Phrasing my arguments politely hasn't worked, and using vitriol is resulting in what you describe here @notthepenguins .

My disdain for the system is less than my frustration with the rampant doublethink (which you and Imrix are not exhibiting, for the record). "It's not 2e, therefore it's great!" I am attacking that.

I am not saying play 2nd edition, either. There is no printed edition of Exalted that suits all needs.

Anyway, you're trying to get me to step back and calm down. That's... I'm not sure what to think about that, but alright.
 
@Shyft : I respect your understanding and dissemination of the rules a lot. I am therefore very inclined to listen to you.
Except that's not what you're doing here. You make sweeping claims about 3E rules (as opposed to any analysis), therefore discarding your strongest argument. Then you move on to blatantly shift your goalposts, and then you finish up with "I was arguing in bad faith on purpose".
So tell me - why exactly should anyone debate you?

I'd love to talk with you on the basis of an actual analysis of 3E, and I'm sure many others would. You're rather respected for your ability to look into a rule system. But you seem to be throwing that out of the window in favor of what can only be called rather blatant bashing of 3E. It's fine if you don't like the system - you don't even need any reasons beyond "I personally don't like it" for that.
But if you want to say that the system has flaws, that development was handled badly, that a lot of the changes weren't that great - that's fine, but that's what many other people have said either. Those opinions are frankly rather well-stated by now, and I think pretty much everyone here agrees with them in broad strokes. Frankly, your opinion does not carry more weight than that of others. If you want to have more weight than others, use what you're good at and actually analyze the system. Or feel free not to do so, and have just one opinion of many.
 
Then you move on to blatantly shift your goalposts
or

shyft the goalposts

amirite

I'm sorry, this is a serious conversation and all, but I'm honestly puzzled as to what you're arguing, @Shyft. Otherwise I'd have tried joining in at some point, but a lot of what you're saying is just simply asserted and I don't really know what to say to it.

I mean, you're not really making arguments here, you're making assertive statements. I have no doubt they are backed by a certain reasoning, but that reasoning is not explained, you only provide us with the conclusion; and so having very little understanding of how you came to that conclusion, I am not given the opportunity to agree with you, let alone argue against.

(you have no idea how hard it was to try and be constructive and not just post that pun alone)
 
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My disdain for the system is less than my frustration with the rampant doublethink (which you and Imrix are not exhibiting, for the record). "It's not 2e, therefore it's great!" I am attacking that.

Can you tell me then, Shyft, where it is you're encountering this doublethink? Because it hasn't been anywhere in this thread. Even the posters who've been most positive about Ex3 in this thread (Which, I should remind you, is far from charitable as a whole towards it) admit to it having faults, even if they disagree on what those faults are.
 
3e did not fix lethality. It merely moved it, just like 2.5 did with Overdrive.
I have no idea what this means. Let me try again: you can afford, in 3e, to not have a maximal defense in reserve against every single attack. You could not do this in 2e. That makes a meaningful difference in how the game plays at the table.

Now I'm totally aware that aesthetically- how that makes you feel as a player is important, and that feel is critical when making an enjoyable game experience.
I haven't appealed to aesthetics. I've appealed to the fact that, unlike 2e, fights do not inevitably devolve into completely predictable "I-attack-I-perfect" exchanges that end suddenly when someone runs out of motes. They, instead, trend towards being swingy affairs in which interesting decisions get made, and in which characters can meaningfully take risks instead of running eternal 2/7 filters.

That's a big thing! It does not make up for the rest of 3e's mistakes, entirely, but it's enough to make this the only edition I'd consider running.

I have to call the changes trivial, because if I didn't, you wouldn't stand up and try to argue with me, or look at things with a critical eye.
I have publicly critically analyzed this game for over a year, dude - as have a number of the people in this thread. Six months ago, I wrote one of the very few complete Let's Reads of the corebook. I've rewritten three different Charmsets, either for rules clarity or to fit 3e logic. I have not been waiting for you.
 
