras are meant to be simplified" either. The only word with the root 'simpl' in the explanation about why the Extra rules exist is in "Simply put". The reading of that section as "Extra rules are game-mechanically simplified" seems to be entirely added by the readers, not by the text of the explanation.

I think you're overstepping the bounds of good taste, here. @vicky_molokh has, from what I've seen, stated good reasons for confusion - reasons you don't seem to have addressed.
He also has the habit of explaining why he came to an incorrect conclusion, which I believe is often misconstrued as continuing the argument, particularly because he also asks for evidence if he's told his conclusions are incorrect.

It seems a bit like bible study, actually. There are a number of ways to read the exact same material, and if you don't have a close relationship with the authors, there's no definitive way to confirm any reading as correct. :D
Also, @HoratioVonBecker seems pretty on-target about my post, and given the paragraph above the quote, I do agree that this reminds things like that.



Crossbows do not work that way.

Exalted gods do not work that way.

Exalted physics does not work that way.

You're also totally making up this line of argument with no actual canon support.

So, no, your argument is worthless - as valueless as the D&D handwave that the gods prevent technological progress in certain settings. A crossbow is fundamentally a bow with something to hold back the string until it needs to be released. You cannot stop that from existing without breaking normal bows, because a normal bow relies on someone holding back the string until it needs to be released. You cannot prevent crossbows without preventing bows. And once again you are doing the thing where you devise terrible justifications which fail to account for the ramifications of your argument on the rest of the setting. Arguments which fail to account for their second order consequences are not going to have much traction here.



That would be because The Road Not Taken is a Harry Turtledove short story, not actually anything with any value in an argument.

It's a polemic thought experiment, but it doesn't actually examine its own premises at all. Harry Turtledove isn't a great writer and in this case he's not actually writing at all to take a serious look at what would happen in the world he describes. It's an interesting little short story, but that's all it is.

So the fact you keep on citing it and expecting us to take it seriously as a defence of things like "but what if all of human sociology and warfare works differently just because the Mass Combat system is worthless at modelling reality and so says that Death of Obsidian Butterflies is worse at killing tightly packed units than a single arrow from a powerbow" isn't a convincing point.

I'm following Jenna Moran's advice of assuming that "The World Works" and backfilling a justification if someone looks too closely. Because for a Rule-Of-Cool-based setting like Exalted, the opposite path seems to lead to madness, the same way as trying to dissect the non-use of kinetic projectile weapons (or paper, or antiplanetary missiles) in Star Wars does.

Oh, and biology doesn't work 'like that' either, but we have stuff like acupucture and souls and Wyld mutations in Exalted too.
 
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This seems to have been the victim of multiple edits. What did you actually mean?
Reworded:
I think you're overstepping the bounds of good taste, here. @vicky_molokh has, from what I've seen, stated good reasons for confusion - reasons you don't seem to have addressed.
He also has the habit of explaining why he came to an incorrect conclusion, which I believe is often misconstrued as continuing the argument, particularly because he also asks for evidence if he's told his conclusions are incorrect.

It seems a bit like bible study, actually. There are a number of ways to read the exact same material, and if you don't have a close relationship with the authors, there's no definitive way to confirm any reading as correct. :D
Also, @HoratioVonBecker seems pretty on-target about my post, and given the paragraph above the quote [i.e. The reading of that section as "Extra rules are game-mechanically simplified" seems to be entirely added by the readers, not by the text of the explanation.], I do agree that this reminds things like that.
 
I'm following Jenna Moran's advice of assuming that "The World Works" and backfilling a justification if someone looks too closely.
This leads to ridiculous assumptions, because you're essentially taking as an axiom that the writers can never make a mistake. This is the kind of thinking that gets you the stupid contortions around parsecs being a unit of distance rather than time in Star Wars, when "Han was talking out of his ass" or "the writers made a mistake" are perfectly sensible explanations. It's the behaviour of a fan who will go to any lengths to avoid admitting that maybe the product is not perfect and that the setting it presents is not logically consistent in every way - the very worst combination of narrative and simulationist play.

Hell, it's better to just ignore plot holes than to try and backfill justifications like that. If you want narrative, go full narrative; say "there aren't crossbows because there aren't crossbows" and just use the Doylist reason instead of fanwanking a Watsonian one. If you want a simulationist setting, simulate it properly and be ready to aggressively identify and correct errors.

Crossbows not proliferating is dumb. There's no reason or justification for it, and attempts to explain it turn into tortured nonsense - even if you accept the explicitly-against-canon thing about gods somehow magically preventing their development; gods being able to do that reshapes the whole face of Creation. Throwing it out as an explanation for an isolated thing and then never thinking about it again is bad worldbuilding.

