Well this is terrifying, and I thought South Korea was bad. Is this a joke or was this actually the case, for Kerisgame at least?*

*Please don't answer "Yes".

How much XP does it cost to be a super efficient mortal Bureaucrat? Aside from Intelligence and Bureaucracy, what skills would they need?
Dude. Imperial Chinese examinations could last between 24 and 72 hours. This is from real-life history. This included knowladge of philosophy, knowladge of rituals and ceremonies, caligraphy, arithmetic and music. All in the same test.

I can totaly buy the First Age's examination system being that insane.
 
Except that isn't true at all. More complex or simple games still give you entirely different methods of execution for tasks compared to eachother, while the comparison of a "simple mode Exalt" and a "hard mode exalt" is adding more steps to what has previously been established as baseline features in the same system. If it were possible for the nonSolars to actually BEAT Solars at anything, you might have a point, but they can't and they won't, so at best you will be struggling to achieve a Solar-equivalent level in a niche area. If it takes you 18 Charms and 6 interconnected steps to accomplish something which takes a Solar only 2 Charms and one roll, you are not being rewarded for the extra effort you are putting in. The game is wasting your time for not choosing the Simple Solar, optimization be damned.

Rubbish.

The whole point is that you're not attaining a Solar-equivalent anything, ever. Nor is the Solar attaining a you-equivalent anything, ever. You are, in fact, playing differently.

Maybe it takes ten minutes to make a Solar and an hour to make a Sidereal. That's fine, as long as the hour contains an hour's worth of entertainment. Or maybe playing a Getimian in combat requires you to track three significant resources, while a Solar only needs to track two. That's also fine, as long as the third resource is interesting to play with.

Adding complexity provides a different play experience, and play experience is pretty much always the goal in an RPG. If the only way you can imagine one splat being more complex than another is by adding a bunch of meaningless hoop-jumping, you need to think a bit harder.

PS: It's entirely possible to beat Solars. First fight of my 3e game featured a DB curbstomping a Solar (with max combat stats) using only her Excellency. And even if you meant it's impossible for a splat to be better at something than Solars, you're almost certainly gonna be wrong about that too.
 
Making progress on Hope's Last Gasp's Character Sheet. Have the charms sorted, just need to decide how to spend the rest of the BP. How do I put a Character Sheet into the thread? It's in PDF format and I don't know how to share those.
 
Salina went "Fuck efficiency, how do we make people most happy? And no, shut up Bright Shattered Ice, we are not going to just rewire their brains so they feel joy in doing what we tell them to. I want honest, real happiness where people can do what they want to and people are allowed to make mistakes."
This, the bolded in particular, very much reminds me of Granny Weatherwax in Witches Abroad.
 
Maybe it takes ten minutes to make a Solar and an hour to make a Sidereal. That's fine, as long as the hour contains an hour's worth of entertainment. Or maybe playing a Getimian in combat requires you to track three significant resources, while a Solar only needs to track two. That's also fine, as long as the third resource is interesting to play with.
The far more likely problem is (and this is an issue I've run into in both 1E and 2E) that a player wants to play a given splat because he really likes their fluff and themes, and doesn't know much about their mechanics. When he actually tries to roll one up it's substantially more complicated than expected, requiring the player to read basically the entire Charms chapter just to make sure he isn't missing some key power for the relevant build, because combat charms have been assigned to weird abilities. And because there's a lot of mathy bits and complicated interactions, the player needs way more systems knowledge just to ensure that the character is actually good at the things he wants them to be. And then, during the game, he finds out that playing one is even more of a pain because there are more resources to keep track of, more things to check resolving Charms, etc.

There are systems where mechanics are the main selling point of a given splat. Psionics in D&D worked like that: pretty much everyone I knew hyped them up because of power points, not any fluff related things. Exalted is not such a system.
 
Dude. Imperial Chinese examinations could last between 24 and 72 hours. This is from real-life history. This included knowladge of philosophy, knowladge of rituals and ceremonies, caligraphy, arithmetic and music. All in the same test.

I can totaly buy the First Age's examination system being that insane.
Though, its actually wasteful to dump the failures. Most bureaucrats are making checks against static difficulties, which also means your failures wind up as Toiletries Warehouse Scribe #59943(who only ever needs to make a Diff 1-3 check even in a worst case), and only a very few score the coveted Regional Manager and up posts, where they can actually use the massive dicepools thrown in a constructive manner to coordinate their lessers.
 