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"I have been making arguments that apparently haven't convinced other people, so I was forced to lie in order to get them to argue with me more" is a puzzling position.

It's especially puzzling in light of the fact that you haven't actually read 3e very carefully, are apparently unfamiliar with many of its systems (see your admission regarding social, movement and stealth), and yet want to be treated as a hallowed sage.

I like your 2e essays dude but I like them largely because they reflect a deep attention to the detail of the source rules and your commentary on 3e reflects the opposite.
 
Out of curiosity, what are the changes to stealth? I didn't notice anything especially different from 2e when I was reading through the rules, but it's possible I missed something drastic tucked away there. Wouldn't be the first time.
 
@Shyft, I do not know what the reason for this direction and methodology was. I can only guess that it was probably complicated and unpleasant, with some contributing factors being not directly related to the new book and were beyond control. But that's just a vague guess, and I am quite likely to be wrong in part or in whole. I do hope that between the recent exchange and oh, say, a night's worth of time to get a fresh look at things in the morning, this subthread gets sorted out and the negative emotions resolved and let go of.

And to everyone else: I think by now the point has been made, and there's no use in adding more criticism against Shyft's recent posts.

@Shyft again, on the specific topic of doublethink: coming here, I actually got the impression that it's the 1e which gets forgiven more stuff for being the old/original issue as compared to 2e (e.g. some of the things that are hated by many apparently date back to 1e), and not 3e being forgiven more stuff for being newer/newest. In fact, there seems to be a vibe of "3e is not better enough". But it's still an interesting observation that you voiced, because it reflects the diversity of viewpoints on the edition spectrum.
 
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Out of curiosity, what are the changes to stealth? I didn't notice anything especially different from 2e when I was reading through the rules, but it's possible I missed something drastic tucked away there. Wouldn't be the first time.
Main thing is that unexpected attacks are divided into "ambushes" and "surprise attacks," you get penalties to movement while in stealth, and you gain access to special actions called "Hold at Bay" which is essentially you interrogating someone with a knife under their throat, and "Going to Ground" which is an attempt at getting out of the fight alltogether.
 
I have publicly critically analyzed this game for over a year, dude - as have a number of the people in this thread. Six months ago, I wrote one of the very few complete Let's Reads of the corebook. I've rewritten three different Charmsets, either for rules clarity or to fit 3e logic. I have not been waiting for you.
Can you link me to your Let's Read? Or the post you mentioned it in originally?
 
Out of curiosity, what are the changes to stealth? I didn't notice anything especially different from 2e when I was reading through the rules, but it's possible I missed something drastic tucked away there. Wouldn't be the first time.

Main thing is that unexpected attacks are divided into "ambushes" and "surprise attacks," you get penalties to movement while in stealth, and you gain access to special actions called "Hold at Bay" which is essentially you interrogating someone with a knife under their throat, and "Going to Ground" which is an attempt at getting out of the fight alltogether.

To add to what @Omicron said, it's somewhat harder to get a 2E-style "unexpected attack" (aka ambush) which zeroes out your DVs, because you actually have to win two rolls: first to actually get surprise (Dex + Stealth vs. Per + Awareness), and then you have to actually win Join Battle against them (contested Wits + Awareness). If you fail the second it's merely "surprise", a -2 to DVs. Additionally, a true ambush is inherently less lethal because it can only do damage using the initiative gained from the initial Join Battle roll.
 
Ambushes are still damn dangerous.
Applying Defense against an ambush is now much harder, Surprise Anticipation Method only helps with detecting by providing motes for Awareness-Charms, and Reflex Sidestep Technique only sets your Evasion to 2(+1 for every 1 or 2 on the enemy attack roll), and you're only able to use more Dodge-charms on that if you raise it to your full Evasion that way. Charms that reduce decisive damage still work, but you can't really defend against an Ambush-attack.
Then again, a good hit doesn't increase damage on a decisive attack and due to how dice work out, it's hard even for Exalts to go above ~7 health levels of damage on an ambush. For even the best mortal, an ambush will likely result in ~3 damage.

