It depends on whether in retrospect he looks at his work and says "Oww, I regret doing it that way" or says "Yep, that's working as intended". (I'm find it plausible that Lunars weren't working as intended, but am not so sure about, say, crossbows, which seems like something that is impossible to do accidentally.)
Lunars were definitely not working as intended, given their somewhat terrible mechanics(that pigeonholed them into a few good builds, luckily that was fixed in second....oh wait) and the fluff writers basically revolting and not doing what he wanted. From what I've heard, unlike say the Fair Folk(in which there was a firm vision that was ignored by writers), Lunars did not have a very clear blueprint going into the writing.
 
Someone does not need to think it was a mistake for it to be a mistake, though. You keep giving this bafflingly privileged stance to authorial intent and it doesn't make any sense at all.
It's pretty hard to define a mistake in fuzzier fields like RPGs. If Fan A thinks that X is a mistake and Fan B thinks X isn't, well, much comes to subjective evaluations of RPG products. But at least the author can answer whether some phenomenon X is the system/setting/etc. working as intended or not. (E.g. Windows spying on people isn't a bug, it's a feature that the company wants and the users don't.)
One can, of course, disagree with the intent of the author, but IMHO that's not the same thing as the author committing a mistake in the execution of an intent.
 
It's pretty hard to define a mistake in fuzzier fields like RPGs. If Fan A thinks that X is a mistake and Fan B thinks X isn't, well, much comes to subjective evaluations of RPG products. But at least the author can answer whether some phenomenon X is the system/setting/etc. working as intended or not. (E.g. Windows spying on people isn't a bug, it's a feature that the company wants and the users don't.)
One can, of course, disagree with the intent of the author, but IMHO that's not the same thing as the author committing a mistake in the execution of an intent.
Not moreso than any other functional/artistic field, like movies, videogames, or books. There's definitely a level of subjectivity, but there are pretty reasonable objective critiques people can (and have in this thread) been making that don't rely upon the intent of the author, but rather the material being presented. In the case of 1E Lunars, for example, it doesn't matter what the author's intent was. The splat was presented in a way inconsistent with the rest of the line's material, with a number of specific elements that seemed to undercut the things that would make playing a Lunar desirable.
 
Lunars were definitely not working as intended, given their somewhat terrible mechanics(that pigeonholed them into a few good builds, luckily that was fixed in second....oh wait) and the fluff writers basically revolting and not doing what he wanted. From what I've heard, unlike say the Fair Folk(in which there was a firm vision that was ignored by writers), Lunars did not have a very clear blueprint going into the writing.
Holden on Lunars: Where it All Went Wrong.
There was no original guiding vision for where the Lunars fit into the greater scheme of things. The outline is about doing up the Barbaric Exalted, simple as that—sure, there are some Lunars that aren't barbarians, but they're outside the book's scope of interest the same way outcaste DBs were outside the scope of their hardback.
Contrast Secret History of the Raksha.
I read it and my mind was blown, because it describes something bold and exciting and enticing and not even slightly resembling Exalted: the Fair Folk. The "near-extinct exiles stranded in the house of the Primordials" angle that GWM 2.0 introduced is straight out of Grabowski's outline. Grabowski wanted the Fair Folk to look like a terrifying, alien invading force to the Creation-born, but wanted the experience of playing one to be that of playing exiled nobility in an alien world—cool, mighty, refugees, decimated in number, unable to return home because of the feeding frenzy going on out there in the Wyld.
 
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3E's crunch works the way it's intended to, though.
Okay, so how are counterattacks intended to work?

Or, less snidely, the problem with this is that the authors haven't bothered to actually communicate this intent in a large number of cases.

No, it mostly means that he uses all of the charms he can at all times and no one bothers writing down the order of resolution. So, they have a lot of back and forth as he figures out what to re-roll and when to add dice. Each extra bout of re-rolling gets whoops and cheers from the table as the numbers stack up higher.
I feel an active and visceral disgust at the thought of a bunch of my time at a gaming table being wasted on this kind of thing.
 