The whole point is that you're not attaining a Solar-equivalent anything, ever. Nor is the Solar attaining a you-equivalent anything, ever. You are, in fact, playing differently.
Except the Exalted system, in any edition, is not geared to support multiple play-styles. It has two modes: Gain More Succesess to accomplish tasks, and Kill/Remove Enemies. The two methods for maximizing these traits are fairly uniform in execution, and Ex3 even moreso now that the emphasis of combat has been reduced down into "gain resources, apply deathblow."

You can argue the Hows and Whys of attaining these things and applying them all you like, but when the explicit system goals are identical for everyone equally, that still means all gameplay is driving towards the same intentions, regardless of the path they took to get there. The splat capable of reaching these goals in the least rigorous, uncomplicated way is the winner, because now the player can thus focus on playing the game rather than fiddling with "interesting" mechanics which only serve as an obstacle to doing anything. The current crop of writers do not seem to be the type to suddenly introduce unexpected win-conditions into their scattershot combat engine anyway.

Like, lemme break down some Game Design here. In card games, there is a term known as "piloting," which primarily applies to decks which have an existing winning strategy in mind and have been assembled entirely to make that strategy happen, regardless of player skill. The player's end of things comes down to familiarizing themselves with the common lines of play around that strategy, and the tools within the deck to set-up, defend and follow-through on it before an opponent or unforeseen factors do something to lock them out. The best decks of a given archetype optimize this card pool to be faster, more efficient and less-reactive than others, reducing the number of things between itself and its win-condition.

With the way that most RPGs are written, I'd hazard a guess that PCs tend to be piloted by players more often than they are played, for precisely the same reasons. Because in both cases, you are given a set goal and the tools to get it done, and the player's input all revolves around gaining access to those tools quickly, making the correct decisions with those tools at the necessary times over experience of play, and weeding out which choices ended in failure or unfavorable results. Exalted is no different, because Charms might as well be cards, just badly written ones. So if you aren't using or lack access to those best Charms, you are not playing a Different Game, but a Shittier One.

Maybe it takes ten minutes to make a Solar and an hour to make a Sidereal. That's fine, as long as the hour contains an hour's worth of entertainment. Or maybe playing a Getimian in combat requires you to track three significant resources, while a Solar only needs to track two. That's also fine, as long as the third resource is interesting to play with.

Adding complexity provides a different play experience, and play experience is pretty much always the goal in an RPG. If the only way you can imagine one splat being more complex than another is by adding a bunch of meaningless hoop-jumping, you need to think a bit harder.
Except nothing about any of these traits are presented as interesting at all, and are outright described as hoop-jumping compared with using the obvious alternatives. Two resources in place of one is not getting "more game," out of using it. Complexity without immediate purpose or gain is busywork, and modern RPGs have been streamlining themselves away from that kind of excess over time Precisely because of this. Be it ten minutes or an hour, chargen is Not Gameplay, reading systems in a book is not gameplay, it is all prepwork for gameplay. In fact, lengthy chargen times and learning the ins-and-outs on how to not-die instantly are ALSO among the biggest criticisms Exalted faces for being as lethal as it tends to be.

So the idea that what players are really looking for out of a game is one where a movie-length prep time for creating and understanding how to equip and properly use the tools given to a single character is now required to be its own form of entertainment, long before the group ever has to meet and the game begins in earnest, is sort of missing the whole point of tabletop gaming being a shared group activity.

PS: It's entirely possible to beat Solars. First fight of my 3e game featured a DB curbstomping a Solar (with max combat stats) using only her Excellency. And even if you meant it's impossible for a splat to be better at something than Solars, you're almost certainly gonna be wrong about that too.
That's the result of a few lucky rolls and good choices, not the DB actually having better options than the Solar. Like, this is not even a debatable point, DBs and Solars will not be peers under this system, even when using the DB niche. It will be exactly the same as before, where the DB focus is "teamwork," but that will simply mean a handful of DBs using their vaunted "teamwork skills" will together be a comparable fight for ONE Solar, not that using teamwork they will now be a match for a Solar party of equal size.

The latter would actually BE gameplay, and you don't get that by adding More Shit into your task resolution mechanics.
 
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Except the Exalted system, in any edition, is not geared to support multiple play-styles. It has two modes: Gain More Succesess to accomplish tasks, and Kill/Remove Enemies. The two methods for maximizing these traits are fairly uniform in execution, and Ex3 even moreso now that the emphasis of combat has been reduced down into "gain resources, apply deathblow."

