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File: camp.jpg (205 KB, 2000x1044)
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>What is Exalted?
An epic high-flying role-playing game about reborn god-heroes in a world that turned on them.
Start here:http://theonyxpath.com/category/worlds/exalted/

>That sounds cool, how can I get into it?
Read the 3e core book (link below). For mechanics of the old edition, play this tutorial:http://mengtzu.github.io/exalted/sakuya.html
It'll get you familiar with most of the mechanics.

>Gosh that was fun. How do I find a group?
Roll20 and the Game Finder General here on /tg/. good luck

>Resources for Third Edition
>3E Core and Splats
https://www.mediafire.com/folder/b54o6teut3fx6/Exalted_3e

>Errata for Third Edition
https://docs.google.com/document/d/1n3ooTmopm3CBxW5jwPp1761xsaIccea-5XIhVM_PQEc/edit

>Other Ex3 Resources
https://pastebin.com/fG1mLMdu (embed)

>Resources for Older Editions
https://pastebin.com/BXSGuFdQ (embed)

>Exalted Hacks (incl ExWoD, Demake, Quixalted)
https://pastebin.com/YQ9BYUJF (embed)

>Stuff that might be interesting
https://forum.rpg.net/index.php?threads/the-exalted-thread-with-no-original-ideas.317216/

Previous thread: >>98402657
>Thread Question: How much downtime do you have inbetween the big battles and life-or-death courtly intrigues? Have you seen meaningful character moments during those downtime periods?
>>
>I've been thinking of a way to make Element-Resisting Prana more "fun" and I was thinking of something like have the Solar "command" the natural forces.
Seems interesting, if Sidereals can have similar tech, I don't see how Solars wouldn't.
You can frame it as man's mastery of the natural world.
>>
>>98451543
my gm give 2-3 DAYS between adventures. training charms are not optional in his campaigns.
>>
>>98451741
you know you don't have to follow the rails, right?
>>
>>98452261
It is exalted, it wasn't really built to go off rails.
>>
>>98451565
>You can frame it as man's mastery of the natural world.
Yeah that's what I was going for for the theming of the Charm. Have it be limited in scope to the element, and limited by what's available (The Solar can't make fire appear where there is none to start) and probably a range limit around the Solar for what they can affect.
>>
>>98451565
>Seems interesting, if Sidereals can have similar tech, I don't see how Solars wouldn't.
That's not really a healthy way to homebrew.

>>98452302
>Yeah that's what I was going for for the theming of the Charm. Have it be limited in scope to the element, and limited by what's available (The Solar can't make fire appear where there is none to start) and probably a range limit around the Solar for what they can affect.
First off, Element-Resisting Prana is already a very fun charm. It's already strong and good at what it does. Don't replace it, put this homebrew stuff further down it's charmline. Second, be aware that you are copying Dragonblood charms right now.
>>
>>98452372
Exigents outright incentived it, 1e lunars also had similar unpublished charms and Solars already have chaos taming with WST
>>
>>98451543
>How much downtime do you have inbetween the big battles and life-or-death courtly intrigues?
It depends on the style of game we're playing. We had a game that was a Sidereal's circle playing wack-a-mole troubleshooter killsquad with problems in their Direction, and the way I would do that was at the start of each IC year I'd giving them a prophecy of three problems that'd crop up over the year and roughly when they'd happen then let them arrange their time around that. When we got to them we'd go in-character and the rest of the year was downtime, often seasons at a time. On the extreme other end, right now I'm running an Anathema highschool infiltration into the Spiral Academy and we're a year in ooc and less than a month in ic. We regularly have life or death events piling up on the same day. Club Day ran for something like seven sessions, but admittedly that did involve a fake time travel plot. After the Night-caste had their organs replaced I don't know if you can really say that the life-or-death intrigue ever stopped, there were just sometimes multiple intrigues happening at the same time.
>>
>>98452384
>Exigents outright incentived it, 1e lunars also had similar unpublished charms and Solars already have chaos taming with WST
Literally none of that changes what I said.
>>
>>98452289
That's the exact opposite of how Exalted works in my experience. Things tend to be more player-directed in Exalted than in most other games, simply because player characters have a lot of power and therefore a lot of ways to influence how things go.
>>
>>98452611
>>98452289
Yeah my first thought was "Exalted games have rails?"
>>
>>98451543
What is the main “goal” of your Circle, and what’s the plan to achieve it? What about common goals like conquering the Realm, what advice do you have for those?
>>
Did anyone to try a solo Exalted game? By which I mean only a Storyteller and one player. I was thinking about something like that and wonder how feasible it is.
>>
>>98453682
Just use AI.
>>
>>98453764
But I want to play with a specific person, I'm just disillusioned with my ability to gather a group of 4-5 people, teaching them all of the mechanics and them keeping them all interested hoping the game doesn't collapse in a month anyway. Smaller groups are better.
>>
>>98453682
Yes, I tried it once as the Storyteller and it was different but very good. The honest conclusion I have come to is that Exalted plays better with fewer players, the fewer the better, so long as you're still able to stay inspired and play off each other.

For single or duo Exalt games, the key is that Exalted are very good at what they're good at, and Exalted are fragile when you poke them in an area they're not good at. Once you're up to three players they'll have coverage to deal with anything, but with just one or two players you're going to have a lot of blind spots, and that's a good thing. You need to build around the idea that they're going to go through the walls to get off your rails and your players need to play around the idea that the world isn't going to be nice if they don't exploit the areas they're exceptional in, and that they need to be mindful of other specialties.

The Wyld Hunt becomes a much more serious concern/ally, depending on whether you're Anathema or not. Random traps or mystical encounters can become impassable walls if your player is swordman mcgee, and a small group of thugs catching the player off-guard in an ally can be a lethal encounter for a sorcerer or spy. Your player is very likely to want to make friends with NPCs to cover some of this shit, so put NPCs in their path that can help with that kind of stuff, but avoid making the competent ones flat characters that exist only to help. Don't be afraid to trouble your NPCs to make problems by proxy for your player, at least that way you're less likely to kill them by accident, and don't be afraid to have their NPC allies do extra-well in their own time either. You should also expect your player to be more willing to jump on any opportunity they see. You feel the edge you get from an artifact or ally much more keenly when you don't have a squad of Exalted backing you up, and when you aren't wasting everyone's time getting it.
>>
>>98453808
>a small group of thugs catching the player off-guard in an ally can be a lethal encounter for a sorcerer or spy
You know I was meant to say 'alley', but if you're caught off guard by a band of thugs while inside of an ally you're probably gonna have a bad time too.
>>
>>98453808
>The honest conclusion I have come to is that Exalted plays better with fewer players, the fewer the better, so long as you're still able to stay inspired and play off each other.
This is another reason why I am thinking about trying it. Exalted are meant to be people with big personalities and strong passions and the bigger the party the more you have to fight for spotlight and deal with everyone trying to be the main character. Sometimes it works out, depends on your group dynamic of course, but generally I assumed that smaller circles would be better for Exalted. I'm just not sure if baseline level of proficiency is good enough to facilitate solo play without the blind spots you mentioned being too crippling but it's probably just something you have to figure out in practice. I definitely like the idea of ally NPCs having more relevance too.
>>
>>98453775
Just use AI.
>>
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>>98452614
They exist, they are shit, but they exist; great curse was created for this explicit purpose, so was the anima flare.
>>
>>98455367
Would you rather neither were in the game at all, or would you prefer to modify them somehow?
>>
>>98455367
Those aren't plot rails. Rails would be "I have a general idea that X, then Y, then Z will happen this session and can reasonably guide events so that player actions lead that direction". In my experience, you have to make your rails really loose as an ST of this game because players can and will decide abruptly "I use my awesome powers in [Unexpected Way] to make this problem go away". At which point hasty redirection is needed.
>>
>>98455437
Essence made the great curse something more interactive, but the anima still is screwed for non combat castes.
>>
>>98452614
The rails are there but they are so mangled you don't really notice them unless people point them out.
>>
>>98457070
My favorite one is mote management, it was so mangled that it caused other problems such as players burning themselves out by abusing stunts.
>>
>>98452261
he's the only exalted GM in the area so its him or nothing. he runs his games like a constantly moving adventure, not a power-base building stationary event.
>>
>>98452611
"in my experience" yes, that. different people use systems differently.
>>
>>98453682
feels awkward to me.
>>
>>98453682
If 2e, just give free ox-bodies and that one "fix solar soak" permanent charms
>>
>>98457256
the whole point of these games is that you can do whatever you want

so if you can't then there's no reason to play these over video games, which are also on rails but do it better
>>
>>98453867
>I'm just not sure if baseline level of proficiency is good enough to facilitate solo play without the blind spots you mentioned being too crippling but it's probably just something you have to figure out in practice. I definitely like the idea of ally NPCs having more relevance too.
Baseline proficiency is absolutely enough to survive and wreck house. Rather, the main change from not having an all-encompassing variety of specialties in the immediate party is in playstyle rather than in how lethal things get. The player can't treat it the same as they would in a five-man or even a three-man group or they'll die, but if they do treat the game as a thing they need to handle with their own skills then they'll do just fine. Larger groups can just kind of walk in the direction of problems and reliably smack down every challenge in their way until they've resolved the plot. The challenge is mostly dealing with personality conflicts and rotating PCs around until you find the one who can handle it. In a one person party it's a little like the opposite, where the single PC often has to circle around a problem until they find a way to apply their specific kind of overwhelming force to it.

It's different but absolutely not crippling.
>>
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alchemicals are out for public consumption.
How are they this time around for those that read it early? Still half baked and unfit for adventuring in creation?
>>
>>98459401
I prefer Sandact's version.
>>
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Why are Lunars like this?
>>
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>>98459861
They are the garou without the few redeeming characteristics of the garou.
>>
>>98459924
>the few redeeming characteristics of the garou
Such as...
>>
>>98460039
Huge tits
>>
>>98459861
They're not.
>>
>>98460097
They are, even moreso in 3e after the idiot devs nuked the Thousand-Streams Project and made the Silver Pact monomaniacally obsessed with revenge against the Realm (and Sidereals)
>>
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>>98460192
>and Sidereals.
This reminded me of the weird design ethos of early 3e, where some splats were designed just to fight against older ones.
>>
>>98460057
If you're playing a Lunar without huge tits (or pecs) you're doing something wrong.
>>
>>98460411
Some animal totems are best served by shota/loli forms
>>
>>98460498
Red panda Lunar loli..........
>>
>>98459401
the splat pages don't have quotes. i can't remember the last time they did that. 1e autothonia?
>>
>>98460554
Sadly, /exg/ has grown too bitter, disillusioned and cynical to appreciate the simple joys of red panda Lunar waifus.
>>
>>98451543
Weekly Update
>Development
Liminals
The next big Exalted template book is all written up! Now it’s time for the developers to make sure it all lines up nicely and get it ready for crowdfunding!
>Art Direction
Infernals – Art notes are in
>Layout
Essence PG – Working on finishing for first proof
>Proofing
Essence PG Novella 1 – Murder on the Divine Carriage – Making the cover
Essence PG Novella 2 – Even the Heavens Will Burn – Making the cover
>Press
Ex3 Alchemicals – PDF and PoD versions available on DTRPG today!
as per >>98459401 seems my guess last update was wrong and they are releasing alchemicals today. if anyone can share the finalized version of the file, we'd all appreciate it
the novellas are likely to release as backer pdfs within the month, perhaps next week or the following. the essence pg sounds close to proofing as well so a similar pdf shouldn't be far behind
>>
>>98460652
>Liminals
What are those?
>>
>>98461012
A Promethean the created port, but more of exorcists, they were made to be foils to Abyssals, despite Zeniths and Endings already filling it.
>>
>>98461012
good answer
>>
>>98461098
Thanks.
>>
>>98459530
I feel like this about every 3e book so far.
>>
>>98462252
Out of curiosity, outside of the errata, what do you think he does different/better? I want to get more system mastery
>>
>>98462555
He's good at distilling Charmsets down to their most essential concept and getting rid of the bloat.
>>
It took me reading how many islands Indonesia alone has, 15000+, to properly visualize how the West should be
Also pre-Muslim Indonesia is pretty cool for Exalted story inspirations as well
>>
>>98460039
>Such as...
An overwhelming problem to diligently and honorably fight that's somehow several levels worse than them. All of the Lunar's enemies are, like, on-par with or better people than them. Maybe if they fought back the Wyld they'd have a worse opponent, but even then not by much. Meanwhile the Wyrm and it's various agents are like 9000% worse than garou.