Oh, and all Stealth in combat gains -3 dice, so it's actually really hard to do well in combat situations.
 
As I begin, I should state that Exalted 3e is explicitly not borgstromantic. If I start reading things like that, I'll call myself out on it.

Secondly, for the purposes of this analysis, Charms do not matter. I'm sure I'll touch on them eventually.

Anyway, I am starting with the Systems Conflicts section, Chapter 5.

So we have Rule Zero, Rule… Not sure what to call it, the Orichalcum Rule, and the Storyteller's rule.

These firmly create a pretense or 'theme' of Exalted 3rd edition. One which has pros and cons. The Ori Rule is, upon my reading, intended to empower for the story over for the rules. That's patently obvious from how it's phrased, but it bears stating. It also bears stating, that if the story is what truly matters, why is there so much extra mechanical complexity? It can be easily read as 'if we the writers broke it, you must fix it.'

The Storyteller rule almost seems like a refutation of the 2nd edition fanbase- I say this because I've interacted with the developers often enough on the forums to understand that they really do not like how a lot of people treated Exalted 2nd edition.

More seriously, the ST rule is something that can be used as a means of Authority- an explanation of the social contract that is inherent to most RPG experiences. Nothing wrong with codifying it.

Moving on, we're starting to see some method to 3e's organizational madness; It doesn't have a Storytelling Chapter. It has bulletpoints that call out things players and Storytellers need to know as they come up.

So here's the pro to this arrangement- if you put your ST advice right on the heels of a given subject, that helps fix it in your mind as to how to integrated it quickly. The con however, is that to understand the game, you must read the whole book. Now we've not had any great success with ST chapters beforehand, I agree, but demanding one digest the entire tome for game comprehension is questionable, to say the least.

Now we see the glossary. I'm not gonna lie- I'm gonna nit pick the shit out of this book, because it makes some terrible formatting decisions that in the long run would have made our lives so much easier. First issue? The double 10s rule; Not that it's Double 10s, but that they needed separate entries for Double 9 through 7. Is this a small issue? Yes.

Goal Number is an interesting nomenclature change- it feels like a throwback to World of Darkness Terminology (but that's probably not accurate). It is however much easier to grok than 'Cumulative successes', which is a problem 2nd edition had.

Guile/Evasion/Parry/Resolve: Generally this is a good change for what 2nd edition laid the groundwork for. Any nomenclature that makes it easier to grok character traits and interactions is a positive.

Now in the glossary, we have five entries that describe the various Initiative states, and they are fairly well articulated.

Now, I want to be clear about something. Initiative is a good idea. I personally believe that 3rd edition implemented it badly. We'll get to that.

Inspire/Instill/Persuade: Mechanical terms for social actions that summarize their intents with a single word- good work here. I want to point out though, that functionally, 2nd edition did the same thing, it just didn't use these words. I don't mean that 2e and 3e have identical social resolution mechanics, just that the differences aren't as big as they might seem.

Lethal (damage): Ahh, this is where I start to see the cracks in the initiative system. My fundamental argument as to why it's flawed, is that it creates an arbitrary and unnecessary stop-start in the flow of combat. Now- amusingly I actually support start/stop in combat with the idea of action-economy, but my issue here with how 3e handles Decisive/Lethal damage, is that it forces you to juggle calculation and complicates character advancement with obfuscating math/charms.

Related to this, is that we now have a forked defensive strategy- Soak for Withering (the narrative advantage attacks) and Hardness for Decisive damage. Amusingly Hardness is described as Magical, so that's a borgstromantic statement- only magical things get Hardness?

Terminus/Interval: We had 'intervals' before, which is not a new thing and I'm glad they gave us a clear description of it. Terminus is is new, and also a useful mechanical concept.

[* * *]

So now we move on to stuff like units of time, most of which is identical to previous editions, except for the 'Round'.