You can argue the Hows and Whys of attaining these things and applying them all you like, but when the explicit system goals are identical for everyone equally, that still means all gameplay is driving towards the same intentions, regardless of the path they took to get there. The splat capable of reaching these goals in the least rigorous, uncomplicated way is the winner, because now the player can thus focus on playing the game rather than fiddling with "interesting" mechanics which only serve as an obstacle to doing anything. The current crop of writers do not seem to be the type to suddenly introduce unexpected win-conditions into their scattershot combat engine anyway.

Like, lemme break down some Game Design here. In card games, there is a term known as "piloting," which primarily applies to decks which have an existing winning strategy in mind and have been assembled entirely to make that strategy happen, regardless of player skill. The player's end of things comes down to familiarizing themselves with the common lines of play around that strategy, and the tools within the deck to set-up, defend and follow-through on it before an opponent or unforeseen factors do something to lock them out. The best decks of a given archetype optimize this card pool to be faster, more efficient and less-reactive than others, reducing the number of things between itself and its win-condition.

With the way that most RPGs are written, I'd hazard a guess that PCs tend to be piloted by players more often than they are played, for precisely the same reasons. Because in both cases, you are given a set goal and the tools to get it done, and the player's input all revolves around gaining access to those tools quickly, making the correct decisions with those tools at the necessary times over experience of play, and weeding out which choices ended in failure or unfavorable results. Exalted is no different, because Charms might as well be cards, just badly written ones. So if you aren't using or lack access to those best Charms, you are not playing a Different Game, but a Shittier One.


Except nothing about any of these traits are presented as interesting at all, and are outright described as hoop-jumping compared with using the obvious alternatives. Two resources in place of one is not getting "more game," out of using it. Complexity without immediate purpose or gain is busywork, and modern RPGs have been streamlining themselves away from that kind of excess over time Precisely because of this. Be it ten minutes or an hour, chargen is Not Gameplay, reading systems in a book is not gameplay, it is all prepwork for gameplay. In fact, lengthy chargen times and learning the ins-and-outs on how to not-die instantly are ALSO among the biggest criticisms Exalted faces for being as lethal as it tends to be.

So the idea that what players are really looking for out of a game is one where a movie-length prep time for creating and understanding how to equip and properly use the tools given to a single character is now required to be its own form of entertainment, long before the group ever has to meet and the game begins in earnest, is sort of missing the whole point of tabletop gaming being a shared group activity.


That's the result of a few lucky rolls and good choices, not the DB actually having better options than the Solar. Like, this is not even a debatable point, DBs and Solars will not be peers under this system, even when using the DB niche. It will be exactly the same as before, where the DB focus is "teamwork," but that will simply mean a handful of DBs using their vaunted "teamwork skills" will together be a comparable fight for ONE Solar, not that using teamwork they will now be a match for a Solar party of equal size.

The latter would actually BE gameplay, and you don't get that by adding More Shit into your task resolution mechanics.

Dif, have you actually played the new combat system? You keep making these definitive statements about how 'the combat has been reduced down to [awful sounding thing]' and 'characters are piloted more than played' but that's just not been my experience at all, nor does it sound like it's been the experience of the other Ex3 players in this thread. We are here, telling you that that's not how combat shakes out. You just saying 'oh, that doesn't count because variance' doesn't hold water.

No one had any tips for how to share the character sheet?

Short of putting it up in google docs and sharing a link? There's a few google doc spreadsheet character sheets I've seen running around. Those would be the easiest methods, I think. You could also upload it to Dropbox.
 
Dif, have you actually played the new combat system? You keep making these definitive statements about how 'the combat has been reduced down to [awful sounding thing]' and 'characters are piloted more than played' but that's just not been my experience at all, nor does it sound like it's been the experience of the other Ex3 players in this thread. We are here, telling you that that's not how combat shakes out. You just saying 'oh, that doesn't count because variance' doesn't hold water.
Yes, I have done my own testing on it. Because among other things which I am a total idiot about, hacking 2e into something it was actually intended to be is one of my long-simmering off-and-on projects. So, not being that much of an idiot and knowing that stealing is preferable to reinventing the wheel, I did go through the mechanics way back when it was first leaked months ago and tried to hammer out if any of it was remotely useful to me. After peeling it all apart to see how its bits worked in theory and in-action, it wasn't useful at all and I went back to the drawing board instead.