In Exalted, it's the Sidereals who are the good guys only because they diligently fight back an evil far worse than them (reality fracturing / ending via creatures outside fate). Lunars are the bad guys to everybody who's not a Solar.
>>
>>98460411
>If you're playing a Lunar without huge tits (or pecs) you're doing something wrong.
Name five canonical Lunars with big tits. I'll wait.
>>
>>98463371
Marena, Lilith, spider lady, anja silverclaws, and uhhhh the casteless one, both the casteless ones if you (wrongly) think Keychain of Creation doesn't count as being as good or better a source than canon. The casteless ones being the lady who thinks being casteless is ok from scroll of exalts, and the other one is the one who got caught fresh near Thorns and is a horrible mutant basically-chimaera. The spider lady I'm thinking from is from that one 2e comic where she has sexual tension with Dace.
>>
>>98463256
But the Lunars do fight back the Wyld/Fae fairly regularly don't they
>>
>>98463256
Realm is pretty bad to anyone who's not on the Blessed Isle. Their entire economic model is draining Threshold dry of all possible wealth and resources and it only got worse after the Empress disappeared and the Houses started preparing for war. Their entire excuse for ruling is "but it could be so much worse". True, but it could also be so much better... which is basically the Bronze vs Golden split.
>>
>>98464020
Did they ever do a Bangladesh genocidal hunger?
>>
>>98463371
I don't care about their canonical depictions, in my Creation all Lunars are either busty babes or smug 2000 year old lolis with an occasional beefcake or twink/femboy thrown in for variety.
>>
>>98464002
>But the Lunars do fight back the Wyld/Fae fairly regularly don't they
Not any more than existing in their territory as Creation-born would imply. They certainly aren't crusading out into the Wyld to tear down the raksha or building bulwarks on the edge of Creation against the fae menace and as far as I'm aware aren't ever mentioned relieving the mortals who're harassed by Fair Folk at the edges of Creation from their oppression. Lunars are mentioned pretty regularly when the Fair Folk talk about respected outsiders visiting their courts. In 1e/2e Strength of Many was anti-slavery and that attitude pervaded through perception of the splat enough to make it an understood thing that Lunars opposed slavery (some-fucking-how, they were supporting every economical reason behind it in 1e/2e and in 3e still fucking are) going into 3e and beyond, and slavery is a very pro-Fae operation, but that still isn't really putting them up against raksha directly. 2e had the wardens of Creation at the edges of the world thing but they were pretty derelict on every front there and mostly just left Threshold kingdoms to fend for themselves after building them up.

>>98464020
>Realm is pretty bad to anyone who's not on the Blessed Isle. Their entire economic model is draining Threshold dry of all possible wealth and resources and it only got worse after the Empress disappeared and the Houses started preparing for war. Their entire excuse for ruling is "but it could be so much worse".
Yes, but Lunars aren't definitively better. They're anprim viking raiders trying to tear down the world as vengeance for being turfed out of the penultimate top spot. They form up literal ravening hordes to scour Creation. They have not personally built anything of note. The Realm is a bad influence on the world but Lunars fighting does not make them good when their intentions are to make the world even worse.
>>
Talking about the fae, weird how they lack gravitas, and are treated as low level mobs
>>
>>98464340
>Talking about the fae, weird how they are treated as low level mobs
They kind of are and they kind of aren't. What I find is that they're treated as part of the landscape of the Wyld. When you see raksha in Creation it's kind of similar to when you see a demon in most games (and sometimes in Exalted too) and find that it's perceived as an extension of Hell rather than a being itself, even if it has it's own personal motives and connections. Just a talking piece of a foreign landscape trying to get into your own world and snatch people back to it's own world. It probably has fancy dressing and some unique name that's a mishmash of syllables that don't make sense put together that way, and it probably has a unique power or two to distinguish it in a crowd, but all of that matters less than it being an emanation of a hostile dimension.

>lack gravitas
It's because when you read their own stuff you find that all their best tricks, all of the ways they would normally be able to cheap shot you, have fifty foot loopholes in them carved out to make them useless against anyone who matters. It's like how Sidereals lose a lot of aura whenever it turns out that half their charmset turns off when it's used against creatures outside fate, when handling the problems caused by those creatures is like 90% of what they're supposed to be good at. Narratively they both get shit on pretty hard too, copping L after L when if you look at the mechanics they both could and probably should be doing a hell of a lot better - it's hard to take them seriously when the way they get talked about as eldritch beings from beyond recorded history and powerful wielders of barely-understood magics held back by their low numbers and caution when you turn to 2e (the most influential edition by far) and see them dying by the dozens to solo celestials or look in Exalted fiction and see them taking ten years to drop the idiot ball and do basic info gathering.
>>
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>>98464340
The problem, as usual, is in the presentation.
>>
>>98464340
The funny thing is that they only need one thing to immediately become worthwhile, and it's the same thing the Underworld needs.

Summoning.

Not necessarily the same way demon summoning or elemental summoning work, but if fae could be beckoned like gods, or if you could say a raksha's true name three times to have it appear for bargaining, or if the myriad spooky spectral fauna of the Underworld could be dragged into Creation to be relevant in any useful way, suddenly these things become worth paying attention to.
>>
>>98464685
I mean, could you chop up albinos for esoteric reagants? Probably nothing good enough for a full artifact, but maybe a working or some alchemy.
>>
>>98464825
>I mean, could you chop up albinos for esoteric reagants?
Going by 1e/2e rules albinism doesn't count for exotic ingredients no, but blood from anyone can be used as exotics so long as their essence rating is two dots higher than the artifact rating, and there are a large number of Exalted albinos.

If they're exceptionally albino then yes in every edition. But we're talking like their entire family tree for thousands of years has been albino, they rub bone dust into their hair to keep it whiter, their red eyes are mildly hypnotic kind of albino.
>>
Strength 3 or Stamina 3 for a noncombatant character?
>>
>>98464880
Stamina 3 for sure. Noncombat characters have to deal with Stamina stuff more often because they spend more time poking esoteric stuff, drinking possibly-poisoned wine, exposing themselves to plague while healing the sick, shaking off traps, and having sex.
>>
>>98464880
Str 1 Stamina 3 is easier to justify for someone who isn't a trained athlete or a soldier.
>>
>>98464340
A raksha incursion should look something like this.

https://www.youtube.com/watch?v=FAnSKN9s7eY
https://www.youtube.com/watch?v=9DX2rWe3XjU
>>
>>98451543
What should you consider in a character backstory, PC or NPC?
>>
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>>98466013
What are you are doing in game. If the premises is about dealing with or enslaving the fae don't bring a guy's that is about a pantheon who doesn't tie with the issue.
>>
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>>98464340
Name anything cool or memorable about the fae that demons don't already do better. I'll wait.
>>
>>98467650
Terrorizing mortals.
>>
>>98467650
Invading places in Creation or existing as weird neighbours to human settlements.
>>
>>98467776
>>98467975
>that demons don't already do better
Try again.
>>
>>98467650
They're better extras. If you see a demon in Creation it implies demon summoners, cults, an active plot happening behind the scenes. You can't just have a nobody fodder demon show up to be killed for the players to feel good about themselves. Raksha can be anywhere for any reason and killed off with no greater concerns. They even manage to have even more alien physiology and psychology than demons, making killing them for no reason even less of a moral concern.

>>98468812
>Try again.
No, no, when it comes to terrorizing mortals, fae are better at it than demons from top to bottom - demons compete, sure, but they aren't better at it, just more powerful. Raksha warbands pacing around your wards at night making enticing offers until they inevitably find someone to slip is an example of them being better at terrorizing mortals than second circle demons who just tear through the wards and kill everyone inside. RotSE isn't canon, but the Crusade would still be both more cool and more memorable and really just better in general even if it was.

Demons are cooler and more memorable weird neighbours than fae though for sure.
>>
>>98468812
Tell me about the last demon invasion, as well as about these demon settlements in Creation.
>>
>>98468930
>demon settlements in Creation.
Well, weird neighbours doesn't require settlements. A single demon summoned to guard a tomb a thousand years ago would count as a strange neighbour.

That being said, the Lintha should count. There's also that one bandit gangs in the north from Time of Tumult picrel. Five hundred demons and 4.5k demonblooded.
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>>98468930
>>
>>98469108
>without expenditure of peripheral Essence.
This is the actual funny part.
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>>98469103
>There's also that one bandit gangs in the north from Time of Tumult picrel. Five hundred demons and 4.5k demonblooded.
Isn't this more of an army?
>>
>>98469183
An army without a nation is just a large bandit gang.
>>
>>98469103
Lintha are human, whatever they might claim. How could they possibly count?

>>98469108
What book is that from, and if that bandit gang consists of demons, why didn't you post something saying that?
>>
>>98469108
>>98469429
Actually nevermind the question about where the quote's from, Time of Tumult, got it. The second part of the question still stands, though.
>>
What makes a fae's Charms thematically and functionally different from a god's, an elemental's, or a demon's?
>>
>>98469763
They pulled from changeling the Dreaming, half of is glamor bombing
>>
>tfw start thinking about a Chosen of Battles character concept
>tfw realize their caste abilities are complete ass
>tfw either double- or triple-dip of combat abilities or you have to interact with mass combat
>tfw Raksha stole my face
Serenity is cooler anyway.
>>
>>98469792
Please read my post before replying.
>>
How can I make the hunt for raw resources to dreate Artifacts interesting? And by that I mean the magical materials. No, melting down another Artifact isn't an option.
>>
>>98470553
by getting the idea first

you're going about it ass backwards
>>
>>98470616
>player has a concept for an Artifact complete with Evocations and whatnot
>I give the OK after reading it over
>player asks where we can find the e.g. White Jade to make his Direlance.
That last part is the one that trips me up because I don't want to make a dungeon crawl out of every quest to get raw magical metal ore.
>>
>>98470694
then he just finds it wherever, who gives a shit

not everything needs to be an adventure
>>
>>98470694
If it's just white jade then there's not much of a point
Unless white jade isn't locally available for some reason or the only supplier is someone that would require actually using rolls to acquire from. Like having to steal it from a Dragonblooded or something.
>>
>>98470697
Asspulling bad though. It's an admission of defeat.

>>98470816
>If it's just white jade then there's not much of a point
That was just an example. Hell, I haven't gotten into Orichalcum, Moonsilver or Soulsteel. Or worst of all, Starmetal.
>>
>>98470553
Odds are you could have the closest source of the materials be guaranteed or sustaining another community.
For example a vein of jade is necessary to sustain the geomancy of a god's Sanctum and because of that you need to rearrange it with geomancy or fight the deity who put an ward there.

I'm sure there are some other options given the right charms but I honestly don't remember much about them. Wasn't there a way for DBs to create wood aspect jade? I don't remember.
>>
>>98464686
I think this really sums it up. They are too stupid for their rampaging hordes to matter to anyone living far inland to the Wyld, too voracious to have real connections to the other factions, too alien to be worth sympathy to most PCs and too weak to iron for Exalts to do anything but laugh at until 3e gave them generic grab bag powers like everyone else (including NPC Exalts, who are explicitly complete shitters compared to PC Exalts the same way young masters are just fodder to a xianxia protagonist).

But if you could just beckon one into someone's palace, they'd raise eyebrows.
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>>98471118
>Asspulling bad though. It's an admission of defeat.
it's an admission of not wanting to waste your time and the time of your players by doing shit you clearly don't care about
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>>98470694
>>98470694
specifically WHITE jade is pretty common because its used as currency by the realm. robbing/killing/trading valuables with a dynast will net you white jade coin/tablets.
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>>98471118
honestly, get ressource5, go to nexus or lookshy, say you buy the materials/work for them. otherwise, its an adventure everytime.
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>>98469433
>Actually nevermind the question about where the quote's from, Time of Tumult, got it. The second part of the question still stands, though.
Early on, the book (Time of Tumult) references bandit gangs in the North (>>98469108) that can take down a circle of Solars, or at minimum force them to spend peripheral Essence. When I posted this a few years ago people expressed disbelief and said things like "Nah, early edition madness," or "Do the writers even understand the power levels involved," or "That's just not correct," and then I read a little further in the book.

