Was it a full-sized giant robot that had been miniaturised, perhaps by some cog-wielding Etherite with a shrinking ray?

No?

Then it was merely a large biomechanical robot. Not a miniature giant one.

"I built it smaller" is merely a consensual Correspondence 5 effect which shrinks something to a smaller size

Thus it was still a miniature giant robot shut up Aleph

To be fair, the concept of stacking the deck was still there in 2e, in the form of better Stunt rules, double 10s, and freer Willpower use for Exalts/Heroes as opposed to Extras. I think one of the intents is to make heroes heroic even when they're pushed outside their comfort zones.
Clumsily executed in 3e? Sure, perhaps. I'm not going to argue against the execution being suboptimal.

Also, the issue with difficulties in Exalted is that they're a bit too granular. E.g. you don't want a novice pilot to crash even 1% of his landings, but if you set the difficulty of landing to 1, you still have the issue that a novice pilot with 3 dice will fail about 20% of the time, while an average-skilled one (4 dice) does it 12% of the time. The same issue applies to other fields.

The 'fail and try again' approach partially solves that, but it also means that all tasks will need to be resolved using multiple rolls, which IME many people dislike.

Would I prefer difficulties to be handled differently? Yes, but I don't think it's possible to arrive at a satisfactory outcome in the current dice system.

Exalted 2E states that you can automatically succeed most rolls as long as you're not in stressful situations with 1 threshold success, so if you're rolling you're either trying to push yourself-at which point well yes, there's a chance of failure, or you're trying to land the plane and you have only 1 minute of fuel left so failure is more "you take too long to land the plane, you are now flying a really heavy glider, what do?" Like, that's the point. Dice rolls aren't supposed to simulate "acting under ideal circumstances" at all, there should be some pressure.

On the flipside, surgery in Exalted really shouldn't be what is called a 'routine' task. Maybe in the modern world, but not in Exalted.
 
Also, the issue with difficulties in Exalted is that they're a bit too granular. E.g. you don't want a novice pilot to crash even 1% of his landings, but if you set the difficulty of landing to 1, you still have the issue that a novice pilot with 3 dice will fail about 20% of the time, while an average-skilled one (4 dice) does it 12% of the time. The same issue applies to other fields.
Two Three nitpicks:

1) Failure isn't "The plane is now going to fall to the ground and explode in a fireball"; these are botch.
2) Novice pilots nowadays have probably fucktons of equipment bonuses. All the pilots have fucktons of equipment bonuses
3) You should usually roll only when dramatically appropriate, not for everything. If your pilot need to land during a storm/is too fast because he misgudged things then you roll.
 
I'd genuinely question whether novice pilots get most of the equipment bonuses.
 
I'd genuinely question whether novice pilots get most of the equipment bonuses.
Of course they do; noone lets a pilot into the sky these days without GPS and a radio.
What they probably lack are Specialties relating to the aircraft they're piloting.

Novice pilots should get teamwork bonuses aplenty.
Because no one's letting a novice in the air without an veteran behind him reminding him of shit he forgets.
And then there's the radio, in the event he/she's really desperate.
 
I'd genuinely question whether novice pilots get most of the equipment bonuses.
I've flown a plane only six times, and for most of those I relied upon the horizon indicator for keeping it level. Most tutor planes, such as the Tutor, an RAF plane intended to teach pilots house to fly, have only about maybe a dozen indicators, and most of those are "check they are normal before take off" type.

Also, flying a plane is relatively easy. I've done loop the loops in one, and I've flown six times.
 