In fact, you might notice another running theme of my posts is harping on how little Ex3 actually changes anything in positive ways from 2e except by the noted absence of deliberate shit-fucking-up introduced throughout the side-books and splats, only to fill the gap with its own fresh and newly-created problems, and a lot of that came from comparing the two systems and what was "fixed" in which ways and why, so I could see what results were coming out the other end. Between that early impression of the leak and seeing how much of that nevertheless continued onto the final product with no alterations whatsoever, I'm pretty confident in saying that I've spent more time analyzing this shit not-working than they did actually writing it under the illusion it Did, and the Devs made all the wrong decisions for this game on every level they could do so.

So if your impressions and my impressions of the same mechanics do not match up, more than anything it is likely because you are playing it for different reasons and in different ways than I am and how I choose to view it accomplishing its intended goals. And that goes way beyond critiquing something on the basis of "variance" when my argument was a question of equivalent power-parity. No one gets to be better at something than Solars, not even in their niche focus. Because if they do, Solars will have a Charm to shut that niche down for 5 motes or less. This is the game Holden and co really want.

Secondly, "piloting" is a judgement-neutral term. Card decks which are piloted rather than freeform gameplans which adapt around their opposition are not more "play to win" or "unfun" than other decks. They are simply built with a defined purpose in mind, no worse than a combat character purchasing combat Charms. But its disingenuous to say that such a combat character settled on Charms which gave the most attacks possible, using the most damage output available to them, simply on the basis of player-preference, and not it being an active part of a successful combat strategy.
 
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Dif, have you actually played the new combat system? You keep making these definitive statements about how 'the combat has been reduced down to [awful sounding thing]' and 'characters are piloted more than played' but that's just not been my experience at all, nor does it sound like it's been the experience of the other Ex3 players in this thread. We are here, telling you that that's not how combat shakes out. You just saying 'oh, that doesn't count because variance' doesn't hold water.
I have, and I concur.
 
notanautomaton, I went through your homebrew document. Honestly, I don't see what you're trying to do here. So far it looks like random changes with no clear purpose.

Except the Exalted system, in any edition, is not geared to support multiple play-styles. It has two modes: Gain More Succesess to accomplish tasks, and Kill/Remove Enemies. The two methods for maximizing these traits are fairly uniform in execution, and Ex3 even moreso now that the emphasis of combat has been reduced down into "gain resources, apply deathblow."

Nope.

There's not much more to say! This just isn't true!

Except nothing about any of these traits are presented as interesting at all, and are outright described as hoop-jumping compared with using the obvious alternatives. Two resources in place of one is not getting "more game," out of using it. Complexity without immediate purpose or gain is busywork, and modern RPGs have been streamlining themselves away from that kind of excess over time Precisely because of this. Be it ten minutes or an hour, chargen is Not Gameplay, reading systems in a book is not gameplay, it is all prepwork for gameplay.

You should really wait for the books to come out before deciding whether they're hoop-jumping or meaningful depth.

And this is off-topic, but plenty of people enjoy making characters and whether you approve really doesn't matter.

That's the result of a few lucky rolls and good choices, not the DB actually having better options than the Solar...

It was a mixture of good rolls and me being better at Ex3 combat than the player was. I just brought it up because you said that what happened was impossible.

No one had any tips for how to share the character sheet?

Google docs and a link works well for me whenever I want to share something.

No one gets to be better at something than Solars, not even in their niche focus. Because if they do, Solars will have a Charm to shut that niche down for 5 motes or less. This is the game Holden and co really want.

That's not the impression I've gotten at all. Do you have a citation for your claim, or are you just speculating wildly?
 
@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?
 
So, here's a thing about 3E Awareness Charms I just noticed:
Keen (Sense) Techniques all have no commitment costs.
"Wait, they do" you might be saying. Which is true, but they all have an in-built mechanism to completely remove that commitment. Take a look at Surprise Anticipation Method and the following text:
"Motes returned in this fashion may retroactively lower the cost committed to Awareness charms of a scene or longer duration...
Well, Keen Sight/Taste and Smell/Hearing and Touch/Technique can all be activated at a slightly higher cost to set their duration to indefinite. You then simply keep that activation running indefinitely - and each time you gain something from Surprise Anticipation Method, you lower the committed cost until it it's at zero. At this point, you never have a reason to drop your commitment of now zero motes, and just keep the charms running until you die (or they're forcefully deactivated by some effect).