I haven't seen the 'Join Battle/Initiative Order' mechanics yet, so I can't compare/contrast to the tick system either way.

Now we look at Difficulty.

Hmm….

I think this has been brought up before, but this scale was not written by anyone who understands how difficult some of these examples are. Alternatively, it's meant to be an illustration of what the writers think is 'Important' or 'Dramatic'.

Like, they're saying that for Exalted, removing an Appendix is Difficulty 1. I… disagree with this.

Contrasting to 1st edition and 2nd edition, Difficulty was used a lot more as examples for feats, and became less and less clear as the editions wore on. I'm not sure if 3e will hold to my theory of 'reducing apparent difficulties', but we'll see.

Anyway, in 1e, the description of Performance included a Difficulty 5 action of 'sway the crowd to disrupt your own execution by hanging'. In 2e, they said a character with performance 5 was capable of a given feat. I haven't seen how 3e handles ability descriptions yet.

Back to 3e Difficulty- So it's clearly writing the idea of Difficulty as almost being synonymous with External Penalties- it's a flattening or abstraction of the previous system. External Penalties are hard to keep track of I admit, even to this day in the games I run, I have my players ask me "Which ones are dice and which ones are successes?"

Failure and botches are described well enough- though I think they could have been elaborated on more. This is one of those places where Storyteller sidebars are crucial, because no edition of Exalted has ever properly taught STs how to run the game.

The automatic actions/difficulty zero sidebar is mechanically interesting, though I am curious and concerned about how the game handles modifiers. Even if no one used it, (and 2e did not account for doublers), it had a very robust system for handling the order of dice and successes.

Now we move on to Stunting!

So, the major problem with 2nd edition stunting was how crucial it was to combat resource management- you got your motes and WP from it, and it became obligatory. Even if a 2-die stunt is extremely easy to attain, it still can be a burden on PCs.

3e immediately did away with Mote resource rewards for stunts, focusing them purely on dice and successes- and Willpower.

Now, the interesting thing is that they firmly declared that a 2-die stunt should happen 2-3 times a session, not all the time. This is due in part to it being +2d+1s; that's effectively four dice. I'm a little surprised at this actually. This expectation plus the willpower regain to me suggests that the system was balanced around the idea of a character regenerating 2-3 WP a session outside of Charm mechanics or other means.

I think this was intended to be a kind of 'hedge' against the more common 2e behavior of 'If you stunt, you aren't going to fail depressingly'. Like in my experience with 2nd edition, if you try something gutsy, you're assured by your stunt bonus that you won't be unduly penalized for flubbing the roll.

Here in 3e, they're almost implicitly waiving that agreement by simply giving you More Successes to achieve your goal.

Now, the downside is that 3e does not describe the qualities of a 2 or 3 dot stunt, which 2nd edition attempted more effectively. I can't ascertain what a 2-dot stunt looks like based on the examples.

So having mentioned the 'Hedge' concept, I read the next paragraph and find that the book explicitly tells the storyteller not to jerk their players over for trying to do awesome stuff. I've got no problem with this.

More critical- why are stunts labeled 1-3 dot? The rewards are now fairly arbitrary and non-sensical. To be fair the original rewards of [1m x2 stunt die] was not hugely superior, but calling them 1-3 dot stunts seems to be a legacy issue.

Bonuses and Penalties….

Alright, so they describe Situational Modifiers, Equipment Bonuses, and Charm Modifiers. Makes sense so far. This section to me suggests that External Penalties are gone. So far all I can see are dice being subtracted from the pool, with Difficulty being an unchanging element. That's fine.

So, in the good sense, this simplifies the system and reduces the need for an order-of-modifiers sidebar, but I have to point out that lack of work now could make more work later.

There is yet more ST advice woven into the main rules. Again, pros and cons of organization.

Extended rolls don't need much in the way of commentary.