Like, seriously, dude. It is far less expensive from a justification cost viewpoint to go "the writers can make mistakes and be dumb sometimes" than it is to try and justify every half-assed or nonsensical thing they come out with, and I'm not sure why you seem to be arguing for the latter when it means taking Infernals chapters 1 and 2 as things that we're meant to believe actually happen. And if you do ignore Infernals 1 and 2, then you admit that the writers can include dumb shit that should be excised from the line with fire and we're just haggling over price.
 
This leads to ridiculous assumptions, because you're essentially taking as an axiom that the writers can never make a mistake. This is the kind of thinking that gets you the stupid contortions around parsecs being a unit of distance rather than time in Star Wars, when "Han was talking out of his ass" or "the writers made a mistake" are perfectly sensible explanations. It's the behaviour of a fan who will go to any lengths to avoid admitting that maybe the product is not perfect and that the setting it presents is not logically consistent in every way - the very worst combination of narrative and simulationist play.

Hell, it's better to just ignore plot holes than to try and backfill justifications like that. If you want narrative, go full narrative; say "there aren't crossbows because there aren't crossbows" and just use the Doylist reason instead of fanwanking a Watsonian one. If you want a simulationist setting, simulate it properly and be ready to aggressively identify and correct errors.

So yeah, "go full narrativist" seems like a good approach for a kitchen-sinky, over-the-toppy, secondary-world setting like Exalted (or Star Wars, or WH40K and the like).

Crossbows not proliferating is dumb. There's no reason or justification for it, and attempts to explain it turn into tortured nonsense - even if you accept the explicitly-against-canon thing about gods somehow magically preventing their development; gods being able to do that reshapes the whole face of Creation. Throwing it out as an explanation for an isolated thing and then never thinking about it again is bad worldbuilding.

Like, seriously, dude. It is far less expensive from a justification cost viewpoint to go "the writers can make mistakes and be dumb sometimes" than it is to try and justify every half-assed or nonsensical thing they come out with, and I'm not sure why you seem to be arguing for the latter when it means taking Infernals chapters 1 and 2 as things that we're meant to believe actually happen.
Note that I said "if someone looks too closely". It's not a given that someone will or even should look too closely. But apparently people like ES won't let go the fact that crossbows are hard to invent in Creation, even though apparently even Grabowski was okay with it (and most likely went with it in order to produce a warfare aesthetic that differs from our world).

Also, I think you misunderstood my comment about Least Gods. It wasn't about gods deliberately stunting proliferation of crossbows. It was about the animism of the setting, and the fact that non-Haslanti don't know the secrets required to make the animistic entity responsible for the behaviour of this piece of wood behave like a bow when used as a crossbow (i.e. shoot arrows). Remember how werewolves in WoD scare the spirit of a knife so it stops cutting? Well, what if the least god of the wooden arch doesn't even normally launch arrows unless one treats it properly? That was the idea for a justification. But apparently the animism of the setting goes out the window when discussing combat machines such as missile weapons.
 
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I do agree that this reminds things like that.
Reminds who of what? If English actually isn't your first language, I think your inexperience is showing. (For the first time to me, actually. You're normally quite good at it.)
This leads to ridiculous assumptions, because you're essentially taking as an axiom that the writers can never make a mistake. This is the kind of thinking that gets you the stupid contortions around parsecs being a unit of distance rather than time in Star Wars, when "Han was talking out of his ass" or "the writers made a mistake" are perfectly sensible explanations. It's the behaviour of a fan who will go to any lengths to avoid admitting that maybe the product is not perfect and that the setting it presents is not logically consistent in every way - the very worst combination of narrative and simulationist play.

Hell, it's better to just ignore plot holes than to try and backfill justifications like that. If you want narrative, go full narrative; say "there aren't crossbows because there aren't crossbows" and just use the Doylist reason instead of fanwanking a Watsonian one. If you want a simulationist setting, simulate it properly and be ready to aggressively identify and correct errors.

Crossbows not proliferating is dumb. There's no reason or justification for it, and attempts to explain it turn into tortured nonsense - even if you accept the explicitly-against-canon thing about gods somehow magically preventing their development; gods being able to do that reshapes the whole face of Creation. Throwing it out as an explanation for an isolated thing and then never thinking about it again is bad worldbuilding.

Like, seriously, dude. It is far less expensive from a justification cost viewpoint to go "the writers can make mistakes and be dumb sometimes" than it is to try and justify every half-assed or nonsensical thing they come out with, and I'm not sure why you seem to be arguing for the latter when it means taking Infernals chapters 1 and 2 as things that we're meant to believe actually happen. And if you do ignore Infernals 1 and 2, then you admit that the writers can include dumb shit that should be excised from the line with fire and we're just haggling over price.
I actually think he's taking "the writers have not made huge mistakes" as his default, which makes the cause of your disagreement obvious. :D
But apparently the animism of the setting goes out the window when discussing combat machines such as missile weapons.
No, not really. They're just saying that Occam's Razor says it was bad writing, and coming up with justifications isn't something they're interested in.
 
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