This is pretty obviously not a loophole and clearly intended. And honestly, I think it's rather neat that a Solar who exposes themselves to danger will eventually have their senses honed that much.
 
@SerGregness and @Sanctaphrax

That you have had positive play experiences with 3rd Edition does not mean it is immune to criticism.

I know.

It's not obvious from my posts here, but I'm possibly the most critical person on the official forums. Holden blocked me there.

One of the important distinctions we should make about any tabletop RPG experience, is that generally speaking, the rules themselves are not fun.

Depends on the game.

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.

Agreed.

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?

I think many of the die-adders are basically wasted space. There are some good ones, though. I'm happy with the way they chose to handle feats of strength, even if there are some lame Charms in the feat of strength tree.

But eh, I'm not that fussed about some unnecessary Charms. Especially since I'm using the BlueWinds rewrite.

Well for one thing they're not changes. It's a different system, that's somewhat related to prior Exalted systems.

Still, I really don't see what you're getting at here. If you're redoing everything from first principles, surely you have a plan of some kind?
 
@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?

@Shyft, please don't take this the wrong way because I respect and admire the amount of thematic understanding you've demonstrated with your borgstromancy essays, and the amount of GM advice you've dispensed to the thread (and me in specific). That said, if you're going to call me out, don't do it with some bullshit like 'just because you've had positive experiences doesn't mean Ex3 is immune to criticism'. I've never implied otherwise, and I've joined in on the many, valid criticisms of the project in this very thread. The fact that I'm disagreeing with what seems to be Dif using reductionist and flat wrong arguments to state that there's no value in system mastery as if it were plain fact does nothing to change that.
 
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Still, I really don't see what you're getting at here. If you're redoing everything from first principles, surely you have a plan of some kind?
Right. It's meant to easily scale between untrained dirt farmer and demigod, without needing buckets of dice. The combat system is meant to be less detailed than normal Exalted and not be hyper lethal. The social system is meant to be similar to 3e with increased focus on bargaining.
 
You can argue the Hows and Whys of attaining these things and applying them all you like, but when the explicit system goals are identical for everyone equally, that still means all gameplay is driving towards the same intentions, regardless of the path they took to get there. The splat capable of reaching these goals in the least rigorous, uncomplicated way is the winner, because now the player can thus focus on playing the game rather than fiddling with "interesting" mechanics which only serve as an obstacle to doing anything.
Well if you don't like combat engines then I guess it would be sensible to describe Ex3 as though the optimal solution is to create the most simplistic hyperefficient combat wombat possible and write a computer program that tells your GM that you're activating Dipping Swallow Defense and boosting Parry to 9 for you while you read news articles on your phone.

I mean, it's fine to dislike combat engines, but it seems like your criticism here is basically applicable to any game ever that has a combat system.
 
You should really wait for the books to come out before deciding whether they're hoop-jumping or meaningful depth.

And this is off-topic, but plenty of people enjoy making characters and whether you approve really doesn't matter.
Look, most of the time I try to be a reasonable person, but people have been saying "wait and see" since this whole thing started three years ago. People said "wait and see" when the leak came out, and then the second leak, and then the Backer copy, and Now that we have the actual book I'm going to put my foot down and say that if you cannot take what they have been saying for years as what they mean for it to sound like, along with genuine evidence in the Corebook of the edition they are writing (which the Devs have publicly doubled-down on multiple times being their Perfect Vision of the game they wish to be writing) to be largely indicative of their mechanical sensibilities from here on out, then I'm honestly not sure what you're expecting here anymore.

They've shown us the kind of game they write, they have told us the game they want, and despite enormous glaring flaws in the execution and despite criticisms of their conclusions they have not moved an inch. This is not a sensible atmosphere to expect them to suddenly surprise us with an unbelievably well-executed and internally balanced splatbook which somehow redeems all the problems in the books which came before it, in a tacit admission they might not have done it all right the first time despite taking three whole years to accomplish it badly. There's optimism, and then there is being naive about the guy telling you to your face you don't know what kind of game you think you want, but he does and holy shit, its going to be so fucking great if you can just disconnect all your expectations from the reality and accept what you're given.