This is spoilers for anyone who wants to play Time of Tumult but obviously I already spoiled it further up, but there are two canon times the party (a circle of Solars, so it is assumed) get jumped on the way to the Invisible Fortress.

The first is by a gang of a half-dozen ape-men who have pre-prepared avalanche traps and initiate by unleashing them on you, stab everyone who's trapped in the ice and snow and rubble with their spears while fighting off the separated survivors. The stats on the avalanche are pretty gnarly if you get hit by it, doubly so with the immediate follow-up coming from the apemen, and it does target two different skillsets at once so it's not like everyone's going to be prepared to fulldodge it.

The second time the players bump into potentially hostile guys is when they run into the settlement of 500 demons Kal Bax summoned to build the manse, still bound to Creation and unable to leave the vicinity. They've been breeding with the local animals to make 4.5k demonblooded allied with them. Being demonblooded makes the animals bloodthirsty and sapient and way stronger and with spirit charms, the creation process for their stats is picrel.

These two groups are the main interruptions the players meet on the road in the module. They are bandit gangs, and as the earlier passage alludes they are each serious troubles for a circle of chargen Solars. It fits.
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Can anyone give advice or suggestions on how to play a Northman priest? Starting as mortal, will become Zenith. There’s just not a ton written about the North and their customs it’s pretty vague, should I just go full pagan larp but my gods actually talk back to me?
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>>98473098
Those are two separate things. Bandit gangs capable of challenging Solars are talked about among possible dangers on the way to Far North, before characters ever get to Wangler's Knob. Those demons - who are obviously a case of early weirdness as demons task bound to build the fortress should've returned to Malfeas long, long time ago - are not the same thing as those bandit gangs. Of course, you'd also really have to stretch the definition of a bandit gang to make those demons fit it in the first place.
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>>98473176
>Those demons - who are obviously a case of early weirdness as demons task bound to build the fortress should've returned to Malfeas long, long time ago
The demons and their binding are much more fine than they look. Rather than being bound to finish the manse directly, they're bound to obey whoever holds Kal Bax's magic runestone tablet. The runestone itself has powers (picrel) and is harder than normal to break - it's either an enchanted object or artifact of some kind. Breaking the tablet releases them to do whatever they want, which is not precisely standard but I think would be a reasonable outcome of rendering a task-binding non-valid without accomplishing it. Possibly Crack-Mending Technique could restore the runestone and their binding with it, which would be kind of funny.

>Bandit gangs capable of challenging Solars are talked about among possible dangers on the way to Far North, before characters ever get to Wangler's Knob.
>Those demons are not the same thing as those bandit gangs.
But they're talked about in terms that apply to the entire North, including the rest of the adventure. Beyond that, the two encounters you do have effectively run the length of the statement. A circle of Solars are likely to be inconvenienced by the apemen ambush but aren't likely to be forced to do more than spend peripheral essence, while an army of demons is likely to be life-threatening if provoked. You can tell that's where they're supposed to be, even, since the Dragonblood who go through the same setups face them down too and get experiences roughly that bad.

>Of course, you'd also really have to stretch the definition of a bandit gang to make those demons fit it in the first place.
It's a fantasy world, a bunch of demons stuck in place waylaying travellers fits just fine.
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>>98473145
>Can anyone give advice or suggestions on how to play a Northman priest? Starting as mortal, will become Zenith. There’s just not a ton written about the North and their customs it’s pretty vague, should I just go full pagan larp but my gods actually talk back to me?
Depends on where you are. Haslanti League cities are different from Haslanti League icewalkers is different from the Bull of the North's icewalkers is different from Halta is different from Gethamane is different from Cherak is different from if you start on the Slaver Coast, and how you'd live on the Slaver Coast is different from how you'd live on the 3e version of the northern inland sea. A lot changes depending on whether you're a soft city-liver or a barbarian icewalker. Generally scandinavian-icelandic is probably a good vibe if you're just not sure.
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>>98473272
We’re near whitewall but not from there
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>>98473311
Well, Whitewallers are usually seen as prudish, stoic, stern, and humorless academics, encouraged by their aggressive enforcement against offenses against public civility. They're also one of the cities most frequently visited by icewalkers (much to their dismay) and they tend to be at least a little xenophobic to pretty much everyone, if only because Whitewallers bathe and foreigners rarely do. If you're from around there and not from a city yourself, you're probably going to see city-folk as being like Whitewallers - rich and bookish hoity-toity assholes - and operate on the assumption that in any other city people are going to be the same.

Gods are likely to be mysterious things to you, between the animal totems of the icewalker tribes who speak rarely if at all to outsiders and the Syndics of Whitewall who keep themselves intentionally disguised and their origins occluded. You are likely to be a priest in the style of mystery cults, where you are a holder of secret powers and privilege's as one trusted by the gods, and preaching to the masses could involve amazing the unenlightened with your strange powers and set-ups while inducting new recruits to your order would look like slowly revealing the mysteries of the divine. You are likely to treat with spirits as a negotiation rather than supplication, and you should seek allies among the divine.

You're familiar with the Holy Road / Traveller's Road connecting Whitewall to the Inland Sea and the peace it enforces on pain of death, and contextualize it as a great magic of the gods. Also think of the mortals who breach the peace hanging themselves on it's signposts and know it to be a warning for mortals who think lightly of the gods warnings and powers.

You know the evils of the Dead that come from Marama's Fell two hundred miles south of Whitewall, and you know the evils of the Fae that cross the frozen North preying on mortals as they will.
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>>98473262
>It's a fantasy world, a bunch of demons stuck in place waylaying travellers fits just fine.
They don't engage in banditry, though.
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>>98473397
Ok cool. Very helpful thank you
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>>98473098
>When I posted this a few years ago people expressed disbelief and said things like "Nah, early edition madness," or "Do the writers even understand the power levels involved," or "That's just not correct," and then I read a little further in the book.
It is because of the way the mote economy is approached, and the lack of description of these bandit camps.
There's also the fact that, the danger of using peripheral motes basically doesn't exist in the sparsely populated North.
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>>98473098
>The second time the players bump into potentially hostile guys is when they run into the settlement of 500 demons Kal Bax summoned to build the manse, still bound to Creation and unable to leave the vicinity. They've been breeding with the local animals to make 4.5k demonblooded allied with them. Being demonblooded makes the animals bloodthirsty and sapient and way stronger and with spirit charms, the creation process for their stats is picrel.
Neat, I love weird stuff like this in Exalted, I need to step up my imagination
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>>98474099
Lunars also do it...
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>>98474120
Nobody cares about Lunars.
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>>98467650
>Name anything cool or memorable about the fae that demons don't already do better. I'll wait.

Draining people into husk slaves for the guild? I'm sure there's a demon for that tho.
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>>98475300
>Draining people into husk slaves for the guild? I'm sure there's a demon for that tho.
Decanthrope
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>>98473997
>It is because of the way the mote economy is approached, and the lack of description of these bandit camps.
>There's also the fact that, the danger of using peripheral motes basically doesn't exist in the sparsely populated North.
In context peripheral motes matter, because you're travelling North in the middle of a gold rush and while you're on the road there are explicitly always people in sight all the way to Wangler's Knob. The book understands the mote economy, what it doesn't understand how many people it has moving. It even gets the problem of having way too many people across bad roads and into small towns and doing it all in arctic temperatures, it just doesn't understand how many people it has said are moving.
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>>98475655
Decanthropes don't and can't do it better because they're mostly imprisoned in Malfeas and therefore can't do it in Creation. I mean, that would be the reason decanthropes couldn't do that thign better than the Fair Folk even if they did something akin to the consequences of the Fair Folk feeding on people. They don't, though. They don't drain people, they possess people, and they don't leave behind living husks with no will when they're done.
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>>98474120
Yeah, but it's a different feel if a Lunar has a beastmen bandit gang
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>>98476041
>They don't drain people, they possess people, and they don't leave behind living husks with no will when they're done.
They quite literally do, and they do, but they also do.

You're right that decanthropes don't do it better, but only because they are limited to ten host bodies and you can't summon multiple of them effectively. If you could summon a decanthrope and have it make hosts and then eject them from it's pack then yes, they'd be better for making husk slaves for the guild. So far as I'm aware they can't eject hosts from their group but I might be wrong.
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>>98476167
>They quite literally do
No, they literally don't. The difference between decanthrope possession and what the Fair Folk do is so obvious and straightforward that I'm pretty sure you're juts yanking my chain pretending otherwise.

>If you could summon a decanthrope and have it make hosts and then eject them from it's pack then yes, they'd be better for making husk slaves for the guild. So far as I'm aware they can't eject hosts from their group but I might be wrong.
According to the decanthrope wroteup in R0GD, abandoned decanthrope hosts just outright die.
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>>98476189
>The difference between decanthrope possession and what the Fair Folk do is so obvious and straightforward that I'm pretty sure you're juts yanking my chain pretending otherwise.
You've shifted your goalposts from 'draining people' to 'draining people the way Fair Folk drain people'. It's not worth arguing further on that point - decanthrope eat people's souls, Fair Folk eat people's souls, they don't do it the same way, but one should not be disqualified for not doing it the same way the other does.

Decanthrope hosts are better and more mindless thralls than Fair Folk victims. As I pointed out, they are worse for the Guild because they don't scale up.
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>>98476213
>decanthrope eat people's souls
They just literally don't, though.

>Decanthrope hosts are better and more mindless thralls than Fair Folk victims.
They are occupied by the fucking decantrhope, anon. A decanthrope has up to ten hosts that specific decanthrope and no one else can control. They don't leave behind listless husks that other people can also order around.
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>>98476255
>They don't leave behind listless husks that other people can also order around.
The decanthrope possesses one host and has nine mindless husks hanging around that they could tell anyone to obey.
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Isn't this mind eating niche fulfilled by Makarios?
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>>98476354
Yes, canonically.
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>>98472496
>>98472555
>otherwise, its an adventure everytime
Oh, I realize where we're misunderstanding each other. No, my players are fine with making the resource acquisition an adventure, it's just I'm short on ideas for different adventures.
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>>98476503
Magical materials are kind of a bad thing to do long adventures for, mainly because any selection of them are internally interchangeable and relatively plentiful, so they get used as liquid goods and currency (any orichalcum is as good as any other orichalcum, any white jade is as good as any other white jade; and, sources of white jade or orichalcum or whatever are not uncommon to the wealthy, even if they are out of the hands of the common pleb). Anyone at Resources 3-5 will have jade, everyone at Resources 4-5 could have any other magical material, and everybody else can just rob those people. Staging a raid makes sense, but a long adventure for it is kind of iffy. You don't really find money in long-lost dungeons, you find it in the hands of the wealthy. If you try to make a long adventure out of it there's a good chance that the PCs will get halfway there and end up looking around only to find that literally anybody around them would be able to provide the materials they're looking for with pretty trivial effort.

Good targets for adventure include exotic ingredients (not necessarily pieces of bad guys but possibly) for the artifacts you're planning to make, long-lost or secret designs for the artifacts or components of artifacts you're planning to make that can reduce the needed successes for it, and people who can help with the crafting project, either by being crafters themselves or by lending their useful powers to the process.
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>Among those worshipped as immortal heroes (xian, exalted beings) are historical individuals distinguished for their worth or bravery, those who taught crafts to others and formed societies establishing the order of Heaven, ancestors or progenitors (祖; zu), and the creators of a spiritual tradition.
Oh neat, is this where Exalted get its name from?
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>>98477391
>Oh neat, is this where Exalted get its name from?
No.
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>>98476354
People who lose their dreams to Makarios long enough go mad, they don't become docile, passive and easily influenced the way Fair Folk victims do.

>>98477391
Unlikely. It's just a cool-sounding word and its basic meaning in plain old English fits what the Exalted are.
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>>98477686
Fair Folk are regularly outcompeted by opium even without Makarios adding bonus value.
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>>98476503
>>98470616
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Alright anons, now that most splats are released after 10 FUCKING YEARS, what is your verdict of third edition?
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>>98477814
I never got to play Exalted and now I don't think I'll ever want to.
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>>98477814
It's still an utter mess. It was a mess to begin with and the batshit insane original core game mechanics being impossible to revise (thanks RichT) means the rest of the books, even with improvements to the quality of their writing, are still not remotely worth playing mechanically. They basically acknowledged it was shit and made Exalted Essence to try to see what a working system based on the ideas 3e had would look like (It works and is robust enough to play, but is full of bad ideas).