Two Three nitpicks:

1) Failure isn't "The plane is now going to fall to the ground and explode in a fireball"; these are botch.
2) Novice pilots nowadays have probably fucktons of equipment bonuses. All the pilots have fucktons of equipment bonuses
3) You should usually roll only when dramatically appropriate, not for everything. If your pilot need to land during a storm/is too fast because he misgudged things then you roll.
Those are generally good solutions for many situations, and I think games should generally focus more on when to use those solutions (and when not to!), compared to obsessing over tables of modifiers and difficulties (the latter is mostly not about Exalted). As I mentioned before, #1 is a good way to distinguish failures and botches, but that still (a) produces more rolls to resolve an action even when not desired by the gaming group and (b) if the rules for increasing Difficulty with each repeated attempt are used literally, this still produces some nastiness. Oh, and I suspect that in most cases, a surgery roll will be interpreted in such a way that a simple failure is the 'fall and explode' equivalent (again, not something the system must compensate for, but rather something that has to be handled in the when-to-do-and-when-to-not-do section of GMing advice).

As for only rolling when dramatically appropriate (#3), that also has a side effect. It means that there needs to be a mechanism for evaluating the competence of a character for a routine task (i.e. whether the character can reliably perform such a routine task) that is separate from analysing said character's ability to perform such a task using a standard roll. (And IMHO the automatic success estimation rules don't perform a good job there.)
 
As for only rolling when dramatically appropriate (#3), that also has a side effect. It means that there needs to be a mechanism for evaluating the competence of a character for a routine task (i.e. whether the character can reliably perform such a routine task) that is separate from analysing said character's ability to perform such a task using a standard roll. (And IMHO the automatic success estimation rules don't perform a good job there
Just look at their traits. Oh, your super duper thief eclipse has larceny four, dex four, of course he can pick this door. Ahh, but he only has lore one, int two, he has no idea how to navigate this giant library. Like, just compare pure stats to a general level of competence. "he's got a total pool of eight, that's more than most professionals, he can do it." Or "This is a very complex task, and he only had three dice in the pool, he can't do it without rolling" kinda thing.
 
Ancillary Servitor Impressment Plant
Cost:
[1m]; Mins: Patropolis; Type: Facility
Keywords: Infrastructure, Total Control, Training
Duration: Permanent
Prerequisites: Mind-Ripping Probe

An entirely logical solution to the shortage of souls within the machine-god, this sterile medical facility is filled with soulsteel augers, starmetal soul-incisors and elegantly designed moonsilver cerebral intrusion meshes. If the walls are padded to prevent screams from escaping and no citizens are permitted inside without the highest clearance; why, that's simply to avoid disturbing the Populat. Within the Ancillary Servitor Impressment Plant, mortals are subjected to intricate anima-cerebral modifications which flense their souls from their bodies - which can be reborn - replacing them with facsimiles that are enough to sustain a modicum of life. Individuals who do not contribute to society through sloth, criminality or subversion, enemies of the state and the barbarians of Creation will all be suitable targets for impressment.

A modified former human is known as a servitor. The conversion into a servitor is metaphysically equivalent to death, but servitors are not Creatures of Death - technically instead being an Autochthonic akuma. Servitors retain their attributes, but lose all abilities, specialities, Intimacies, Virtues and their Motivation. Instead, the patropolis assigns the servitor an Urge, which must further the good of the city in some way. The patropolis may grant its servitors any Ability ratings which it itself knows that would further its Urge, up to a limit of a rating of 2. The city may sustain up to (Essence / 2) magnitude servitors. The conversion process takes five days, and requires a trained staff led by individuals with a minimum rating of Medicine 4 and Occult 3. The facility has room for 20 servitors to be undergoing alteration at any given time. The patropolis may recall a servitor to the facility to have its Urge altered.

Form Befits Function (4XP): The patropolis may reconfigure the structure of its extrusions within the facility, granting them up to (Essence) points of mutations which must be appropriate for the servitor's Urge and have an Autochthonic theme. These mutations are mechanical implants, severing limbs to replace them with tools, flaying skin to replace with superior metal plating, and replacing eyes with keener sensors.

Expanded Cogitator Banks (6XP): Through improvements to their hun-mockery, servitors may now possess up to 4 dots in an assigned skill.