Hmm, Opposed rolls however have a very clear 'game-runner' statement with how you're supposed to handle ties. The Storyteller declares the best stunt the 'winner'. There's positives and negatives to that approach, but one thing I can say is that trying to judge stunts objectively is difficult.

[* * *]

And now we get to combat!

So as I said earlier, Initiative is not a bad idea.

The core premise as I understand it, is to make Withering Attacks to generate Initiative. Withering does not actually usually cost initiative- it does however cost actions during your round, motes and willpower.

Initiative itself also determines your order of actions in the turn- who goes first. This is actually similar to how 1e handled it, save that in 1e you essentially re-rolled join battle at the start of every round, and the way the rules were set up, you wanted to be 'last' so you could use the Late Mover Advantage.

In 2e by comparison, actions had independent speeds as we know from the tick system, and that was intended to be a much more granular, second-to-second combat system.

So here's the first criticism of the system. Functionally, the exact same goals from the previous editions exist, merely obfuscated by Initiative- Massive 'destroy you' flurries still exist, artifact weapon primacy still exists, more attackers means you win because of more attacks, and combat is still won through brute-forcing huge damage pools onto a debuffed enemy.

Initiative is essentially a buffer for motes, which are a buffer for HLs, and if Lethality were 'truly' fixed, we wouldn't need these layered damage systems to prevent things from actually hurting you. Remember, 2nd edition had systemic/defensive layering as well, the only differences were your attacks weren't modular, (Withering/Decisive).

This is why Initiative is effectively Unsoakable Raw Damage. Specific charms, actions and so on are superficial when these things remain the intended mode of play with new methods to get the same end-results.

Now, the pro of Withering/Decisive and Initiative, is that it creates a very clear and easy to grok 'zone' for cool descriptions and narrative engagement. I'm not debating that the system functions.

The next part of my critique against decisive/withering, is that it forces wild, swinging damage calculation. Initiative fluctuating is fine, but the disconnect of weapons from decisive damage is to me a clear acknowledgement that they could not fix weapons. At the same time, it does allow for the dramatic upset of someone with a meager weapon like the mortal/knife example. That is worth allowing, but it doesn't change the fact that the implementation is awkward.

Withering Damage is intended to be dramatic, to sell the pagentry of the battle.. But it also homogenizes the scene. Suddenly, positional information becomes irrelevant- only relative initiative matters. Oh, a storyteller can make position relevant, but it's generally a non-element once you start dealing with Initiative.

Essentially, this dumbs down tactics and puts you back into the 2e model of 'whiteboxing with a hand full of TCG-charm cards'. You don't win because you forced your enemy to overextend, or caught them in a clever trap, you win because you use a different kind of attack action which can benefit from your huge damage bonus. This is the same kind of "tactics" which revolve around making your final attack in a flurry a Goremaul hit, now that their defenses are tabled by Onslaught penalties.

Anyway, moving on to resolving attacks!

So the first thing I notice, is that they clearly describe an attack roll as being made against a Difficulty equal to the opponent's defensive trait. Now for comparison, in 2nd edition, an attack was Difficulty 1 and you had to deal with the special defense subtracting from your attack roll, strictly speaking, you had to always roll 1 over DV to score a hit.

In 3e, my reading of the rule here basically suggests that you can in fact hit by zero as a default assumption. It says 'Fewer, not 'equal to or fewer'.

Now, one thing 2e got correct, was that it never ever said DV was a difficulty outside of a few quickly errata'd charms. However, this terminology change means that going forward, 3e is either never going to allow magic to reduce defenses as difficulties, or is intending to.

The other important thing, is that 3e has gotten rid of what we know of as the 10 steps of combat- those clearly defined blocks of 'This is when X happens!'

Now, I'll fully cop to the fact that in 2e, the 10 steps are hard to remember and follow. Four steps as illustrated here in 3e look much more approachable, but there is tradeoff.

So Withering Attacks are [Dex + Combat Ability + Accuracy], +stunt and circumstance bonuses. If you hit, you subtract soak from raw damage and roll post-soak damage with double 10s. Your target loses [Successes] Initiative, and you gain [Successes +1]Initiative.