The lore gets better written with the dev change but cleaves too far from Exalted. It's full of changes made for the sake of change, that exist purely to frustrate any audience they retained from previous editions, mostly changing 2e stuff but also not having an accurate picture of when the stuff they were changing for the sake of changing originated in 1e and hitting that in the crossfire. They envisioned a return to 1e, to low fantasy and melodrama and grimy mortal-centric kingdoms in Game of Thrones style dynastic fights, but they also wanted to eat the cake of 2e as well and retain the idea of Exalted as universally capable polyhistors who have unlimited stamina and wade through lesser mortals like water, while also making every character you're supposed to care about Exalted, expanding the number and types of Exalted until the term is practically meaningless while doing so and diluting the idea of Exalted throughout. Making the setting mortal-centric and mortals worthless wedged the narrative wide open.
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>>98477783
Makarios doesn't add bonus value, because insane slaves aren't better than sane ones.

>>98477814
A mixed bag, some cool shit, some bad shit, too safe and careful approach to lore but some interesting additions nonetheless, very clunky and fiddly but still playable mechanics.
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>>98477869
What would you say the core issues with Essence are and what should be fixed and what should simply be discarded?
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>>98477947
>playable
This is a perfiduous lie.
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>>98477955
>What would you say the core issues with Essence are and what should be fixed and what should simply be discarded?
To get these out of the way: some people don't like Power as an uninterruptable initiative mechanic, and I know that's a turn off for a lot even if I do like it. I also know that the use of virtues in the social system bugs people.

For the stuff that bugs me, the hard caps on bonus successes and bonus dice and how many charms you can use per step often make a lot of charms a character picks up completely redundant later on. It's fine if it's just that there's a better option, but it's not fine that, say, you can have two effects that add [Essence] autosuccesses when the cap to the number of automatic successes you can ever add is 5 - it makes the charms very good early on and absolutely awful later on. I think it was a good idea to make pretty much everything count towards the dicecap (e.g. charms, equipment, spells, anima powers), but it does make it difficult that you might have one of those add [Essence] successes charms from above and also have an anima power that does the same thing, or two artifacts that add +1 and +2 automatic successes. A lot of charms get worse that way. I name this problem first among the things I have problems with because it's the most core and fundamental to the game, and it's the main reason the late-game in Essence becomes less engaging.

I'd say that the second biggest problem is that character advancement is too goddamn fast. Yes, it's milestone based, and you could adjust it on a case-by-case basis, but the recommended speed is hysterically fast, it's not really easy to tone down Exalt Milestones (which are the ones you earn fastest, and are very powerful) and when the weakest part of the game is the lategame boosting players towards it ASAP is not the way to go.
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>>98477955
Ventures are too easy, or maybe Teamwork is overpowered. It's just a fact of the game that stacking up bonus dice and bonus successes is not very hard when you have unlimited time and Teamwork does what it does - add non-capped bonus dice to other people's rolls at no cost other than action economy to your own rolls, and Teamwork stacks with other Teamwork actions. It's a little better if people aren't abusing Teamwork but ventures are still a bit too easy in my opinion, 1-10 is the scale they give you from easy as pie to Unconquered Sun praising you, but Difficulty 10 mechanically is more of a medium difficulty, and that disjointedness in how they treat Difficulties and how Difficulties are in action hurts the game significantly. It's not exactly 'double all recommended Difficulties to approach something like they describe' like it is in 3e but it's still annoying to work with.

The social influence system has some really blunt stops that aren't very hard to use to shut down anybody trying to engage with it and really need to not be as available as they are - specifically, ignoring influence needs to not be so easy, and maybe should just be removed outright in favor of unacceptable influence since that's easier to bring into play than it is in 3e. They also really need to be more clear with hard bargains, because as-written it's actively self-contradictory, and hard bargains should be like THE most important part of defending against social influence but as-is they're actively unusable without houserules resolving the issues between how they say they work at different parts of the same page describing them.

But other than that it's pretty good.
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>>98477959
I have played it without homebrewing anything. It's not great and some parts of it just aren't fun, but it works.
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>>98477391
>>98477465
>>98477686
Yes, it is, originally exalted was a prequel to WoD, and kindred of the east particular.
The fabled ancestors of the kueijin, were the Wan Xian (thousand immortals/exalted).
And those have a lot of parallels to Solars.
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>>98478191
Can you uncap dice without breaking the game though? I personally have issue with how Power and Hardness interact, and how Hardness isn’t really a mechanic. I also think building Power is way too easy and makes high Defense kind of easy to circumvent.
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>>98478292
>Can you uncap dice without breaking the game though?
I'm told yes, but the realistic answer is that you can't really do it without making things truly ridiculously unbalanced to silly levels. The dicecap exists for good reason but it has drawbacks which I outlined above. It's why I consider it the most fundamental issue with the game - not that it exists, but that it's issues aren't easily pulled out of the system with any quick fixes without introducing a whole rash of new problems.

>I personally have issue with how Power and Hardness interact, and how Hardness isn’t really a mechanic.
That's fair. Hardness only really ever shows up in 1v1s and multiattacks, where attacking as rapidly as possible on as little Power as possible becomes a relevant issue, and even then it's mostly an antagonist mechanic.

>I also think building Power is way too easy and makes high Defense kind of easy to circumvent.
High Defense? Do you mean high Hardness, or Soak? Power doesn't directly impact Defense unless you're talking gambits, and they have action economy that make them very fair imo. If it's circumventing Soak... no, Soak is still really really good. If you mean high Defense in general is easy to circumvent, yes, that's kind of intentional - Essence is very much a high accuracy low damage kind of game, where taking hits and a lot of them is actually good strategy and dodging everything isn't nearly as viable as mainline Exalted.
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>>98478413
Defense, yeah. Evasion/Parry. Having high values of it means you just build power in other ways making attacking to build power incredibly irrelevant unless somehow that’s the only thing your character can do. And even then throwing 7 dice at difficulty 1 to build power is still probably better than throwing 15 at difficulty 8 with enemy defensive charms
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>>98478529
>And even then throwing 7 dice at difficulty 1 to build power is still probably better than throwing 15 at difficulty 8 with enemy defensive charms
Rules clarification to start: Build Power rolls are made against Difficulty 3. Any roll that doesn't explicitly tell you it's Difficulty is Difficulty 3 by default per Core pg117, under the sidebar.

>Defense, yeah. Evasion/Parry. Having high values of it means you just build power in other ways making attacking to build power incredibly irrelevant unless somehow that’s the only thing your character can do.
On the one hand you're right that yes generally people do avoid withering attacks. Generally speaking, anybody who could be doing withering attacks doesn't want to be doing withering attacks because people who do withering attacks could instead be doing decisive attacks or gambits, and decisive attacks do damage that withering attacks don't and gambits inflict powerful penalties that withering attacks don't. It's at least partly because the action economy favors attacking over building power, rather than just because Build Power actions are better than withering attacks. That all being said, withering attacks vs Build Power are kind of in a weird spot, because withering attacks ARE basically Build Power actions, with the flaw that the enemy gets to interact with your action and the dramatic upside that you have some very key, very good charms that can get you more Power than Build Power generally does. Specifically, you have access to Excellent Strike and it's Ranged Combat equivalent in Pillars of Creation (Excellent Strike is errata'd to work as the Ragned Combat version does in Players Guide, which means they double up to 10 threshold successes on attack rolls which can go over the normal cap).

You're right though. The idea is to get fighters off of building power in the first place so that the backline is actually being useful instead of filling a role the frontline could have done themselves.
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>>98478270
I see you're not a fan of Occam's razor. The actual answer is still just that the common, straightforward meaning of the word exalted explains both why it's used as the name/title of the Exalted and why xian might sometimes - that's not the translation I've generally seen used - be translated as "exalted beings", though.
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>>98478851
The cultivators/immortals in xianxia are exalted beings, that is the whole point of the cultivation.
To exalt through internal and external alchemy, contrary of Exalted's exalted.
Exalted and the exalted gained their name from Kindred of the East's Xian, gameline Exalted is deeply tied to it and Reckoning, the massacre in month meru was lifted from KotE
But the connection was dropped at the last minute.
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>>98479535
Xian is not usually translated as exalted, however. Exalted's not a term commonly thrown around in cultivation stories, either. Obviously Kindred of the East has influenced Exalted in a lot of ways, but the connection to the name of the game seems far-fetched and tenuous, to say the least. I'd be more willing to agree with your line of logic if Exalted was some obscure and little known term, but it's not. It's a fairly common English word that just happens to describe what the Exalted are pretty well. Like, if you want to make a game about humans raised above other humans and you want something a bit less generic than "chosen" and more neutral than "hero", and you started thinking about words with a similar meaning, "exalted" would be something that'd naturally come to mind pretty quickly. That seems like the most likely origin on the name, and you haven't really made much of a case for why a more complicated explanation for the name is needed. It's probably a waste of everyone's time and effort to argue about where Robert Hatch or Geoff Grabowski or whoever got the name from, but I'm genuinely starting to get a bit fed up with this pattern where every time some anon here reads about something new that sounds like it might have something to do with Exalted decides immediately that whatever he read must be where Exalted writers borrowed whatever similar thing Exalted has. It's getting tiresome. Nobody else needs to care about me finding it tiresome, of course, but that's the reason I'm annoyed enough about this to make several posts about something this silly.
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>>98479789
>The Jin Hai, or Golden Children were the sons and daughters of the Wan Xian. They served their parents as lieutenants and governors, and were revered throughout the early Middle Kingdom as heroes in their own right.

>When the Wan Xian fell to corruption, the Jin Hai attempted to turn their parents back on the path of righteousness. Initially, they were rebuffed; the Jin Hai responded with a massive protestation, assembling at Meru to air the grievances of the world. Their parents responded with a slaughter so profound that the August Personage In Jade cursed them, turning them into Kuei-Jin.

>Since that time, the souls of the Golden Children have been reborn constantly as dhampyrs. This is understood, and frightens the Kuei-jin, who consequently view their descendants as a reminder of their past crimes.

>The Golden Children of Exalted bear strong similarities to the Jin Hai: in addition to the shared sobriquet, they were also the children of divine heroes (the Solar Exalted) who were cruelly murdered at the turning of the age.
Wan Xian can mean thousand exalted.
The name exalted both denotes divinity, and is a tie to KotE.

>Robert Hatch or Geoff Grabowski or whoever got the name from
It isn't really a time waste, since it can help us clarify some skub things.
A lot of Exalted only makes sense in the "it is from X work", like the underworld being inspired by western European civilizations because it is a port of Wraith's.
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>>98479848
Xian is more commonly translated as immortal. In fact, I've literally never seen it translated to exalted in my life, but it isn't like I'm some linguistic expert.
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>>98480053
A single mention of xian as "exalted beings" in the Wikipedia page for Chinese folk religion, which is what >>98477391 quotes, is the only source for that translation I've seen. Pretty much everywhere else I've seen the word translated as "immortal", too.
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This game is more playable without errata for anyone who needs to help with that. It's been a while since I played a game where that was true but damn. The 3e errata is so bad that it actually ruins the game if you use it and the people who push for it know it too. Look at older 3e games and how they're played. The whole "ambush stops charm use" didn't exist. Holding a clash to block a ambush didn't work. There are tons of other examples but this is the clearest one, none of the old 3e games were ran like that and you can check on forums yourself.

It makes me wonder about 2e errata and how different the game could have been. You get a lot of retards saying it fixed 2e even though that whole system is a huge mess. You only see the lifeless playing 2e anymore so it's curious. Although the doubling down on perfects and the "motes are HP" econ along with raping the players with "countless side rules". There is something about pnp games with small fan bases and ruining their product. Cyberpunk does the same thing. It's very weird. Reminds me a lot of DOTA.
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>>98480122
I guess it was just a coincidence or weird term used to describe the xian on Wikipedia then
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>>98480336
It was less errata and more of a weird rules lawyering, the charm that Vance used as a example of charms not working, was one that explicitly worked against ambush.
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>>98480716
Nah, it's just straight up an errata. The wording in the book couldn't be more clear. I agree with you though, it's very weird. You can't retcon the literal past, people can see the games you played and the way things were ruled. I'm sure there are other examples of this as well. 2e is much the same I imagine and I wonder what we could have gotten if people didn't force shitty house rules. It really makes me want to do a deep dive into the errata to figure out what other shit is flat out broken. Let's not even get into how it just makes all the later books have really weird wording because the dev team is building under two different rule sets.

