That the answer to this is still "no" is actually on the edge of disturbing.

I mean, when I first got into exalted, there were a decent number of people out there advising that I just wait for 3E rather than bothering with the mess that was 2.5, because it was supposed to be coming out later that year - the next year at the latest.

When people were saying that, I was still in highschool. Every event that I would consider significant in my life, everything that has shaped me into the person I am today, has happened in between Exalted's Third Edition being "mostly done" and being released.

And people are already rewriting it.
I'm playing vanilla 3e, and I spent the better part of eight months running vanilla 3e. I've played Exalted for three and a half years, mostly 2.5, with a years experience with 3e. Third Edition is fantastic. There are strong disagreements between the devs and a lot of the people in this thread about what is important in a game. I strongly disagree with a lot of people in this thread about what's important. Try to go into 3e with an open mind. I absolutely can't stand most of the 3e rewrites I've seen, they bore me immensely. Maybe you'll end up being one of those people who doesn't like Third. But there are a lot of people who actually do. Don't take 'some people hate it' as a measure of its quality. It's really more a measure of how insanely divisive Exalted's fanbase is, and how fundamentally awesome Exalted is that people who prefer different methods of playing and different themes and different implementations go to great lengths to rewrite how it is to better fit their tastes, while keeping the fact that it's Exalted.
 
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So Hows 3E social combat, mass combat, and the infrastructure/City-ruling Mechanics?

Good but not perfect, good, and non-existent.

Social combat is heavily Intimacy-based. You use people's Intimacies to make them do things. It's a bit complicated, and can be gamed, but overall it works pretty well. Social systems are hard to write and this is one of the better ones I've seen.

Mass combat has two parts: battle groups and strategic maneuvers. Battle groups aggregate large numbers of minor characters into single entities. As long as you don't mind the fact that 15 soldiers with names and backstories are way tougher than 15 nameless faceless soldiers, it works well. Strategic maneuvers abstract all the pre-battle maneuvering into opposed war rolls to implement battle-altering stratagems. Haven't used the system yet, but I really like the look of it.

There are no infrastructure rules.
 
I'm playing vanilla 3e, and I spent the better part of eight months running vanilla 3e. I've played Exalted for three and a half years, mostly 2.5, with a years experience with 3e. Third Edition is fantastic. There are strong disagreements between the devs and a lot of the people in this thread about what is important in a game. I strongly disagree with a lot of people in this thread about what's important. Try to go into 3e with an open mind. I absolutely can't stand most of the 3e rewrites I've seen, they bore me immensely. Maybe you'll end up being one of those people who doesn't like Third. But there are a lot of people who actually do. Don't take 'some people hate it' as a measure of its quality. It's really more a measure of how insanely divisive Exalted's fanbase is, and how fundamentally awesome Exalted is that people who prefer different methods of playing and different themes and different implementations go to great lengths to rewrite how it is to better fit their tastes, while keeping the fact that it's Exalted.

Does that include my Craft rewrite and BlueWinds's Charm rewrite?

If so, your feedback would be greatly appreciated.

And, while you're in a feedback-giving mood, seeing as you're one of the biggest 3E advocates in the thread I'd be interested in your opinions on the houserules I proposed earlier.
 
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So it would probably be much better to just use Summon Demon of the Third Circle, as that doesn't trigger the blasphemy effect.
I mean, that works for Solars, sure, but it's at least implied - if not outright stated (don't have my books handy to check, and I need to get to bed) - that Infernals don't have access to Summon Demon of the X Circle.
 
I'm playing vanilla 3e, and I spent the better part of eight months running vanilla 3e. I've played Exalted for three and a half years, mostly 2.5, with a years experience with 3e. Third Edition is fantastic. There are strong disagreements between the devs and a lot of the people in this thread about what is important in a game. I strongly disagree with a lot of people in this thread about what's important. Try to go into 3e with an open mind. I absolutely can't stand most of the 3e rewrites I've seen, they bore me immensely. Maybe you'll end up being one of those people who doesn't like Third. But there are a lot of people who actually do. Don't take 'some people hate it' as a measure of its quality. It's really more a measure of how insanely divisive Exalted's fanbase is, and how fundamentally awesome Exalted is that people who prefer different methods of playing and different themes and different implementations go to great lengths to rewrite how it is to better fit their tastes, while keeping the fact that it's Exalted.
The "and people are already rewriting it" bit probably came off as a bit more negative than I'd intended.

I've been fucking around with 3E since it first leaked, and it's good. Better than any version of second edition, mechanically at least, by a long shot. But it's nowhere near the level of good that it'd require for me to not be absolutely Livid if I'd pitched on the kickstarter.