Decisive Attacks by comparison omit weapon traits entirely, so you don't get Accuracy or Weapon Damage. This is to help control how big the dice pools get…for a mechanic that's focused around generating large pools.

Now, Decisive attacks are punishing if failed- and contextual! It says that if you're below a certain initative level, you lose 2 points, or 3 if higher. So clearly this is trying to tell you to either do lots of small attacks for minimal setback, or one big attack. you're being forced into a given strategy. That part actually isn't bad, but the underlying obfuscation and complication of Withering/Decisive remains.

Now, if you do land the decisive hit, the only pool you roll without double 10s is Initiative. That it's (before Charms and other modifiers). You've spent quite a while building up to this point to spend it all on a big hit. That on the face of it is fine.

You deal damage directly to HLs- they do not get soak. Hardness allows a defense against smaller hits, and even if Hardness negates the attack, you still 'succeed' and are reset to base initiative.

[* * *]

I'm going to pause this analysis here.

My conclusion so far is as follows: Initiative adds complexity and obfuscation on top of the legacy system of Exalted 1e and 2e.

Further, there is really no reason for Init damage to coexist alongside Weapon-damage attacks except as a kind of halfway measure. If Initiative is intended to put the focus on the Story and allow low-damage or non-combat focused party members to contribute, there's no reason why this has to be a per-character resource, instead of a party-wide "damage pool" everyone tosses chips into, until one player finds an opening to cash it out, no matter who they are.

But by splitting it up across everyone, it still means that the fightmaster will always be better Ending Combat than the low-combat investment guy, not simply better at giving more resource for everyone to use, which would contextually make more sense with the narrative-first they're pushing.
 
About to go to bed, but here's the first thing you overlooked:
Initiative is not just about building large pools.
You CAN build large pools - but there's actually a lot of reasons not to.

I mean, an ideal attack sequence goes
- withering until the enemy is crashed (gaining +5 Initiative)
- take one round to aim (+3 dice on the next attack, useful since decisive attacks can have trouble landing)
- make a decisive attack that hopefully lands. Deal damage equal to ~40% of your Initiative. Reset to base Initiative (=3).
- take a full defense action to ensure that the crashed enemy does not crash you (if they did, they'd set their Initiative equal to a join battle roll +5, then gain an action they can use to attack right away).
- repeat until enemy is dead. But actually, don't crash them again straight away since that doesn't get you Initiative Breaks.
There is actually very little advantage to building up a higher Initiative than that. Doing so either requires more enemies (in which case it can admittedly be a decent tactic, sometimes) or wailing on an already-crashed enemy. But the latter is inherently disadvantageous, because while you still gain Initiative, they effectively don't lose any (they're already in the negative, and will reset to 3 after three rounds either way).

And all this is really rather obvious if you go through the rules as written, and basically holds true unless charms get involved. Because this way you maximize your Initiative gain while dishing out the most damage the fastest and running the lowest chance of actually getting crashed or hurt yourself.
 
Don't forget to make it a Sorcerous Initiation method as well! (Fun fact, adapting Raising Heart was quite seriously my first thought after reading the Talisman of Ten Thousand Eyes).
Building on this, @Omicron:

Shaping Rituals
  • The sorcerer may spend a scene preparing mystic tokens infused with her Essence, to be consumed at a later date to power her sorcery. Making a batch is an hour-long endeavor at least, and requires the expenditure of fifteen motes per token (only ten of these are 'contained' within it; the rest are lost), and a single point of willpower per batch. When shaping a spell, she may shatter one of these tokens against Star-Shrouded Heart, adding its contained motes to her Shape Sorcery total. She may do this no more than once per scene, however, for further use risks straining her Essence pathways and damaging her.
  • The sorcerer is adept at gathering spare power for her own uses. Upon taking a Shape Sorcery action, she may stunt it drawing upon ambient loose magical energy, such as the Essence fragments left by previous sorceries, extremely potent (10m+) Charms, or nearby demesnes. Upon doing so, she gains (stunt rating + 2) sorcerous motes towards completing this spell. This benefit may only be received once per scene, but control spells do not count towards (and are not affected by) this limit.
  • For the orderly mind, sorcery is an easy task. The sorcerer may spend an action before Shaping Sorcery plotting out the complex occult mathematics and geometries of her working, and so gain efficiency in its creation. She must declare what spell she will be preparing, and make an (Intelligence + Lore) roll at a difficulty of twice its level. She may add (Essence) non-charm dice to the roll if the spell she is preparing is a Control Spell. Upon beginning to shape the sorcery in question, she may immediately add these motes to the spell's casting. This action may not be flurried, but may not be interrupted or counterspelled, as it is purely mental preparation.
 
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Building on this, @Omicron:

Shaping Rituals
  • The sorcerer may spend a scene preparing mystic tokens infused with her Essence, to be consumed at a later date to power her sorcery. Making a batch is an hour-long endeavor at least, and requires the expenditure of fifteen motes per token (only ten of these are 'contained' within it; the rest are lost), and a single point of willpower per batch. When shaping a spell, she may shatter one of these tokens against Star-Shrouded Heart, adding its contained motes to her Shape Sorcery total. She may do this no more than once per scene, however, for further use risks straining her Essence pathways and damaging her.
  • The sorcerer is adept at gathering spare power for her own uses. Upon taking a Shape Sorcery action, she may stunt it drawing upon ambient loose magical energy, such as the Essence fragments left by previous sorceries, extremely potent (10m+) Charms, or nearby demesnes. Upon doing so, she gains (stunt rating + 2) sorcerous motes towards completing this spell. This benefit may only be received once per scene, but control spells do not count towards (and are not affected by) this limit.
  • For the orderly mind, sorcery is an easy task. The sorcerer may spend an action before Shaping Sorcery plotting out the complex occult mathematics and geometries of her working, and so gain efficiency in its creation. She must declare what spell she will be preparing, and make an (Intelligence + Lore) roll at a difficulty of twice its level. She may add (Essence) non-charm dice to the roll if the spell she is preparing is a Control Spell. Upon beginning to shape the sorcery in question, she may immediately add these motes to the spell's casting. This action may not be flurried, but may not be interrupted or counterspelled, as it is purely mental preparation.
You took the wind from my sails!

But yeah, these are good. The third one seems a bit convoluted, although I like its theme.

Then you can throw in some Merits. Stuff like...

Two-Minded Heart (Merit ●●●)

Riding the burgeoning consciousness of Star-Shrouded Heart, its wielder may outsource some of her mental function, allowing her to do pursue two trains of thought at once. She may perform one purely mental activity at the same time as another non-strenous activity, allowing her to calculate complex algorithms while learing history, or to prepare a strategy for war while attending a gala, as long as she is attuned to Star-Shrouded Heart.

Kinda burned out at the moment, honestly, can't really think of more.
 
In 2e, if you Combo Arrow Storm Technique and Accuracy Without Distance, does Accuracy Without Distance apply to all attacks made with Arrow Storm Technique, or just one of them?

Supplemental Charms must be used on every action in a combo. Arrow Storm is an Extra Action Charm that generates more actions, Accuracy Without Distance is a Supplemental Charm, therefore, for every Arrow Storm attack you make, you must use AWD, and pay for it.

Yes, this means Comboing a Supplemental Charm with an Extra Action Charm is a retarded way to blow all your resources and get yourself killed. Don't do that.
 