Relay Broadcast Node (3XP): Improving their management and power relay management, the patropolis may now sustain up to (Essence) magnitude servitors.

Field Conversion Station (10XP): The patropolis upgrades its processing facilities. The time for a conversion is reduced to five long ticks, and in addition this module may be mounted in a Collosus body of the Alchemical.

Mission Update Transmitter (4XP): Through implanted receptors in the servitors, the patropolis may now reconfigure the Urge and the Abilities of a servitor as a Miscellaneous action.

Batch Update Processor (6XP): Requires Mission Update Transmitter. The patropolis may now reconfigure up to (10 x Essence) servitors to the same Urge and Abilities as a simple Miscellaneous action.
Have you been getting at the 40K again ES? It's very 40K.
Barbarians, criminals, slackers re purposed into useful servants of the state, cybernetic implants, no shred of who they were before. Hell, they're even called servitors!
 
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By the way, the example difficulties explicitly say "Tasks which run-of-the-mill individuals in Creation consider chalellenging (such as picking a lock or removing a patients appendix without killing them) are ordinary fare for heroes".
So it's pretty clearly not a simulationist approach.

It's the only difficulty scale we've got, though. So I'm pretty sure we're supposed to use it for everyone.

For the record, this doesn't actually bother me much. It's weird and inconsistent but the effect on play is fairly minor. I only brought it up because I was asked about what I thought was contradictory in the book.
 
The medicine example was for PCs. Even a PC with Medicine 0 Intelligence 1 Dexterity 1 can do surgery pretty reliably. So you're playing a competent doctor, no matter what stats you choose.
Not really. With a one-point stunt they still won't be rolling any dice after applying even minimal penalties for lack of training / experience. They can be pretty severe, too. Instead of 2e's "-2: What is this thing you call music?" we get "-3: I only play the flute, not the harp."

More significantly, these penalties apply to Exalts and mortals alike. Don't be fooled by the fact that an appendectomy no longer requires literal magic— 3e's Creation is a dark and cruel place that doesn't reward magical beings just for showing up. If they wish to wildly exceed their competence, they'll have to actually spend effort and essence doing so. A -3 penalty isn't so daunting when you're throwing around a dozen or more dice.

This can be a bit tricky for Solars, who need at least minimal competence to have even an excellency. Things are much easier for Lunars, who can use their inherent adaptability to add [Attribute + (stunted) Attribute] dice to any roll, enabling them to solve all problems simply by being beautiful.
 
Artifact Jewelry. Crowns, Rings, Chokers, Tiara's, Earrings

What Sort of effects do you see coming from these sorts of artifacts?

There's Dragon Tear Tiara's. with provide Hearth stones and a attune effect (When attuned, the tiara adds one die to the character's Perception pool. The character instead gains a bonus of three dice when she is attempting to perform geomancy, to use astrology, to detect spirits or to otherwise perform tasks that require occult sensitivity. This does not include rolls for sorcery.)

There's Collar Of Dawn's Cleansing Light, Which keeps the Wearer clean from everything (prevent malus to social rolls from cleanliness).

Hearthstones Amulets, which are what they say on the tin.

What other effects could conceivable be part of artifact Jewelry?
 
Artifact Jewelry. Crowns, Rings, Chokers, Tiara's, Earrings

What Sort of effects do you see coming from these sorts of artifacts?

There's Dragon Tear Tiara's. with provide Hearth stones and a attune effect (When attuned, the tiara adds one die to the character's Perception pool. The character instead gains a bonus of three dice when she is attempting to perform geomancy, to use astrology, to detect spirits or to otherwise perform tasks that require occult sensitivity. This does not include rolls for sorcery.)

There's Collar Of Dawn's Cleansing Light, Which keeps the Wearer clean from everything (prevent malus to social rolls from cleanliness).

Hearthstones Amulets, which are what they say on the tin.

What other effects could conceivable be part of artifact Jewelry?