Missing the point, given your goals for that system aren't the devs's goal for theirs.

Their goal was to deliver an enjoyable combat system while eliminating the problems caused by perfect defenses and rocket tag combat.
I mean.
I was talking about stuff I made, personally, that was needlessly complex and had shitty crunch and still accomplished its goals.
You can, in fact, make an enjoyable combat system that is needlessly complex and has shitty crunch. These are not incompatible things. I find 3.5e D&D very enjoyable; it's also a needlessly complex system, and the system is honestly pretty terrible.

So, uh, yeah. Try actually replying to the point I'm making (i.e. you can make a heavily flawed system that does what you want) next time, please.
 
Are these not enough for a lost greater age? Do you really need something like a transforming giant robot Death Star? Does that even fit in?
Need? No.
Want? Certainly.
There is a place for cool in a universe where the Sick Primordial roamed abroad in an environmental suit, and I submit this is one of them.

As for fitting in?Why wouldn't it?
Sun gods in real life mythology have often been associated with the most advanced military technology of the time of their origin.
Ra had his ships, Surya and Helios/Apollo both had their chariots.

Sol Invictus' supersized warstrider is only an alternate universe version of Phoebus Apollo's dread chariot on which he rode across the sky, smiting his enemies with arrows of fire.
 
I feel an active and visceral disgust at the thought of a bunch of my time at a gaming table being wasted on this kind of thing.

I completely agree.

There's a reason why they're friends who I know play 3e, not friends that I play with currently: Incompatible play styles.

For them, the act of counting up the numbers itself is fun. They still tell stories about the 2 die roll in nWoD that got 13 successes, even though I ran that game around ten years ago.

Given that the Ink Monkeys seem to possess much of the 'spirit' of the main course/'standard WW DNA', it's not exactly surprising that 3e doesn't fit all the needs of such a side following. But the amount of vitriol is sometimes quite puzzling.

Not surprising for any edition war veteran.

D&D 3.5/4/5 had worse.

From what I understand, the devs direct comments to/about people, who post here/who also posted on the official WW forums, have a fair bit to do with it.

But also edition wars in general get really nasty.
 
For them, the act of counting up the numbers itself is fun. They still tell stories about the 2 die roll in nWoD that got 13 successes, even though I ran that game around ten years ago.
Now, to be fair, while I also find the act of rolling and counting the numbers up to be annoying, and generally try to see if there are alternate rules for just using averages, I'd remember something like that and be willing to talk about it for years as well.
 
At least, that's how it looks to me. I've heard people speculate that they're deliberately screwing up the game in targeted ways to drive away certain types of fan, but that seems a bit far-fetched to me.

Okay, maybe not so far-fetched. I just saw an old chat log where Holden talked about using his writing to drive away fans he dislikes.

No, it mostly means that he uses all of the charms he can at all times and no one bothers writing down the order of resolution. So, they have a lot of back and forth as he figures out what to re-roll and when to add dice. Each extra bout of re-rolling gets whoops and cheers from the table as the numbers stack up higher.

I'm glad they're having fun, but...this is just bizarre to me. I really can't understand the appeal of big numbers.

I wonder if a game which used exponents and factorials to generate farcically large success numbers would be popular with that crowd. I could write one easily enough...
 
Okay, maybe not so far-fetched. I just saw an old chat log where Holden talked about using his writing to drive away fans he dislikes.



I'm glad they're having fun, but...this is just bizarre to me. I really can't understand the appeal of big numbers.

I wonder if a game which used exponents and factorials to generate farcically large success numbers would be popular with that crowd. I could write one easily enough...

Disgea, the tRPG?
 
Okay, i discovered why the PDF hasn't materialized in my e-mail yet, and hopefully it is more complicated than what i am understanding, otherwise i would be pissed off greatly(Fake Edit: i have postpoed writing this for nearly a week, so my chances of being pissed off are MUCH BIGGER):
As soon as we get the OK from them for the Backer Charm book PDF, we'll get that out to those who backed that Reward Tier, and then I'll go through each pledge level individually and send links to the many folks who added that PDF on to their pledges. It's a multi-day process, so bear with me. :)

...So! They are apparently scouring MANUALLY/INDIVIDUALLY the whole database with all the pledges, without using anything else. And they are taking more than a week to do so.