The removal of combos is a good example in 2e - autists don't see an issue with comboing on demand even when they're wasting time figuring out 'what the character would do'. It's so. Dang. Slow. You are being slow. This isn't up for debate. You're just an asshole who's jerking off with dice. Ugh.
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>>98480336
>It's very weird. Reminds me a lot of DOTA.
Thinking about, exalted balancing is closer to LoL's than DOTA's.

>>98480773
I think another devs said that it was just Vance's opinion, and that you could take it in whatever direction.
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>>98480816
The new books are being worded in a way to imply both ways are how the game is meant to work, yes. This Vance guy was a mistake. All those wasted words for an errata that makes all other combat paths so inefficient mote wise. Very, very stupid.
>>
I think I've lost whatever passion I had for Exalted. It's happened with RPGs in general but Exalted most of all. How do I light the spark again? I hate feeling like this.
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>>98481307
drugs, porn, estrogen.

just play a different game or do a different game and come back to a different table.
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>>98481307
Just read more books, like Robert Howard or other weird tales, if it doesn't re-ignite, it will create a new one.
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>>98481346
>estrogen
Nice try, but no.
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>>98481637
That is obviously a lunar player.
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>>98480773
>The removal of combos is a good example in 2e
Weren't combos kept in 2e errata? I thought only their exp costs were removed, meaning that you still needed to prepare them beforehand.
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>>98481947
It depends, really. At least with this issue it doesn't really rear up until you have multiple charms. Pretty easy if you only have ten you work with, a pain when the number gets past... I don't know. 20.
>>98481637
my master plan, foiled.
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>>98482049
Isn't there a better way to fix the charm's paradigm's problem? Even without the exp tax, the combo system feels like a stick to keep the players away from their charmsets.
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>>98481947
>Weren't combos kept in 2e errata?
You could use any of your charms so long as they were in a valid combo configuration, but combos themselves didn't cost xp or have training times, so you could do anything off the cuff and didn't have to prep them. Basically the same rules as 3e.
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>>98482147
Yup. 3e has the same issue once you start getting a bunch of charms - although the list of usable combat charms is cut by more then half if you use the errata. It really is incredible. For 2e most charms were just flat out garbage or filler, another design decision they kept for 3e.
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>>98482418
What's your definition of filler.
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>>98482546
Dice tricks.
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>>98482570
Then by that definition Ex2 barely had any filler. The only dice tricks I found were one hearthstone and the Sidereal excellency. Most dice adders were handled by the excellency alone. Ex1 would be exponentially more guilty of adding tons of charms whose only purpose is to add dice.
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>>98482546
Dice tricks and nickle-and-dime charms. Nickle-and-dime refers to stuff like +1 dice or +1 automatic success or similar.
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>>98482578
How many Charms let you do something entirely new versus how many Charms just give you a stat boost or a dice trick? Therein's the riddle of steel.
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>>98482570
>>98482638

This. Charms that have hyper specific effects that hardly ever come up "Turn poop to gold charms". Stuff priced in such a way that it's way too expensive compared to similar effects "charm 1 5 motes 1 attack, charm 2 10 motes 1 attack". Charms that take a lot of game time to play off [infernal nightmare techniques] or flat out don't really do shit "Devil-Tiger Charms". Other examples too.

It wasn't the worst issue but it carried over perfectly to 3e. Same thing with the perfect paradigm that Ambushs mimic, although that came later when people who worked on 2e started working on 3e again.
>>
Is there an artifact poison? What would it do?
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>>98482747
3E has always, from the start, been developed by people who worked on 2E.
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>>98483202
>Is there an artifact poison?
No because it's a stupid idea. "Consumable" Artifacts in general are a stupid idea.
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>>98483801
nah you are
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>>98451543
What are your hopes for what the devs will do for E3 next and why?
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>>98483801
An artifact that creates an infinite amount of poison or undetectable poison that lasts indefinitely or something of that sort makes sense, just not a consumable artifact itself unless it has a stupidly powerful effect like resurrection.
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>>98483801
Doing it with the artifact system, makes more sense than them trying do it in the exalts' native charmsets.
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>>98483202
"Artifact" poison would just be explictly magical poison, I think
Wdym by artifact here
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>>98483960
>An artifact that creates an infinite amount of poison
That'd work.

>>98483969
Just fix the Craft system.
>>
>>98460262
>>98473997
>>98478270
>>98481457
>>98481665
>>98481947
>>98482099
>>98483969
Your Saint Seiya propaganda is working, I've had my eye on this series for a while but never got around to it.
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>>98484603
I think it is funny how it does "silk road fantasy" exalted tried to do in 1e, mixing classical mythology, Buddhism, Taoism and Wuxia novels.
It also has a lot of the divine comedy/m and paradise lost.
>>
>silk road.
Those statues of Hercules protecting Buddha are a good example how cultures can mix together through trade.
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>>98483202
>Is there an artifact poison? What would it do?
There could be, but so far as I'm aware there aren't even artifacts that poison people. The closest might be the Crucible of Tarim which lets you store away sorceries in fragile glass vials which release them when broken/opened - they're kind of poison-ish if you can contrive some scenario where your target would crush the vial accidentally, like hiding it at the bottom of their stew or something.

That being said, artifact poisons wouldn't be particularly unusual. Consumable artifacts are a thing among natural wonders, for one thing (Oadenol's Codex, Honey of the Bees of Zarlath, Immaculate Seeds, etc). If it's 3e and they want artifacts to be more imperishable, Immaculate Seeds would still be an acceptable prior example to use as a baseline. You could also just have imperishable poisons, or artifacts which poison people. That could just mean an artifact that has a special poison it does to people it hits for the latter, but could also mean a drum that sickens anyone who hears the beat. For the former, an imperishable poison, it might mean a liquid automaton that seeks out, consumes, and replaces the target's heart, turning them into your puppet and being retrievable from their corpse, or any other poison that similarly coalesces somewhere for retrieval.
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>>98483517
stfu vance your homebrew has ruined the game and community more then it was already ruined, you fat autistic fuck. For all the talk of 3e being different then 2e they really brought a lot from it. What the fuck did they expect bringing back people who were into those elements in 2e? It makes no sense. All that word count, wasted because they hired a 2e fucker.

Yes I'm mad.

>>98483960
Consumables can be artifacts, we have plenty of examples of it in 2e. For 3e, well that game works different. Poison seems like an incredible way of gaining, what was it, white crafting points or whatever. You token crafters, I get why you love the system but it just isn't for me.
>>
>Games are played X wise for, what, two years?
>Vance get hired, game still played X wise.
>Vance offers errata in the form of a ruling that changes this.
>Now all charms going forward need to waste words building around his homebrew and the old ruleset.
>Pretend this is how the game was always played even though it never was.
>New errata perfectly mirrors the old systems "perfect or die" gameplay by having attack charms that can only be defended by hyper specific charms.

Ugh. They knew what the 2e community was like and how people acted. There was no reason to bring these animals back. Why. Just why. They knew better. I fucking hate Icefrog so much.
>>
What is this sperg even complaining about?
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>>98485674
Try reading them, it's not exactly complex. What exactly are you having trouble with and what do you think it says?
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>>98485674
Vance decided that unless a charm outright says that "it works against ambushes", it won't work against ambushes even when the charm says that "it still works works against surprise attacks" (which ambushes fall under)
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>>98485699
And this destroys the game how? Are ambushes that prevalent and defences against them that rare that it's a problem? Hardly seems like a big deal to me.
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>>98485707
Solars don't really have any, not even Heavenly Guardian Defense works against it, despite working against surprise attacks
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>>98485530
>I fucking hate Icefrog so much.
Oh c'mon, what did he ever do to you?
>>
>>98485743
He didn't release Dota before LoL, non mobas are condemned to suffer from mobility and 200s years creep
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>>98485699
It's more then that. Vance is flat out just retarded and the world would be better off if he killed himself. I don't really know how me insulting the cunt was confusing. Everything he has errated was done to make the game closer to 2e and it's design paradigm. The ambush thing is more a side issue born from him that, admittedly, does destroy the game.

>>98485707
It's a balance thing. If it works the way Vance errated then any non ambush attack charm becomes wildly overpriced. Same thing with defensive charms. Check out his ruling on things, he should not have been authorized to do such thing and should have been shot down for doing so asap. They did not. The game suffers.

It basically creates a system that very poorly mimics the perfect system of 2e. This was intentional. Let's not even get into all his other rulings. You really need to toss everything he's ever made out the window for the game to be playable. As a bonus, the people who were working on 3e from the very start? Actually pretty cool, all things considered. I assumed it was because it was new blood instead of old people from 2e working on it but that was, apparently, wrong. But I also like all three editions, so whatever. I just can't put into words how much the game doesn't work if you use his rulings on things. It's more unplayable then base 2e. The math is just fucked.
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>>98485720
>Solars don't really have any
I was gonna say that Surprise Anticipation Method is right there but reading it again I guess it only explicitly allows you to use your Awareness charms when asleep or unconscious, it doesn't explicitly negate ambushes. Funny considering the name. I would still allow it to work that way though, seems silly otherwise.
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>>98485766
>Vance is flat out just retarded
I know, HGD doesn't work against ambushes despite working against surprise attacks (of which, ambushes fall under)
It is like the time when the devs randomly changed the definition of the craft skill between verb and noun.>>98485776
>unny considering the name
Chimera soul expression doesn't allow you to play a chimera
>>
>>98485743
He's just a guy stuck in 2006 game design and he will never grow out of it. He also works on valve online games which automatically makes him a garbage person. I hate him but it's really valves fault for having terrible online games. Left4dead, more like, give me head. LMAO.
>>98485752
Icefrog would never be able to make the changes needed that made LoL so big. Different player bases, DOTA is mostly for russians. LoL is mostly for the Chinese. Icefrog is deep in with the russian meta.

I just don't like valves online games and Icefrog is a huge part of that. I have my biases, so what. Cancel me.
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>>98485793
>Chimera soul expression doesn't allow you to play a chimera
See, that's literally just the name but SAM is a core charm that first says, and I quote

>Whenever the Solar is in danger—even if she is not consciously aware of the threat—her relevant senses will home in on the source of danger, enhancing her Awareness to make the threat known to her

but then also becomes very specific in which situations it applies to but not so specific that you aren't left wondering if it applies to more than that.
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>>98485793
We have like one, two years of the game being played without Vance drooling on his keyboard in autismo bliss? We can see those games. We know people didn't run it like that. Imagine being one of the bitches working on this just to see your hard fought rules being ruined by some fat autistic fucker. I would cry.

At least 2.5 errata makes the game more playable instead of less. For all the complaints I have on it.
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>>98485801
>He's just a guy stuck in 2006 game design and he will never grow out of it.
Well lol has damage in circles, and Mobile Legends has its fan shapes...

>DOTA bigger.
Had to say for certain, some DOTA like mobas are doing fairly well in China.
And despite starting as lol's rip-offs, Honor of Kings and Mobile Legends evolved away from it.
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>>98485824
Don't argue rules with autistic people btw. I get that it doesn't apply here but it's important to be repeated. It's just a golden rule that needs to be repeated. They know how to turn gas into a lightsaber and will cut you down with it. It's literally all his rulings, I don't get why he wasn't stopped... ages ago. I also don't understand why he was hired to begin with, the game was actually good without him around.

Small gaming communities and them killing the thing they love should be studied.
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>>98485848
MOBA in general confuse me. After you have a few big ones why would you ever switch to a new one. I'm not the fairest person to talk about this with because I really dislike online valve games. With a passion.

>uses linux
>can't have a working anti-cheat.

I was ten years old cheating on valve games. Imagine what actually adults could do.
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>>98485876
There are different reasons for, that Tencent learned the hard way, like: "the parent company is killing Arena of Valor to focus on LoL Wild Rift? Let's move to the competition A.K.A. Mobile Legends".