I'm going to be very happy once it's finally out, and am already ecstatic to have a decent system to play exalted with, but well, its deadline came and went so long ago that I wouldn't be especially surprised if a lot of the people who funded it have moved on from not just Exalted but tabletop games as a whole.
 
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Does that include my Craft rewrite and BlueWinds's Charm rewrite?

If so, your feedback would be greatly appreciated.
BlueWind's Charm rewrite is what I was thinking of when I was thinking boring. Your Craft rewrite I'm basically just meh on. I like 3e Craft as it is. Yours seems like a strong, workable rewrite that would work well in a game. I just don't think it's actually better than vanilla Craft, but that's because I like vanilla Craft. It's not so much how you did it as just...I like how it was before better. I certainly respect the work you put into it, though, no way in hell I could have done better, or even done as good as you did. It's just...not my preference, you know?

And, on a related note, as one of the biggest 3E advocates in the thread I'd be interested in your opinions on the houserules I proposed earlier.
I honestly didn't care for them. Apologies if this response ends up seeming blunt or hurtful, it's late where I am and I'm pretty tired, any terseness is unintentional.

On your MA rules: I don't think making it easier to master multiple styles is a good call, MAs are very, very strong, buying them in-play at unfavored costs is actually worth doing (I'm doing it with my Night Caste, actually), making them easier to get, master, and combine seems like a not-so-good decision.

On chargen, I think its unnecessary to change it, I don't think its a problem that will come up often, and spending BP is simpler than XP, so I prefer the vanilla method. If you have a player seriously trying to win chargen and it could be a problem, just talk to them about it, and figure out if people are not on the same page in regards to how much optimization is expected/if people would feel overshadowed.

I do not like MA Charms as spells. I would veto that hard if a player asked to do it, and would pass over games with that houserule. I am not okay with Sorcerers running around with MA Charms as spells. If you want to play that, play a Sorcerer who also favors MA. Don't open the whole can of mortal supernatural martial artists again, to hell with that. This is me speaking as my reaction if you asked me in a game, so it's probably a bit stronger than is warranted. You clearly like it, so if you're running the game and you want it, have fun. But I would strongly argue against this as a general houserule.

On the combat thing, initiative pinatas are not the issue you think they are. People come out of crash automatically after three turns, and if you're targeting someone for easy init, you're open to the other combatants on the field. Speaking as someone who's seen this happen twice now, and both times it ended with the death of the person going for the 'easy initiative'.

Smashing is really good, but I don't think its good enough to deserve a nerf, again, having seen it used in actual play.
 
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BlueWind's Charm rewrite is what I was thinking of when I was thinking boring.

Do you know which part makes it boring?

Is it the removal of flavour text?

The attempts to reword the mechanics to make them clearer?

The actual mechanical changes?

Something else?

If it's the first, I'm not concerned. If it's the third, then I am.

Your Craft rewrite I'm basically just meh on. I like 3e Craft as it is. Yours seems like a strong, workable rewrite that would work well in a game. I just don't think it's actually better than vanilla Craft, but that's because I like vanilla Craft. It's not so much how you did it as just...I like how it was before better. I certainly respect the work you put into it, though, no way in hell I could have done better, or even done as good as you did. It's just...not my preference, you know?

Oddly, this is really nice to hear. I guess lukewarm praise from a tough audience is more gratifying than strong praise from an easy one.

Thanks.

On chargen, I think its unnecessary to change it, I don't think its a problem that will come up often...

It comes up every time someone with my cast of mind makes a character. I don't know how common people like me are, but...to me, it feels like it comes up a lot.
 
On your MA rules: I don't think making it easier to master multiple styles is a good call, MAs are very, very strong, buying them in-play at unfavored costs is actually worth doing (I'm doing it with my Night Caste, actually), making them easier to get, master, and combine seems like a not-so-good decision.

So, I mean, in the 'intended' use case of 'non-dawn Solar dips into one Martial Art for combat competence' the RAW work perfectly well. I was mostly trying to enable the guy who wants to be an Immaculate Grandmaster or something. My end goal wasn't really to make it easier per se (it was one of the ways I did it, but wasn't a goal in and of itself), but more to make the journey there less of a pain. Honestly the biggest thing for me was getting rid of repurchasing your five martial arts dots again, since it seems like just a big span (17 XP per style at favored rates) )where you're not really getting anything. At least, nothing big and flashy. I wanted to skip right into buying charms for the next style, after the requisite training montage to get the initiation merit, because buying up five dots of Ability over and over again seems like kind of a drag. The Martial Arts are definitely powerful, absolutely. Would it be better if it was still a four-dot merit?

Part of the reason I thought shaving some of the XP cost wouldn't break anything for multiple style users is that it seems like you get diminishing returns after a point on Martial Art investment, so making you pay the same 17 XP to start your sixth style because it plays to your concept seemed kind of pointless. A guy with four styles mastered seems like he's nowhere near twice as powerful as someone whose mastered two styles. Has your experience shown differently?