.... And me, who is rusty as fuck, could probably write something in less than three days to scour the database to find any and all the precious email addresses that need to be found manually because we cannot be competent enough to find someone capable of programming something in less than the time we are taking to check everyting manually manually manually MANUALLY MANUALLY MANUALLY MANUALLY MANUALLY MANUALLYYYYYYYYYYYYYYYYYYYYYYYYYYY!!!!!!!!!!!!!!!!!!!!!!!!

*GIYGAS.EXE HAS DISSOLVED INTO INCOHERENT RAGE.*


... Hopefully the aren't being that incompetent and there is another problem, but i am starting to doubt it.

Also, some comments on recent appenings. Because i keep proastinating otherwise.
1) About the Charms interacting with the intelligence of items: has someone found and read a rogue pdf link of the Discordians? They seem to either be perfectly integrated with Pet Rock Promotion, or crumble into dust because the item is a familiar too and thus the attempts fails.

2) About Shyft senpai flipping out and going mad, and then reading the thing that he was gone insane from: it seem to have been resolved, so i wont comment this. It is not because i don't know how to comment it, because i forgot what i wanted to say. Nope sir.

I may offer Shyft some help with the whole Charm Analisys, because i wanted to do one myself and i procastined when i told myself i wouldn't procastinate. I still reember how i wanted to do it, so tomorrow or the day after tomorrow i may find some time to do it.

3) About the whole case of the EX3, and the horrible/lacking/good/sufficent subsistems: i still have to finish reading them, but i can say that the Combat System and the social one seem to be at least functional and decent, barring THE MISTERY OF THE WORTH OF THE WILLPOWER!!! *cracatoom* And also its cousin: Fucking 3ED Stunts, how do they works? Of the other systems.... i need to finish reading them (Most notably, Sail hasn't been gazed upon), but they always seem to lack instructions of use/expansion.

The feat of strength table is an example of lack of expansion , not having ways of deciding which feats should be available past the published limit, nor the minimum strenght necessary to do them. An example of lack of instruction is the feat of strenght over time system, which is simply hinted to be a thing, and given an example in a few lines and then no instruction at all.

Aaaand i will end this post tomorow, because here i am falling asleep.

Goodnoght!
 
I'm glad they're having fun, but...this is just bizarre to me. I really can't understand the appeal of big numbers.

I wonder if a game which used exponents and factorials to generate farcically large success numbers would be popular with that crowd. I could write one easily enough...

If you could figure out a way to do that which obfuscated the math, they'd be thrilled.

Group one is the group where we did polar integration to figure out certain things in the middle of sessions... in Exalted.

...So! They are apparently scouring MANUALLY/INDIVIDUALLY the whole database with all the pledges, without using anything else. And they are taking more than a week to do so.

What the actual fuck.... I really, really hope that's not what they're doing.

If nothing else, they should be able to just write an excel formula and make it go faster.
 
Are you sure it was a case of Grabowski making a mistake (as an editor and/or as a writer and/or as a developer), and not a case of him thinking that the material was fitting / good enough for the goals he had at the moment? (Note: extra explanation in a post below.)

A combination of him making mistakes (see the link about his desired outline for Lunars) and freelancers making mistakes (see the link about his desired outline for Fair Folk, or the published Sidereal Martial Arts). Thing is, we know these are mistakes because the dude told everyone what he was trying to accomplish, so it is easy to compare what got published with what he wanted to do and note the places where the implementation falls short, as well as places where his desired outcome didn't work to begin with (lol Lunars).

Most of the great feats you mention date back to the First Age, but the pitch was that even the 'current' (Second) aga of Exalted was an era greater than the 'modern' one (WoD). This is also why I so much like pointing at the option of restoring the Solar Deliberative in the corebook: because it's one of the feats that looks sufficiently epic, and shows how even the fallen age can have unbelievable wonders.