Honestly, you can get away with almost anything, because "magic ring / amulet has arbitrary magical power" is so well-established in fiction.
 
Great big shiny chandelier earrings with a mildly hypnotic effect. While wearing them, you can treat people as though they had a Minor Intimacy of affection towards you for the purposes of Persuading them to stay in your presence.
 
Not really. With a one-point stunt they still won't be rolling any dice after applying even minimal penalties for lack of training / experience. They can be pretty severe, too. Instead of 2e's "-2: What is this thing you call music?" we get "-3: I only play the flute, not the harp."

More significantly, these penalties apply to Exalts and mortals alike. Don't be fooled by the fact that an appendectomy no longer requires literal magic— 3e's Creation is a dark and cruel place that doesn't reward magical beings just for showing up. If they wish to wildly exceed their competence, they'll have to actually spend effort and essence doing so. A -3 penalty isn't so daunting when you're throwing around a dozen or more dice.

This can be a bit tricky for Solars, who need at least minimal competence to have even an excellency. Things are much easier for Lunars, who can use their inherent adaptability to add [Attribute + (stunted) Attribute] dice to any roll, enabling them to solve all problems simply by being beautiful.

Wait, really? Where's that at? I thought untrained penalties were no longer a thing in Ex3?
 
Generally I prefer if form follows function in my artifacts so jewelry artifacts should have the same function as jewelry in the real world, that is its mostly a benefit to social conflict and status. You could, I suppose, disguise the function of the artifact as a piece of jewelry but I'd have that be a higher artifact rating to account for it being non obvious. On the other hand, walking around in orichalcum or moonsilver bling is not exactly subtle either. Even a dragonblooded walking around with a mess of jade should be the kind of thing that attracts attention, if nothing else because its an obvious sign of wasteful wealth. That jade should be in superheavy plate or daiklaves after all.
 
In broad terms, that seems to be a large part of what is colouring the division into these two camps. Though I find it a bit odd that people simultaneously believe that (a) f-ups are all over the place to the point that game design should be expected to prioritise changes intended to protect against f-ups and (b) that such changes will actually work at protecting against complete f-ups.

Game design should be expected to minimize the probability of catastrophic failure, not completely abdicate responsibility for this and dump the entire job on the GM, who has enough work to do already. For example, it's not supposed to be the GM's job to try and balance effects of using charms on the fly because the charms are broken as fuck on paper. That is the game developer's job, to build stuff that players can buy without the GM having to worry that pushing the button labeled Breathing on the Black Mirror will break the game, bringing the session screeching to a halt and wasting time with a table argument.

The GM has a limited amount of processing power, attention, patience and time in the game session. Limited resources that should be allocated towards doing the stuff that only the human GM can do, like play NPCs, cause events to occur, cause the setting to react to the players' actions, and so on. From the GM's perspective, a well-designed game does as much work for them as possible: the mechanics should be balanced, the settings should work for whatever the game is trying to do, the players' build choices should be fair and lacking in landmines and spike traps, etc, etc, so as to free up resources to do what only the GM can do. You, the GM, should be able to trust the product you have bought to do this work, else why buy it as opposed to rollin' your own?

Of the two most f'ed up stories about RPGs I heard, it was very clear that no amount of authorial finger-waving warnings would be of any help. (In general, I believe no amount of foolproofing will protect a complicated mechanism from being deliberately damaged sooner or later; RPGs are similar to complicated mechanisms.)

To use an analogy, a well-built car cannot stop someone determined to drive off a cliff, but it can and will reduce the likelihood of accidents, and if any occur, raise your probability of survival. A piece of crap built out of scrap and held together with string might be able to drive, but you don't have a rollcage, nor airbags, nor power braking, and your fuel tank is open and exposed to the elements. Which is more likely to have an accident?

Is "anyone can drive off a cliff if they're trying to do so and there's no way to stop them, so we won't bother building car safety features into our vehicles!" a good argument with respect to cars? Should "put fuel, move forward, everything else is the driver's problem" be the principle an engineer cares about when constructing this machine?
 