On chargen, I think its unnecessary to change it, I don't think its a problem that will come up often, and spending BP is simpler than XP, so I prefer the vanilla method. If you have a player seriously trying to win chargen and it could be a problem, just talk to them about it, and figure out if people are not on the same page in regards to how much optimization is expected/if people would feel overshadowed.

Heh, I already had one player ask me if he could spend his bonus points on his stats before assigning his 8/6/4 to get the most bang for his buck, so I figured some sort of statement on this section was necessary. :lol

I do not like MA Charms as spells. I would veto that hard if a player asked to do it, and would pass over games with that houserule. I am not okay with Sorcerers running around with MA Charms as spells. If you want to play that, play a Sorcerer who also favors MA. Don't open the whole can of mortal supernatural martial artists again, to hell with that. This is me speaking as my reaction if you asked me in a game, so it's probably a bit stronger than is warranted. You clearly like it, so if you're running the game and you want it, have fun. But I would strongly argue against this as a general houserule.

On the combat thing, initiative pinatas are not the issue you think they are. People come out of crash automatically after three turns, and if you're targeting someone for easy init, you're open to the other combatants on the field. Speaking as someone who's seen this happen twice now, and both times it ended with the death of the person going for the 'easy initiative'.

Smashing is really good, but I don't think its good enough to deserve a nerf, again, having seen it used in actual play.

I do not like MA Charms as spells. I would veto that hard if a player asked to do it, and would pass over games with that houserule. I am not okay with Sorcerers running around with MA Charms as spells. If you want to play that, play a Sorcerer who also favors MA. Don't open the whole can of mortal supernatural martial artists again, to hell with that. This is me speaking as my reaction if you asked me in a game, so it's probably a bit stronger than is warranted. You clearly like it, so if you're running the game and you want it, have fun. But I would strongly argue against this as a general houserule.

Well, that's a shame. You've seen the brew in question, right? Mortal martial artists (who, explicitly, only ever get access to E1 charms) are just not something you feel belongs? Hidden groups of mortal Ebon Shadow practitioners seems like the kind of thing that's worth enabling in the setting without them all being required to be exalts or whatever.

On the combat thing, initiative pinatas are not the issue you think they are. People come out of crash automatically after three turns, and if you're targeting someone for easy init, you're open to the other combatants on the field. Speaking as someone who's seen this happen twice now, and both times it ended with the death of the person going for the 'easy initiative'.

Yes, I know. Do remember that I've been on the pro 3E side every time initiative pinatas have come up. :p This is more codifying the approach I'd take if it became a problem, as well as a road sign to my players (who are all new) to discourage them from trying in the first place.

Smashing is really good, but I don't think its good enough to deserve a nerf, again, having seen it used in actual play.

Well, noted, but it's not the experience I've had. How do you deal with someone just spamming it? The Defense penalty to launch it is kind of inconsequential since (if memory serves) the penalty from fighting prone is the same 3 dice penalty you get for flurrying the miscellaneous action to rise. When you cost them three dice for one Defense of yours, you come out ahead. Now, it is bad if you're outnumbered, but there's a lot of bad shit about being outnumbered, so that doesn't really seem like much of an argument.
 
On the subject of MA and 3E, it came out recently that Immaculate Martial Arts will not be having the Mastery key word. Needless to say, the whole thing was argued at length at OP forum and some people are claiming that it will be a Trap and a One true build while others are arguing against that.

To be clear, from Dev comments, it SEEMS like a Solar with IMA will not be as good as a Solar who takes a style with Mastery effects, but has largely been limited to hints only.

What are your thoughts on this? Should Solars be better at IMA that DB and is the lack of Mastery effects make it an inferior option for Solars?
 
What are your thoughts on this? Should Solars be better at IMA that DB and is the lack of Mastery effects make it an inferior option for Solars?
Honestly?

Considering the Bronze Faction were the ones who designed the martial arts for them in the first place AND have a vested interest in capturing and killing any Solar they can get their hands on... it kind of makes sense. I mean if I was designing martial art styles to benefit my closest allies while being something of a trap for my enemies, I'd definately do my best to ensure it resonates effectively with Dragonblooded while also being something of a... 'trap' so to speak for Solars.

I mean it'll still be a potent set of styles no doubt, and they'll likely have an in-universe reputation as the 'strongest' styles amongst the non-exalted, so a Solar might try and disguise himself to seek out instruction. Only for him to never realize he'd have been better off seeking instruction with almost anyone else.

Plus it would help with all the cliche of 'da immaculate mastah!'
 