Sure, you can do that. The task has a known difficulty and timeframe: a) unify the Exalted Host, and b) work for a few centuries to do the sociological and technological infrastructure work required to have a stable high-tech civilization. You even have the same starting point: post-apocalypse(s). Both of these are entirely achievable, as long as you're able to do a) and able to maintain a) long enough to do b). Ideally, you also include something to mitigate the effects of long-term Celestial insanity, or else it's just going to explode again.

Oh, but doubling on the standard WW stuff and moving away from other stuff does not automagically mean that the chosen direction and the authors of it are lacking in intelligence, for example.

You think deliberately unclear language, as a nice example, is a good idea? This is pandering to the so-called WW core audience and alienating a good chunk of the Exalted audience for no good reason, yes?
 
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The guy's DriveThruRPG page is here, but keep in mind that some of this stuff has been left unfinished for over a decade.

As one of the people who tossed money at the Immortals Handbook books early on (for, admittedly, purely the lols value of the silly mechanics), I'm still salty about this.

Was that the one that had an entry for no-kidding time lords (of gallifrey)?
They're comic book-style cosmic entities, not Gallifreyans.

Or, rather, they're meant to be cosmic, but the author never came up with all that much for them that wasn't "bigger numbers" and "more metamagic".
 
If you could figure out a way to do that which obfuscated the math, they'd be thrilled.

Basic resolution mechanic uses Attribute, Ability, and Divine Rank. Your dice have a number of sides equal to your Attribute. You roll a number of them equal to your Ability. You do this a number of times equal to your Divine Rank, then you multiply all the results together.

What the actual fuck.... I really, really hope that's not what they're doing.

If nothing else, they should be able to just write an excel formula and make it go faster.

Should?

Remember, this is all being done by whoever they have on hand. Shoestring budgets, after all. You can't take any particular skill for granted.

Onyx Path apparently doesn't have anyone who's good with computers and datasets. So this kind of thing will always take a while.

The never-finished Immortals Handbook for D&D 3.5 was set up like that. It's OGL, so you could legally use it as raw material.

I have that book actually. Quite like it. But I don't think it's much use here, because the author just used preposterous amounts of addition and multiplication. And frankly, the mechanical side of the book is kinda trash.
 
Just use Strike Legion to appeal to the farcically large numbers and buckets of dice crowd.
Ah yes, the game that makes certain dice rollers flail about helplessly. Fortuantely, Rolz can handle at least 2000 D10s in one go, because if you've even moderately optimized your character, you will spend all night and the next morning resolving a single attack roll if you use physical dice.
 
I mean.
I was talking about stuff I made, personally, that was needlessly complex and had shitty crunch and still accomplished its goals.
You can, in fact, make an enjoyable combat system that is needlessly complex and has shitty crunch. These are not incompatible things. I find 3.5e D&D very enjoyable; it's also a needlessly complex system, and the system is honestly pretty terrible.

So, uh, yeah. Try actually replying to the point I'm making (i.e. you can make a heavily flawed system that does what you want) next time, please.

You're telling me a game with shitty crunch can result in good mechanics.

That's just too zen for me, man.

(I think the thing here is that I am saying 'combat is good/enjoyable' and you are focusing on the 'combat is enjoyable' part and that's probably where the disconnect is, as enjoyable =/= good for some people. But I genuinely believe, purely from a design standpoint, that 3E's combat system is one of the better ones out there).

This has no relation to how pointlessly complex or shitty its crunch is.

If the crunch serves a purpose rather than being there for its own sake, it is not bad crunch. I'll admit that 3E isn't getting rid of as much cruft from 1E/2E as many would like, the new mechanics due contribute to the game's overall theme rather than detract from them.

I like Initiative; the basic combat system is fine (though range bands are dumb to use when zones exist), it's the nine hundred fucking charms that are shit.

There are a lot of charms, yes. But they do make a meaningful contribution to the overall game. Excellent Strike, for example, is a charm that lets you add an automatic success and reroll 1's. In a void, it is an incredibly boring effect.