Lastly, you seem to be attaching some kind of weird subtext to my chargen comment, on the idea I have this kind of mad-on for people who uh... make characters and read books? What I am saying is, Complex chargen and mechanics are an impediment to players new and old playing the characters they want. So if artificially inserting a long "learning process" into things is locking out people who would otherwise be playing the game itself and having fun, for the sake of some form of single-player entertainment, then it shouldn't really have a place in what is arguably an instruction book for having improv fun with friends.
 
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Right. It's meant to easily scale between untrained dirt farmer and demigod, without needing buckets of dice. The combat system is meant to be less detailed than normal Exalted and not be hyper lethal. The social system is meant to be similar to 3e with increased focus on bargaining.

Well, good luck with that. I can't really comment on what you have so far.

Look, most of the time I try to be a reasonable person, but people have been saying "wait and see" since this whole thing started three years ago. People said "wait and see" when the leak came out, and then the second leak, and then the Backer copy, and Now that we have the actual book I'm going to put my foot down...

By all means, judge the book that exists.

Or judge the book you have a leak for, that's fine by me too.

But you're way too confident in your predictions regarding Getimians, a splat that we have maybe two paragraphs of information about total. By all means be pessimistic, but don't pretend you can see the future.

If you have a kid now, they'll be attending school when Getimians comes out. If it ever does. A lot can change in that time.

Personally, I'm expecting more stuff similar to the corebook. But I wouldn't be too shocked to see a complete about-face on any number of core design choices. Remember when Solar power was going to be concentrated at E1 and E5? And remember how people who now love a Charmset built on the exact opposite approach thought it was brilliant?

Lastly, you seem to be attaching some kind of weird subtext to my chargen comment, on the idea I have this kind of mad-on for people who uh... make characters and read books?

I think you're saying something like...

What I am saying is, Complex chargen and mechanics are an impediment to players new and old playing the characters they want. So if artificially inserting a long "learning process" into things is locking out people who would otherwise be playing the game itself and having fun, for the sake of some form of single-player entertainment, then it shouldn't really have a place in what is arguably an instruction book for having improv fun with friends.

which is pretty silly. You don't get to decide how other people are supposed to enjoy the game. You don't get to pronounce that the single-player stuff is invalid or unimportant.
 
The fact that I'm disagreeing with what seems to be Dif using reductionist and flat wrong arguments to state that there's no value in system mastery as if it were plain fact does nothing to change that.
You don't get to decide how other people are supposed to enjoy the game. You don't get to pronounce that the single-player stuff is invalid or unimportant.
Let me make this as unambiguous as I can then, just so you can quote me right: System mastery and "Feelies-First" trends are a blight on tabletop gaming. Obscuring math functions for the sake of faux-randomness, obscuring resolution mechanics in unclear language, sectioning off whole wings of character options and concepts for "Advanced players only," all of these are about as useful for the health of a game as a console title which comes with persistent tutorial prompts 4 hours into the plot.

Anything which stops someone (new or old) from knowing immediately what they can do, how they can do it, and the most easy ways to lever that into making cool shit happen, either as a first-read or using it in-play, is something which is actively damaging to a game trying to be played as a game, rather than entertained as the Idea of a game. The fact so very few games look favorably on the idea of "pick up and play in minutes" gives us fewer players and fewer GMs, because it does nothing but gate out people who are unwilling to cross that not-inconsiderable effort barrier to absorb all the nuances and minutiae and find out if they actually like the fucking game they purchased when it is being played as-intended.

Worse, it promotes a "canon scholar" culture in people to buy the game primarily to read and discuss it as a shared curiosity, and not actually play it with others. Because the game is a dense phonebook of incomprehensible power interactions and ridiculous formulas, the lofty ideal of all the great things which could be done with it is stronger than the urge to put those nice thoughts into action. By all means, a game book should read evocatively, it should have thematic resonance for the person who bought it to actually dig into the interesting things they find in the lore and inspire them to think up cool characters and things involving that lore. But it is not an amateur fantasy novel with numbered stats and prices for coils of rope and horse-relay travel and shit in it, and shouldn't try to be that when the presentation serves only as a detriment to grasping the game itself as something to be played, rather than read cover to cover and then picked over endlessly.

Sadly, Exalted considers being up its own ass about natural language, making shit up without guidelines because the authors can't be arsed to think it up themselves, and the vagueness of magic as an ineffable quality, which needs to be both the most important thing ever but left entirely up in the air, to be one of its major strengths as a mechanical system.
 
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