To be clear, from Dev comments, it SEEMS like a Solar with IMA will not be as good as a Solar who takes a style with Mastery effects, but has largely been limited to hints only.

Holden went past hints in a thread which has since been lost to forum software problems. He said that the lack of Mastery will make IMA somewhat weaker than the alternatives for Solars, and that the imbalance doesn't bother him because he doesn't believe it'll come up in play often enough to matter.

I'm not particularly happy about this, but there's not much point arguing it. Not like he's gonna change his mind.
 
Holden went past hints in a thread which has since been lost to forum software problems. He said that the lack of Mastery will make IMA somewhat weaker than the alternatives for Solars, and that the imbalance doesn't bother him because he doesn't believe it'll come up in play often enough to matter.

I'm not particularly happy about this, but there's not much point arguing it. Not like he's gonna change his mind.

If they're anything like the proof-of-concept charms that the Shikari in the Antagonists section have, then those charmsets are still gonna be plenty scary.
 
Wait.

Don't Sidereals get the Mastery Keyword as well (and a easy way of learning the styles?)
 
Ummm...

Sorry to interject, but I was redirected here from Green Sun, Black Shadows, it's ungodly o' clock right now and I'm in no shape to wait until after I get off work.

I've ordered up the 2E Corebook, 2E: Sidereals, and 2E: Abyssals. Now, given my complete inexperience with actually trying to run the system and that my understanding of the game is mostly restricted to quests, fanfic, and some of @Revlid's posts on this thread, I was hoping somebody would give me at least some kind of idea which parts of these books I should ignore for reasons of them being stupid/gamebreaking/canon-defiling nonsense.

Any takers?
 
Oh dear, you're going to actually try to run 2e?

You poor poor soul. Anyways, since you already own these books, look up and download the errata'd PDFs of each, which should put you squarely in 2.5.

Next, be aware that Sidereals as written are fucked mechanics-wise, even beyond their oft-confusing thematics.
 

You are going to get dogpiled by responses, so be aware of that fact.

Anyway, lemme think of some bullet points.
  • Your Creation May Vary- you are not obligated to use everything in every book. Each book is written with the intent that you pick and choose whatever you want from it.
  • Weapon Statlines in Corebook are part of the Lethality Issue which has been discussed in the thread numerous times. Grand Daiklaes and Goremauls stand out.
  • Fluffwise, Corebook is fairly inoffensive. It's worth noting that Exalted 2nd edition in general actually reprints fluff from 1st edition quite often, so you actually will get an arguably better background experience from tracking down the 1e books.
  • MoEP Abyssals: The Charm Ebon Lightning Prana in Abyssal Melee is extremely potent and snaps the tenuous gameplay balance over its knee.
  • Void Avatar Prana from Dark Messiah Style is simply gamebreaking.
  • As mentioned, Sidereal mechanics range from 'non-functional' to 'Horribly nerfed from 1e' to 'I don't understand'.
  • Sidereal games are much different than Solar games. Do not run Sidereal Games like Solar games.
Most everything else I could think of requires a lot more time and elaboration. I suppose all I can say is that Exalted rewards thought and effort. Until it asks too much.

Edit: added notes about Sidereals
 
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While I'm not going to say OPP doesn't deserve that (they absolutely do, and I think they know it too- I love 3e as a ruleset, but it absolutely had all the development problems), in this case we know exactly what this holdup is, we know it's the only holdup left to resolve, and we have a definite ETA for the resolution of said holdup.
 
So in other words October, just in time for the four year anniversary of the kickstarter!

While I'm not going to say OPP doesn't deserve that

Honestly, given how fucking atrocious the Exalted 3e performance vis a vis release dates have been compared to basically everything Onyx Path has done, I think it's entirely unfair to blame general Onyx Path stuff for how poorly they've done things. The nWoD people have no problems anywhere near what this has. In fact, I may strongly dislike Demon, but I can't fault their development cycle given how open they were about it.

No, the problems must be laid on the Exalted 3e devs. One might even strongly suspect that the release date given in the Kickstarter was pure fantasy, a made-up number that at best was wildly optimistic and in practice was willfully false.

Plus, I would also note that a suspicious number of freelancers and associates who were previously associated with the project have gone very quiet or just walked away. Speaking from my experience in IRL work, when a project has a high drop-out rate... well, even if management are saying everything's just rosy, if you've got a high staff attrition rate there's something rotten in the state of Denmark.
 
Plus, I would also note that a suspicious number of freelancers and associates who were previously associated with the project have gone very quiet or just walked away. Speaking from my experience in IRL work, when a project has a high drop-out rate... well, even if management are saying everything's just rosy, if you've got a high staff attrition rate there's something rotten in the state of Denmark.
I'm more curious about which of them are left at this point
 
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