>>uses linux
>>can't have a working anti-cheat.
>I was ten years old cheating on valve games. Imagine what actually adults could do.
Both Honor of Kings and Mobile Legends are mobile based.
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>>98485900
I know next to nothing about mobile gaming besides the fact that an absolutely insane amount of people do it. I guess it's huge in china and growing in the rest of the world. Huge in japan as well.

I can say MOBA is weird and once the mobile moba market has a big game or two I don't see how any other can "fit it's way inside" so speak. But I'm really out of my element here. From what I understand mobile gaming now is bigger the console and PC gaming combined but that could be wrong.

The future is weird.
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>>98485919
>I guess it's huge in china and growing in the rest of the world. Huge in japan as well.
It is really big in south east Asia too, to the point Tencent is currently on a moba civil war in an attempt of getting this market.

>I can say MOBA is weird and once the mobile moba market has a big game or two I don't see how any other can "fit it's way inside" so speak.
Try 5 or six; Mobile Legends, pokemon unite, honor of kings, arena of valor and lol's wild rift.
The last 3 are currently in a re-enactment of the Romance of the 3 kingdoms.
>>
Speaking from a mechanical perspective what is the investment (dots/Charms/etc) someone should have to have to participate in battle, but not be immediately splattered by combat focused characters/NPCs? I'm not talking specific editions, but more of what you think should be the ideal.
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>>98486155
Good question. I know for offense you want about seven charms in your "attack package". These being prerequisite charms and such. When it comes to defense I am totally lost. I do know that at char gen, unless given more points then normal, you should not expect or be able to build around protecting you against everything. You WILL have a weak point that your team needs to fill in.

Imo Exalted works best with three players but that's an IMO thing. anyways fuck Vance.
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>>98486022
Fascinating. That sounds similar to the MMO market. You have WoW. Final Fantasy. Genshin Impact. Those are the three I know about at least. It's something to do with investment time, when someone spends time on an MMO they tend to not switch over to other ones.

How do these numbers compare I wonder, because comparing LoL numbers to Dota numbers is like comparing Elon Musk to your neighbor with a big house.
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>>98486196
>when someone spends time on an MMO they tend to not switch over to other ones.
There is also the "I already have a lot of skins, and spent money on it".
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>>98486270
>Dragon-Blooded have to buy a whole-ass Charm and spend motes to.... toss out some salt or grain to bar a spirit's path, something a mortal is perfectly capable of doing
What is this phenomenon called?
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>>98487038
Poor game design
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>>98487116
Yes, but what specific aspect of poor game design is it? Does it have a name?
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>>98487145
Charms aren't a thing in universe, but prowess of you character.
Instead a charm giving you prowesses, that you can use in a story, they are scenes of your character using their prowess that you build stories upon.

For example; GKS isn't your character condemning Sodom, but a scene of your character finding out that Sodom is condemned.
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>>98487324
>Instead a charm giving you prowesses, that you can use in a story, they are scenes of your character using their prowess that you build stories upon.
Not what I'm talking about but yes, that's another problem. What's the term for it?
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>>98487145
Well, referencing the Charm, it gives a little bit of oomph to the salt circle, preventing strong ghosts from crossing with Willpower if their Resolve is less than what the DB rolls. And it blocks undead other than ghosts, which is neat, I suppose.
I do agree that something like that doesn't really deserve a Charm by itself, even if it's meant to be a starting Charm kind of deal.
I suppose not understanding the scope of the power when designing Charms?
But they also have a conceptually cool Charm like Hundred Devils Whirlwind a couple pages later, so I dunno.
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>>98485512
What the fuck are you talking about? Holden worked on 2E, as did Morke, as did Minton. It's 2E people all the way down and from the start. And of course it is, because if you want people who give a fuck about the game and have previous game design experience, that's pretty much your talent pool. Also you might be the only person in the world who thinks that Vance, of all people, rather than Holdemorke, ruined 3E.

>>98485530
Vance was a part of the original 3E team, so again, what are you talking about?

>>98485674
He's upset about ambushes.
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>>98487340
It is similar, but another cause is them patching the hole left by thaumaturgy.
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>>98487470
stfu vance
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>>98487542
Anon, you can't retcon who was a part of the original 3E team, not even if you really want to. You also can't change the general opinion - I wouldn't go so far as saying consensus - being that 3E books have gotten better since Holden and Morke were removed as devs and replaced by Minton and Vance - both of them being, again, original members of the 3E writing team. Sure, Vance's view on how Ambushes and defending against them work is pretty dumb, but that's one dumb opinion from a guy who is, after all, in large part responsible for 3E having some good stuff in it too. If you have an idea on how to get some skilled, stone cold pros with no attachment to previous editions of the game but also somehow with genuine passion for the game working on 3E, though, I'd be interested to hear them.
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>>98487559
>Anon, you can't retcon who was a part of the original 3E team, not even if you really want to
As seen by SLS still being pretty influential.

> also can't change the general opinion
You can do it, like RPGnet sid by banning whoever had the wrong opinions.

>3e got better.
Hard to say, those books get faint praises after the honeymoon phase, an example is "3e's Infernals being green solars is better because nobody used 2e's more esoteric charms" and "2e Infernals only looked fun because they sucked".
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>>98487588
>You can do it, like RPGnet sid by banning whoever had the wrong opinions.
RPGnet has done a good job changing the opinion on RPGnet itself for the worse, no doubt, but I don't think they can really do much to shape discourse outside RPGnet.

>Hard to say, those books get faint praises after the honeymoon phase, an example is "3e's Infernals being green solars is better because nobody used 2e's more esoteric charms" and "2e Infernals only looked fun because they sucked".
They may get faint praises from some people, but even on /exg/, which is one of the places that feel most negatively about 3E, more than one anon's said that they find 3E Sidereals and Infernals just pretty good and fun, with no caveats beyond the admittedly pretty significant "they're still hindered by having to build on the foundation of 3E core". I mean, I know that more than one anon's said that because I'm one anon who's said that and I'm not the only one.
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>>98487559
gaslight harder bby. The replacement of Holdon and Gork and Vance coming in way later is more detail then we really needed but thanks for mentioning. It does explain a lot though. Now I'm just wondering which of the two is big into dice tricks.
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>>98487660
Holdorke, it was mentioned in a long lost podcast, that one of two really like the fiddle bits charms and dice tricks.
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>>98487679
Well yeah, but which of the two? Vance can't be involved because he wasn't even a part of 3e and making the rules at first. His fat ass came later. I doubt they both are. Myself, I like dice tricks so long as you don't have two many of them. Different players rolling dice different just feels good.
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>>98487660
Probabky Norke. I don't think Hplden's been big on dice tricks in his later projects, and they just seem like more of a Morke thing. I'm kind of confused about who, exactly, do you think came in way later. As I said, both Minton and Vance were a part of tge original writing team, and they replaced Holden and Morke as developers relatively early on.
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>>98487684
I don't remember, but Holden seems the most likely of the two.
Considering how he reacted to people discussing certain ExVsWoD involving ones.
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>>98487684
Anon, do you have access to 3E core? If you do, you could pretty easily just look at the Credits oage and see who the writers were. Vance was one of them. IIRC sorcery rules are one thing he wrote.
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>>98487696
Because to be quite franny I believe what I've elsewhere more then what you're saying. There is talk on other websites about Vance coming later then the first 3e book. It seemed pretty legit but didn't clarify which stage exactly he entered the picture. Same thing with a lot of that stuff, you can see how how people including the devs themselves played the game. None of it matches.

Is Vance where the perfect paradigm for 2e comes from? Because that was a 1e thing I thought. Just another thing I'm curious about knowing where it came from.
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>>98487714
He came later as a developer, originally it was Holden and Morke, who were fired after disputes over payments.
Than Vance was promoted from writer to dev.
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>>98487703
>>98487696
furryious. I can see two people just enjoying rolling dice in funny ways. Not the most absurd thing honestly. Are they boyfriends or something? Can I ship them?
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>>98487714
>Is Vance where the perfect paradigm for 2e comes from? Because that was a 1e thing I thought. Just another thing I'm curious about knowing where it came from
No?
>1e characters were too tough.
>2e devs tried to fix it.
>A dude named Chung, was the first one who noticed the "fix" turned exalted into glass cannons.
>He also foretold the perfect or die paranoia paradigm.
>People told him that: he was a munchkin who had no idea of what he was talking about.
I think he also notice some early 3e problems, but he abandoned exalted a long time ago.
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>>98487783
Not exactly sure what you're talking about but I'll take your word for it. I'm still wondering who thought of the idea of perfects for 1e however. Not trusting a dude named Chung with math of all things does feel like a big mistake.
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>>98487804
1e meta was stacking persistent defenses.

He did some fixes, here you can see his work, it explains 2e's problems.
https://forum.rpg.net/index.php?threads/exalted-fixes-violet-bier-of-sorrows-style.447858/

>Not trusting a dude named Chung with math of all things does feel like a big mistake.
Some treated him as a super star.
>>
>>98486183
>When it comes to defense I am totally lost. I do know that at char gen, unless given more points then normal, you should not expect or be able to build around protecting you against everything. You WILL have a weak point that your team needs to fill in.
When I think of a defense package investment that lets a character contribute to combat, I guess I would think of 2 to 3 Charms and probably 4 to 6/7 dots of Attribute/Ability/Specialty dice pool. Which becomes a problem if you want to do something different from Melee or a MMA for your Combat Ability, like Dodge/Thrown or Archery because now you have to sink more Charms into Dodge and Thrown/Ability instead of just one Ability. I guess the answer to that is if you want to be useful in combat, but not go whole hog, then Melee or a MMA is the way to go
>>
>>98487714
Vance is a young-ish guy who was a teenage fan and homebrewer during 2E days and in college when he was working on 3E core as a writer. No, he had nothing to do with 2E's design. It's not like "perfect or die" paradigm was anyone's intentional choice. Cheap perfects were,a patch for combat system's overtuned lethality, and those cheap perfects and that lethality together lead to unintended outcomes.

>>98487783
Chung correctly identified 2E's problems, but from what I remember he tri3d to comment on 3E without having actually read it, based just on what he'd heard on Sufficient Velocity, and was unsurprisingly pretty off base. That was so long ago that I don't remember for sure, though.
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>>98451543
to whomsoever updates, the final version of Alchemicals: Forged by the Machine God can be found at this g04i13
/d/VYhDqI
>>
>>98487818
>1e meta was stacking persistent defenses.
The joke is that we've only gone downhill from there. Stacking persistent defenses as a meta was so much easier to houserule than any edition since has had. 2e was people explode instantly but perfects stop spontaneous combustion until you run out of perfects. 3e is people explode instantly. Essence hands the win to whoever has the most friends.
>>
Do you need to buy Efficient Secretary Technique Evocations with your main xp, since it says you repurchase the charm to get them, or are they a valid use for Sidereal xp?
>>
>>98483801
If you want supernatural poison Alchemy sounds like a better option.
If you want to have a poison related artefact I'm sure there a way to do it.
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>>98488756
>If you want supernatural poison Alchemy sounds like a better option.
Alchemy doesn't exist in 3e, where 'imperishable' artifacts became a fad.
>>
>>98464897
>>98464899
What about feats of strength?
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>>98487714
Dude are you like schizophrenic or something? You can easily check credits to see who was involved in writing 3E core and Vance is right there.Other anons explained to you the rest but trust me, no one here wants to trick you, you're just wrong. Vance having a bad opinion about ambushes is one thing but saying he "ruined" the edition is absurd considering most of the worst stuff comes from core and the two main writers that have since left (or forced to leave).
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>>98489071
>What about feats of strength?
Strength 3 does enable the lowest tier of feats of strength, but frankly you're going to be bad enough at them that it's of questionable worth unless you're very specifically going hard on Dex+Athletics already, and if you were doing that I don't think you would have asked whether Strength or Stamina works better for Exalted because you'd know that Strength would work better for your character in particular. The way the question was asked very much seemed as if they were tossing up equally bottom-of-the-barrel options. Stamina 3 doesn't open up many more actions than Strength 3 for most characters (though it does open up some, mostly moving through environmental hazards), but Stamina 1 hurts you a hell of a lot more than Strength 1 does.
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>>98482747
>Stuff priced in such a way that it's way too expensive compared to similar effects
I want to know what world 5m committed forever to an artifact weapon is ever worth it. +1 accuracy +3 damage +~3 overwhelming, congrats - you'd be better off with more motes to excellency than that accuracy bonus especially since it's only on withering attacks, and either the damage doesn't matter or the overwhelming doesn't matter, there's no situation where you use both. Oh and you open up a charm tree, congrats now you have the option to spend xp on charms as good as your own charms but not better because that would be overpowered, oh and yes you absolutely could just make custom charms that do the same thing as the evocations to stitch the artifact's charmline into your own tree instead of having to have the artifact for them. What is the actual point of artifact weapons.

