@SerGregness and
@Sanctaphrax
That you have had positive play experiences with 3rd Edition does not mean it is immune to criticism. The same is true of 2nd Edition. Just because
your play experiences are positive does not mean everyone else's will be.
One of the important distinctions we should make about any tabletop RPG experience, is that generally speaking,
the rules themselves are not fun.
They exist to
arbitrate situations in which fun is an emergent property, a side-effect of the resolution. I run a 2nd edition Exalted game with almost zero houserules. We have lots of fun- not because the system is magically delivering us tiny nuggets of fun from its resolution mechanics, but because we're all a bunch of creative people who like sitting down every week and going 'How can we be awesome god-kings'?
Is 2nd Edition magically
not broken at my table? No. Not even close. I run up against a bunch of walls all the time trying to resolve the ideas my players have or their desires, or to reign them in on the more thematic arguments and discussions like 'What can a Solar do, what is hand-waveable, etc'.
Now, I personally
enjoy tackling those problems when I'm not stressed out, that entertains me, but I am
not the common end-user.
Could I have fun playing 3rd Edition? Quite possibly. I'd have fun
becaues of the people at the table, not the rules. I can tell you that several of the systems (craft) would
reduce my fun, becaues it emphasizes behaviors that I don't find entertaining.
But now I should get to the crux of this post: I've said a lot of things that are opinion. That's fine.
This is a fact; Exalted 3e is
not elegantly designed. It is two-times the size of Exalted 2e corebook, and
it did not have to be. There are still to this day elements of 3e that are not properly answered or acknowledged. Gaps in the core mechanics or decisions made that
reduce playability.
If you don't
think it reduces playability, then that's your personal experience.
Focusing on Charms, I want you to ask yourself why they decided to divert away from the generalist charm/Excellency model, in favor of contextual die adders.
Then I want you to count up not just the charms that add dice, but the charms that manipulate dice, the re-rolls, the double-Xs and so on. Ask yourself why they could not have
templated these into Excellency alikes.
I can predict that your reaction is going to be or include something like "But they help flesh out the charm trees and let me define what my character is good at?"
That's nominally true, sure. I'm a big fan of Borgstromancy ala 2e style for that reason. But, this isn't about how you
feel about your game or the choices you make as a player, this question is about
efficient and elegant design. Can you justify to me, as if I were a publisher, why
this Charm must exist in
this form or your
vision fails miserably?