However, charms like Bulwark stance can retroactively penalize your rolls based on the amount of 1's you rolled. So Excellent Strike is basically a solar style middle finger other people's defenses, outright negating penalties and even turning them into bonuses. And I'd be very surprised if a DB got a similar charm.

There are a great deal of charms, yeah, but for the most part they contribute something meaningful.

(and when they don't you get phantom-conjuring performance, which mercifully isn't a prereq for anything more useful)

You mean it's not a system that's half poorly thought-out crunch, half blatant steals from prior editions without evaluating their balance, and half high explosive that has to be defused by carefully managed gentlemen's agreements and system mastery enough to see the tripwires ahead of time? Be still my heart I'll just play 3E forev- or I could actually have some fucking standards and not praise 3E on the grounds that it passed the amazingly low fucking bar of "less awful than Exalted 2E."

Well, I'd like to take the bold stance that Exalted 3E is not just better than 2E, which was like pretty obvious as soon as they said they were gonna ditch ticks for turns like other sensible games, and say that it's pretty good in and of itself.

Projects are not a system. There is no system there, just a standard GM section-style "how do I run games dealing with events beyond the personal scale" guide presented as if it is a system.

Yes. But it does establish a basic framework that anyone can work with: you invest assets, run a few scenes related to it, and either get your intended result or deal with the fallout.

It's why I mentioned preferring a guide on running projects in and of itself, so a GM who is at a total loss can at least have a better idea on what is involved in raising a fortress or starting a spy network.
 
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the new mechanics due contribute to the game's overall theme rather than detract from them.
Here's the thing: what is the game's overall theme? Generally, I've heard it articulated as some variant of "a power fantasy in which actions actually have consequences." That's why 3E opens with both the quote from the Night's Master and Lincoln, because it's about what people do with unbelievable power.

So, while a lot of the specific charm interactions you're talking about are absolutely meaningful in a mechanical sense and add value there, they seem to do basically nothing from the level of the themes Exalted is trying to work with–or at the very least, any interaction there has been obfuscated behind a pretty significant amount of systems mastery. I think 3E could be a great system, but for a low to medium powered fantasy action/adventure game with a moderate narrative bent, because those are the things the system generally focuses on. It doesn't have a lot of the systems needed to really be effective at enabling the big questions it suggests (this is why some people are annoyed at the total lack of a larger projects/organizations system, or really any feedback on how to GM such things), while focusing very heavily on very specific, detailed combat interactions that doesn't really evoke the image of an unbroken demigod shaping their will into reality.
 
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If the crunch serves a purpose rather than being there for its own sake, it is not bad crunch.
This is absurd; by this metric Cthulhutech has good crunch.

There are a lot of charms, yes. But they do make a meaningful contribution to the overall game. Excellent Strike, for example, is a charm that lets you add an automatic success and reroll 1's. In a void, it is an incredibly boring effect.

However, charms like Bulwark stance can retroactively penalize your rolls based on the amount of 1's you rolled. So Excellent Strike is basically a solar style middle finger other people's defenses, outright negating penalties and even turning them into bonuses. And I'd be very surprised if a DB got a similar charm.

There are a great deal of charms, yeah, but for the most part they contribute something meaningful.

I know what they're doing, this does not make what they're doing worthwhile.

Well, I'd like to take the bold stance that Exalted 3E is not just better than 2E, which was like pretty obvious as soon as they said they were gonna ditch ticks for turns like other sensible games, and say that it's pretty good in and of itself.

Maybe you would, but you chose to defend 3E by saying 2E was worse, which is not exactly high praise.

Yes. But it does establish a basic framework that anyone can work with: you invest assets, run a few scenes related to it, and either get your intended result or deal with the fallout.

It's why I mentioned preferring a guide on running projects in and of itself, so a GM who is at a total loss can at least have a better idea on what is involved in raising a fortress or starting a spy network.
They're worthless except as basic ST advice, which is as it turns out not actually what I want from my RPGs mechanically!
 
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