Armor is a little better in that hardness is harder to get (but matters even less) and it doesn't have overlapping attributes but it's still pretty shit. You'd think coating yourself in indestructible supermaterials would make it harder to kill you! With how people chop down full articulated plated characters you'd think nobody would ever find artifacts they're so easy to destroy.

>>98483801
>"Consumable" Artifacts in general are a stupid idea.
Have you considered that artifact armor is a consumable artifact? Every time you take damage through artifact armor, indestructible impenetrable plates of magical material get rent out of shape and you have to perform repairs before it can be used again. Who the hell knows why armor is made of playdough when mundane swords appear to be made of adamant but there you go.
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>>98489134
Why are you assuming that Athletics are somehow combat relevant?
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>>98488849
I think that's one of the things you are supposed to use Sorcerer Work for then even if that seems like a dick move for mortal who are supposed to be able to do that stuff.
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>>98489227
>Why are you assuming that Athletics are somehow combat relevant?
...nothing I said implied that Athletics are combat relevant. I'm not sure where you drew that conclusion from.

That said, Athletics are combat relevant in two or three ways. Athletics ties directly into the disengage system: If you have high Athletics it is harder to disengage with you and easier for you to catch up, which is good for close quarters fighters, and it is easier for you to use the withdraw action, which is good for ranged fighters. Athletics is also relevant as the most basic bitch movement option, and sometimes if you don't have athletics charms or other movement shit you will need to take athletics rolls as parts of miscellaneous actions just to get at opponents who do things like fly around or stand on the other side of chasms.

>>98489264
Sorcerous workings are also supposed to be imperishable like artifacts. Doesn't make much sense to me but there you go.
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>>98464880
Strength 3 gives you:
>feats of strength
Stamina 3 gives you:
>2 dice on a couple of things
Seems pretty clear cut to me.
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>>98489264
>>98488849
There was a Thaumaturgy merit & a initiation that covers alchemy so yeah that's most likely the case.
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>>98489221
No see, artifacts open up ways to play your character that normally you can't... no honestly I just don't get it. I need to be real, I'm just going to assume you're right about the math not working out. This gameline seems to be bad with that.

For filler charms I think dice tricks aren't that bad if you don't go crazy with them. Higher number is fun, more dice is fun, and players rolling their dice differently is fun.
>>98489132
Like a lightsaber.
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>>98489303
>Higher number is fun, more dice is fun, and players rolling their dice differently is fun.
You know what's even more fun? Getting to do something new with the power you spent your hard-earned XP on getting.
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>>98489303
I would happily double every stat on artifact weapons, it'd still be worth actually considering whether spending merit dots is worth it to use one. I'd upgrade artifact armor to be warstriders as-written, without Legendary Size. I'd make warstriders actually invincible to combat damage until you used the Breach Frame gambit to open them up.

>For filler charms I think dice tricks aren't that bad if you don't go crazy with them. Higher number is fun, more dice is fun, and players rolling their dice differently is fun.
They're fun enough in person when you can roll actual physical dice, but online (which is how the majority play) they're really just boring.
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>>98489221
>Have you considered that artifact armor is a consumable artifact? Every time you take damage through artifact armor, indestructible impenetrable plates of magical material get rent out of shape and you have to perform repairs before it can be used again.
What? Where does it say it works like that?
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>>98489221
For artifact armor I assume the armor itself is fine, but the impact still can harm you or the reverberations of hostile Essence still harm you beneath. I was once kicking around the idea that artifact armor would turn all lethal into bashing damage. Blunt weapons like goremauls would be advantageous against superheavy armor because their raw damage doesn't get halved. Any mundane weapons would both get turned into bashing and have their damage halved before Soak. Then I realized it would be stupid to balance around and dropped it.
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>>98489479
>>98489515
>For artifact armor I assume the armor itself is fine, but the impact still can harm you or the reverberations of hostile Essence still harm you beneath
>What? Where does it say it works like that?
It says it in the part where armor doesn't have some magical self-repair function, and people get stabbed through it? It isn't impact going through, and it isn't reverberations, because the damage from cutting weapons is still cutting. Common sense. No, there are no magical gaps in the artifact armor that leaves no gaps for you to be stabbed through, and especially not for these wide-ass monstrously large daiklaves to stab someone through; when someone attacks you in articulated plate they just rip through.
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>>98489362
I'm not debating that. I just think it's fun to roll my dice and I'm doing it different then other players. For what you're saying, doing new things is also fun. So eh. I get not liking them but for me it's just because I feel like the numbers might get weird if you start stacking them but that's a math thing.
>>98489384
Warstriders being op as hell would be a fun change of pace. For the online dice roller thing, I suppose. I still like it. Maybe if dice tricks weren't used as filler charms and had more flavor/mechanical umph.
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>>98489526
In the 2E core book, neither artifact weapons or armor are said to be indestructible, but both are very durable
>Most of the wonders that survive are war gear because such items were built to survive hard use.
In the 3E core book, artifact weapons are said to be near-unbreakable while artifact armor isn't
I didn't check 1E
I don't really know where I'm going with this, but I suppose artifact armor not being durable enough to not be torn apart by artifact weapons doesn't make sense. Like you said, by how the game works it should be literally tearing through armor to harm somebody beneath, but there no systems that reflect artifact armor that should be full of holes. And there's no magic self-repair/self-seal mentioned, so I guess just chalk it up to "it's a game don't think about it"
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>>98489725
>but there no systems that reflect artifact armor that should be full of holes.
Presumably the artifact repair systems under craft, which do exist, would be the ones to look at. I doubt artifact armor with holes in it is worthwhile armor, so it needs repairs before it'll be functional. Mundane armor and weapon degradation isn't something we necessarily have canon stats for either, but we know it exists because it gets mentioned a few times. My understanding is that it works until it doesn't and then it needs repairs to be useful, which would be the same for damaged artifacts.
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>>98489755
There's a broken artefact flaw in we but I'm not sure if you would want to update it.
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>>98489277
I'm just guessing about what's the easiest to go about making some supernatural poison in 3e, I'm just not that familiar with it and end up throwing darts at the wall rather than the board.
>>
As a GM I wouldn't stress repairing gear unless it's mundane (which should be an inherent advantage of artifacts over normal gear, it can't be easily destroyed or otherwise gotten rid off) and for artifact armor you can easily say that after getting damaged it's not so dire that it can't be repaired with a bit of off-screen downtime work. if it does get seriously damaged it should be an actual setback and essentially a side quest, minor or not. In the end if the book doesn't prescribe it why should I. For verisimilitude? Fuck that, I would much rather handwave it and focus on things that are actually interesting, not fixing chips on my swords after every fight. Half the reason to wear armour at all is aesthetic in the first place anyway.
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>>98489890
I thought it'd be craft wood and then just using some already made poisons or homebrewing some of your own.
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>>98488202
Uploaded
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>>98489221
This entire post is retarded. But this bit in particular:
>Oh and you open up a charm tree, congrats now you have the option to spend xp on charms as good as your own charms but not better because that would be overpowered, oh and yes you absolutely could just make custom charms that do the same thing as the evocations to stitch the artifact's charmline into your own tree instead of having to have the artifact for them. What is the actual point of artifact weapons.
The entire point of Artifacts is to improve upon your native Charms or do something your native Charms cannot do.l How are you this bad at reading the game?
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>>98489933
Probably, unless we has some weird overlap with other editions in regards to lesser supernatural items.
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>>98490924
>The entire point of Artifacts is to improve upon your native Charms.
>The core book is so bloated because it was meant to be future proofed.
>And avoid book keeping.
>With hundreds of charms, countless charms that only exist to turn a charm into piece meal.
>Even so, Solars still have glaring holes.
>Artifact system allows the devs to write even more charms, with some that only exist to improve older charms.
>Despite of so, it doesn't fix Solar's problems.
>Meaning that the first problem returned.
>with the core book being bloated for nothing.
It isn't that anon the one who is retarded.
>>
Since there was a fight on jumpchain that got out of hand. I will ask how easy do you think it would be for a 2e first age rich as heck and talented solar exalted to cure the great curse with metaknowledge . Would it be barely an inconvenience, horribly difficult and requiring a Heroic sacrifice or go horribly wrong and kill everyone.

>>98489362
Most fun of all is both. I find the classic zero to hero arc very satisfying. Through in exalted if more like hero to Mary Sue. Which is not worse.

Also like a Mary Sue they are likey to do things which when logically thought out are totally horrifying.
>>
I like Evocations, but I dislike how insistent 3e is in artifact weapons having them do to not everyone being good at homebrew. I guess that's what you get when you higher homebrewers to write rules though.
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>>98491923
A Solar Circle sorcerous working could probably manage it. If this is about jumpchain in particular, another option is to hit the Solar jump and pick up the upgraded version of Mind of the Sun.
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>>98491923
Fuck, I should have not mentioned the jump chain part. A brigade of Jumpchain will only inflame tempers more.
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>>98492092
I'm certain there's a lot of cross-pollination, even if people don't want to admit it.

The Dragon King jump has basically been done for months. Proof reading fucking sucks though and kills my enthusiasm like nothing else.
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>>98492087
Yeah it was. A Jumpchain doc had the great curse not go away at the end of the jump.

One faction was assuming a person would be totally screwed by this unless they rushed protection from the great curse.

Another faction was assuming the great curse would be easy enough to cure in jump and other faction was just wanting free shit instead of putting the work in.
It got to point where the mentioning of it was just setting off everyone and nothing productive could be done. I was guilty of this.

One side pointed out solar exalted can surpass a primordals, the jump let you start with NA tools and sorcerous workings.

The other side suspected white wolf did not want you to cure the great curse,. and that if it was reasonable, Lytek would have cured it already. Also a bunch of solars might have to die to undo it like a bunch of primordials died to do it.

You’re right that jumping solars would be a good idea afterwords. Heck that jump does say the great curse is removed post jump, through not sure it meant to apply to great curses from difffent jumps.

A sorcerous working is a logical counter. Through I am not sure it will have the power to do so without an epic quest or two.

Also I know 3e had that thing about sorcerous working do not cancel out other sorcerous workings. Not sure if that a thing in 2e or if the great curse would fall under the same rules.
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>>98492144
I would offer to help. But while I am good at speed reading, I have no sense of grammar, am dyslexia and have a bad habit of being on the iPad.

I would still be willing to try to help but my help might suck.
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What the fuck is a jumpchain
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>>98492342
Some cyoa muticross lite rpg thing.

It kind of like would you rather be a sith or jedi in Star Wars kind of question. Or if you’re a superhero what would your superpower be.

It very nerdy even by rpg standards. Also tends to turn into min maxing power fantasy. Not that I think that always a bad thing as long as it fun.
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>>98492342
>>98492440
To keep this tangent at least a little on topic, I'd like to add there are a million Exalted ones. Heck, I even recognize some of the quirks in the writing of the new Infernals 3e jump from someone else who posts in these threads.
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>>98491923
Maybe I just havent read enough of the setting but can an Exalted 'cure' the great curse?
It always read to me as something more baked into their very essence and able to persist between incarnations. A canny practitioner might be able to prevent the deleterious effects but that doesn't remove the potential.
The only way to actually undo it would have to get the actual incarna involved and read in on just what happened but they're all varying levels of addicts so them actually caring enough to fix this is sort of all over the place.
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>>98492706
With few exceptions nothing is strictly impossible for an Exalt in a narrative sense. Its presented as one of the hardest things to do, since you first need to find out its a thing. Secrecy is whats protecting the Great Curse, if the Solars collectively knew about it it'd be less of an issue. And finding a permanent solution is presented as a good end to a long campaign.
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>>98492722
That the impression I got of exalted. It the setting where question is not can you do it. It is a setting where the question is how spectacularly is your attempt going to turn out to be a bad idea.