Building on this, @Omicron:

Shaping Rituals
  • The sorcerer may spend a scene preparing mystic tokens infused with her Essence, to be consumed at a later date to power her sorcery. Making a batch is an hour-long endeavor at least, and requires the expenditure of fifteen motes per token (only ten of these are 'contained' within it; the rest are lost), and a single point of willpower per batch. When shaping a spell, she may shatter one of these tokens against Star-Shrouded Heart, adding its contained motes to her Shape Sorcery total. She may do this no more than once per scene, however, for further use risks straining her Essence pathways and damaging her.
  • The sorcerer is adept at gathering spare power for her own uses. Upon taking a Shape Sorcery action, she may stunt it drawing upon ambient loose magical energy, such as the Essence fragments left by previous sorceries, extremely potent (10m+) Charms, or nearby demesnes. Upon doing so, she gains (stunt rating + 2) sorcerous motes towards completing this spell. This benefit may only be received once per scene, but control spells do not count towards (and are not affected by) this limit.
  • For the orderly mind, sorcery is an easy task. The sorcerer may spend an action before Shaping Sorcery plotting out the complex occult mathematics and geometries of her working, and so gain efficiency in its creation. She must declare what spell she will be preparing, and make an (Intelligence + Lore) roll at a difficulty of twice its level. She may add (Essence) non-charm dice to the roll if the spell she is preparing is a Control Spell. Upon beginning to shape the sorcery in question, she may immediately add these motes to the spell's casting. This action may not be flurried, but may not be interrupted or counterspelled, as it is purely mental preparation.

You took the wind from my sails!

But yeah, these are good. The third one seems a bit convoluted, although I like its theme.

Isn't that first ritual crazy strong? Peeking through the book's rituals, most of the once-per-scene rituals give somewhere between 5 and 10 on average, depending on how restrictive the ritual is. The one that looks like it can give the biggest chunk at once is the prayer ritual from the Ifrit lord pact. You'll cap out at 15 or maybe a little higher, but that takes a Resources 5 offering, and a reasonable result on the performance roll. The Essence Token bit, by contrast is just a flat 10 motes gained regardless, for what seems to be very little restriction or investment (excepting the artifact dots). At Essence 1, you can make three in a batch, and recover all the motes and willpower to do it again the next day. It's very possible to amass a large stock of these pretty quickly. Maybe the tokens should fade after a while, like in the Soul-Perfecting Elixer catalyst ritual?
 
Isn't that first ritual crazy strong? Peeking through the book's rituals, most of the once-per-scene rituals give somewhere between 5 and 10 on average, depending on how restrictive the ritual is. The one that looks like it can give the biggest chunk at once is the prayer ritual from the Ifrit lord pact. You'll cap out at 15 or maybe a little higher, but that takes a Resources 5 offering, and a reasonable result on the performance roll. The Essence Token bit, by contrast is just a flat 10 motes gained regardless, for what seems to be very little restriction or investment (excepting the artifact dots). At Essence 1, you can make three in a batch, and recover all the motes and willpower to do it again the next day. It's very possible to amass a large stock of these pretty quickly. Maybe the tokens should fade after a while, like in the Soul-Perfecting Elixer catalyst ritual?
The actual point of comparison for that one is the third for the Talisman of Ten-Thousand Eyes, which... I misread the first time around, actually, and didn't realize the motes were committed for. Hmm. Yeah, probably too powerful, I'll rework it later.

On the other hand, it doesn't have the double-dip-for-control-spells element... hmm.
 
So, um. If I wanted to play a 3e game with Hope's Last Gasp. Where should I go online for a PbP game? Are there any openings here on SV?
 
This peculiar point is weird to me. The more evasion you have, the harder it is to apply charms against an ambush. Honestly, that doesn't make sense.
It's rather odd, yes. I suspect the charm was balanced for Evasion 4-5, and they wrote it as is to give those with less Evasion a little freebee, as they have a lot less to gain from the charm. (For an Evasion 5 character, successfully triggering the condition makes it almost certain you will dodge the attack.) This is most likely to be an issue in a low attack dice decisive ambush, but launching one of those has its own risks, namely that it may be trivially blocked with Melee.

If you absolutely cannot afford to get hit by an ambush, you should probably just dodge it using Seven Shadow Evasion.
 
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