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Question about the Velocity key word; does it count against me if I'm on a vehichle or mount, like if I'm on an Akira style super-bike and I'm going full pelt down a high way and take a swing at a police cruiser with a Chainklave, can I activate a charm with the Velocity keyword?
 
Question about the Velocity key word; does it count against me if I'm on a vehichle or mount, like if I'm on an Akira style super-bike and I'm going full pelt down a high way and take a swing at a police cruiser with a Chainklave, can I activate a charm with the Velocity keyword?
Ask your gm, but I'm pretty sure that velocity charms require you to be dashing I.e. Your own legs. The most leniency I would allow is the infernal dashing by rowing a boat, which is a hilarious image when combined with gravity rebuking grace, by the way. Or a Flinstones car.

YABBA DABBA DO, MOTHERFUCKERS! instead of the usual "wheeee giggle murder zoom zoom". Variety is important.
 
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So! Ex3 is officially released, I'm guessing at least a couple of you now own it, and I haven't been keeping up with the thread so I don't the general verdict it has received.

Is it Sol's gift to humanity? Merely an excellent supplement to mish-mash with Ex2? A fairly poor book, but good for setting elements and fluff and such? The second coming of Infernals chapter 1 & 2?

My body is ready. Ply me with your emerald vitriol.
 
The fixed combat lethality, making it less of a chore in the process. Actually, that's not fair to Exalted. Combat seems pretty solid. But then they added a fuckton of charms, adding a bunch of dice-trick mechanics that add nothing to a story. The less comparisons to Duke Nukem, the better.
 
Found out why the devs put Martial Arts behind a 4-dot Merit.
Stephen Lea Sheppard said:
You're right, it's not a problem previous editions had. Previous editions had much worse Martial Arts. Nowadays, Martial Arts are a solid combat investment for Solars because of the way the Mastery keyword works and they can be bought with Solar XP, meaning a dedicated Solar MAist can buy combat Charms with his regular and Solar XP both. Playtesting apparently revealed this required a barrier or else everyone made martial artists.
You know, after all that bitching, they could have made a sidebar explaining this.
 
So! Ex3 is officially released, I'm guessing at least a couple of you now own it, and I haven't been keeping up with the thread so I don't the general verdict it has received.

Is it Sol's gift to humanity? Merely an excellent supplement to mish-mash with Ex2? A fairly poor book, but good for setting elements and fluff and such? The second coming of Infernals chapter 1 & 2?

My body is ready. Ply me with your emerald vitriol.
It's not good, but it's Better Than 2e, and the flaws are a lot easier to fix. It does have some genuinely good stuff too, like most of the basic systems. Except Craft, which is an abomination, but combat, social influence and sorcerous workings are all pretty great.
 
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So! Ex3 is officially released, I'm guessing at least a couple of you now own it, and I haven't been keeping up with the thread so I don't the general verdict it has received.

Is it Sol's gift to humanity? Merely an excellent supplement to mish-mash with Ex2? A fairly poor book, but good for setting elements and fluff and such? The second coming of Infernals chapter 1 & 2?

My body is ready. Ply me with your emerald vitriol.
It's mechanically the best edition Exalted has ever seen. Combat is less lethal, faster, and has not yet boiled down to one single paradigm before which all others are obsolete. Everybody loves sorcery and all the goodies associated with it, and some Abilities feel like there are interesting and different ways to specialize.

On the other hand, there's no Bureaucracy system to speak of and Craft has if anything only gotten worse, being the most prominent victim of Charm and subsystem bloat. There are numerous problems with unclear wording and what seems like terms and language left over from development scattered throughout the Charms, many of which seem less mechanically clear than 2e.

On the whole, it unfortunately does not live up to the standard its lengthy and expensive development cycle sets in terms of writing quality or good game design choices, but people are in the process of working past that.
 
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