Heck I vaguely recall the whole reason the neverborn is an issue is a solar had a bright idea. Which is not counting the reason they exist is solar killed them.

Exalted are kind of a species of Lex Luthor, and other fictional super geniuses. Sky high int and no wisdom score.

>>98492706
I do know Lytak the god of exaltation can cure exaltations of being infernal easily but can do nothing about solars great curse. I do know Neverborn can cure the great curse but good luck talking them to do it.

There might be a vague suggestion autochthon might be able to do something.

Narratively it makes sense for solars to be able to do something. But I have no clue how much effort would it take.
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>>98492793
>do know Lytak the god of exaltation can cure exaltations of being infernal easily but can do nothing about solars great curse.
I thought it was the opposite, an Abyssal's Exaltation can be reversed much like a Solar's can be turned Abyssal, but an Infernal Exaltation is stuck as Infernal while incarnated into its host
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>>98492843
That's 2e stuff and doesn't apply to infernals in 2e. Abyssals seek redemption because tiny goth cock. Infernals become something cooler.
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>>98490924
>>The entire point of Artifacts is to improve upon your native Charms or do something your native Charms cannot do.l How are you this bad at reading the game?

They don't do that dipshit and needing to take a charm to homebrew/take more charms is stupid ass game design. If Solars had a hyper limited charm set that they couldn't branch out of, like say, sidereals, I could see it being useful. The way it is now Solars should avoid artifacts if they don't want to nerf themselves mathematically.

>hey guys, this game says 2+2=2. that's wrong.
>LMAO why are you trying to break the game??
>are you a nerd???
>2+2 is 4.
>LOL this nigga is taking twos and making new numbers, what a retard.

that is such a large part of the exalted community.
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>>98492843
From what I heard it is this.

Abyssal exalted can be turned into solars, but Lytak cannot cure the exaltation outside the host.

Infernal exalted cannot be turned into solars. But the exaltation outside the host is actually easy to turn back into a solar.

>>98492918
Considering devil tiger is 2e content, 2e infernals also became cooler.
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>>98492997
2e devil tigers are great besides the actual mechanics of it. I can see needing one charm to make new charms but it's a whole list of high essence bullshit. At least heretical charms don't need you to do that and "just" cost more XP.

I can't talk too much shit though because the lore for them is great and now all 3e infernals are basically devil tigers. It's pretty great.
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>>98493048
That a lot of lore vs mechanics in rpg.

Reminds me on how white wolf abberant was susposed to be more optimistic but it taint rules were in fact way worse.
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>>98493210
>abberant was susposed to be more optimistic but it taint rules were in fact way worse.
It is a prequel to aeon, Novas in canon go insane, and the world is wrecked by the following war.
Never takes a WW game at face value.
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>>98493210
White Wolf is like, the king of cool lore and basic mechanics. Not bad, just... basic.
>>98491138
Thinking more on crafting poisons I thought I should add. You going to want to love tokens if you use it. Crafting and tokens go hand in hand and solars can just swim in them. You're allowed to go pretty crazy with it. Look out for charms that give you XP though, some ST's don't like them because they think/know they can break the game. You'd need to ask someone else about the details. It's a very small issue regardless.

I have mixed feelings about 3e crafting but it is a very neat feeling to be messing around with tokens when all the other players are messing around with dice. My 'issue' is that I don't like keeping track of tokens which is something the people who like the system seem to love to do. Having said that I'm fairly certain a solar crafting poisons could make, well, a stupid amount of poisons. Poison wells, poison lakes, keep your weapons coated with the strongest poisons possible, on demand poison smoke bombs... The real issue is that you're gonna have to findangle a bunch of custom poisons. I'd look at already existing ones and diseases to help with that.

I'm no expert but the more I think about it a poison crafter could go really really hard.
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What’s the best exalted and why is it Infernals
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>>98451543
I don't know much about Godbound but I hear it being compared to Exalted.
What's Godbound's premise? You get divine superpowers?
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>>98493755
Godbound is like OSR exalted. It has some neat ideas and the setting is cool (mainly how there's a modern-day equivalent nation in the map that feels different even compared to Lookshy). But my biggest issue is how utterly dogshit the enemies are.

Put it this way, you know how exalted has a bunch of unique enemies?

So in Godbound damage is much less (stay with me for a second). Weapons have varying weapon sizes. Rolling 1 does no damage, 2-5 does 1, 2-9 does 2, and 10 does 3. I might be off on this but its roughly that.

Now nearly every major enemy has the power of "attack three times per turn dealing damage straight", which means it rolls 1d10 and applies the damage straight. Constantly. All the time. For a PC this is a rare power, for enemies this is tuesday.

Repeat for nearly every fucking enemy.

The problem with Godbound is that as a GM you're gonna be tossing out enemies stats and making them yourself. The game tells you to enjoy being a power fantasy, but has multiple entities on par with 3CD in exalted (in pure "fuck you" combat power).

The balance of supernatural powers is fucky. Some powers, like Bow, are extremely strong. Some like Sword are good. Some like Fire are very weak. Some like Dragon invalidate entire power trees with just a single power.

People shit on exalted constantly, but I found Godbound way more rough.

...Though the random generation tables are perfect for exalted. If you ever want to make a random village, they go over everything, including interesting plothooks in them.
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>>98491923
>how easy do you think it would be for a 2e first age rich as heck and talented solar exalted to cure the great curse with metaknowledge
It wouldn't be hard in any edition to do it just for yourself. Well, okay, it would be, but we're talking conquer a kingdom hard not rebuild the Deliberative hard. Getting the right knowledge to do the right thing and being able to come to a decisive decision on what to do about it have always been the main and most difficult problems with almost anything in Exalted, Great Curse included. The latter part could be a real issue for your First Age Solar, because limit is a known factor that can be inflicted by eldritch horror crap and curing himself opens it back up as a way for all of his contemporaries to mindblast the Solar when they find out. The default way it's handled is you lose permanent willpower, after all, where Exalted just go extra for a few days at most. There is a non-trivial argument to be made that the Great Curse is an advantage that's better kept around.

There's also a very good argument to be made that just knowing about the Great Curse, identifying it as a supernatural influence and its precise effects and coming up with coping methods for it, would mitigate the long term effects dramatically. The Great Curse feels great. Supernaturally incredible. There is a good argument to be made that its long term effects are just mundane psychological addiction to the incredible catharsis it gives you. Identify the addiction, that you are an addict and what you are addicted to, do some rehab, and you might well be good. Canonically 2e Solar super-therapy works on limit, and the Sidereal Gold Faction only literally right now in the canon timeline rolling out mandatory regular therapy sessions for all possible Solars, for the first time.
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>>98493267
I forgot to add 2e. I heard 2e did away with the whole fixed point of war happenening but made taint worse.

>>98493755
Godbound concept is humanity finds the Christan god throne empty and makes a bunch of god to war over it. Everything ends up exploding and reality breaks.

However the aftermath turns a few humans into demigods who hold words that represent concepts of reality. which can range from might to dragons.

They can gain power either from leveling up, or faith, raid the machinery of reality and maybe one day rebuild things.

They also can auto several hitdice of unworthy foes each round. so that cool
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>>98494074
I also forgot their some cool rules for doing wide spread effects with your power. like blessing areas with good weather or something. It pretty good on the whole being a god thing.
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>>98493838
>Now nearly every major enemy has the power of "attack three times per turn dealing damage straight", which means it rolls 1d10 and applies the damage straight. Constantly. All the time. For a PC this is a rare power, for enemies this is tuesday.
I think the problem is that people go into Godbound expecting to be Exalted, because you get thumped in the head with superpowers just like in Exalted and they make unsubtle references to Exalted in the deluxe backend and the developer stated an intent to have it play like Exalted.

That's wrong. You aren't going into Godbound like an Exalt would in Creation, much less like a Solar in Creation. You go into Godbound like you were the Exalted version of a god. Not even a good one, you start off as an Essence 2 weenie shit god, the kind of spirit farmers pray to and end off being like the upper level gods of the Celestial Bureaucracy (not the incarnae, or even division heads, but people like the Syndics). You don't dematerialize, so maybe it's more like being possessed by one of the gods of Exalted and being able to command their powers, but that's basically what all of your powers are like.

You know who the Exalted-equivalent are in Godbound? Made Gods.

You aren't at the top of the food chain. You don't have unlimited potential. Against a Made God with a solid powerset you'd be lucky to win even if you brought a half-dozen allied Godbound who're also at peak potential, and some Made Gods you might not even have a chance against then - when a Made God of the Sun rocks up, you'd better run fast because there ain't no stopping him. If one of the top tier angels (angels being the equivalent to Exalted's demons, here) shows up you'd best get your ass in gear and bring some friends too but at least you've got a chance to win. You could probably stomp an army, but mortal heroes can run you down.

Your primary concern is fucking with ordinary mortals and getting them to pray better. Because you are a god, not an Exalt.
>>
Thinking about starting an Exalted game, for Exalted virgins but WoD kind-of-veterans.

Thinking 2nd ed.

I was wondering: is there some 5etools-like resource to go browsing through?
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>>98494506
Actually they're very much alike in that regard, because Solars aren't top of the food chain either upon a closer look.
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>>98494913
we HAD a nice fanmade one until someone blabbed on the official forum about it
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>>98494982
>Actually they're very much alike in that regard, because Solars aren't top of the food chain either upon a closer look.
Solars are way further up than Godbound are, though. Peak potential Solars, Essence 6+, are legitimately hanging around at the top tier of the setting, and a circle at the peak of normal play E5 will kick the shit in of pretty much anything below the Yozi/Incarnae/Deathlords. Meanwhile in Godbound at the peak of your normal potential you're basically equivalent to 2CD and the theoretical endgame isn't much better. You also start way lower - a chargen Solar good at combat can pretty happily kill the greatest mortal heroes and face down basically anything in Creation that isn't also Exalted, while a chargen Godbound can't do the former even if you ignore theurgy/sorcery.

Imagine if you were a Solar, into combat, and didn't win 1v1s against a singular blood ape. Not just 'this is mechanical weirdness' from some specific statblock being obscene or not thought out properly, but that being the appropriate scale for you vs the world.
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>>98495041
>Solars are way further up than Godbound are, though.
And yet we're still talking about playing as someone completely incapable of dealing with the setting's issues and bad guys outside of ST fiat and maybe some esoteric mechanical cheese (that's usually not even exclusive to them).
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>>98495041
>real godlike power is determined by how hard you can hit monkey.

Solars are just mid range dnd adventurers. Also depending on the edition the gulf between even essence 5 solars and something like a deathlord is vast as hell. To be perfectly honestly, I don't think you can have proper "god game" without some way of changing the face of the world ala Black and White.

tl;dr you're very much over hyping something that doesn't really exist. exalted is more wuxia kung-fu punch a river in half and rain down a thousand weapons.
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>>98495047
>playing as someone completely incapable of dealing with the setting's issues
welcome to any game ever

>>98495083
tl;dr: arguing against shit I wasn't arguing for
my guy I ain't saying shit about whether Exalted lives out the god game fantasy or what the fuck ever it's trying to be in that style, I'm saying that Exalted in Exalted are at a significantly different place in the power heirarchy than Godbound in Godbound, and that Godbound's main issue is brought about by marketing and signalling, not that it's bestiary is too powerful.
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>>98495229
And it doesn't make any difference in practice.
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File: zm1hvg2qp5g71.jpg (252 KB, 877x1350)
252 KB JPG
>Never ask a Dragon Blooded what aspect his girlfriend is.
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>a guy with a knife
>a guy with nothing
These are both equally deadly. Goofy game.
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>>98495632
Weeaboo martial arts game, get over it. Also not true, one deals Bashing adn the other Lethal.
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>>98495661
>Weeaboo martial arts game, get over it.
Except it applies to every joe schmoe NPC.
>Bashing adn the other Lethal
Literally doesn't matter.
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>>98495632
>a guy with a knife
>a guy with nothing
>These are both equally deadly. Goofy game.
Well, no. I'm going to assume you're referring exclusively to 3e because otherwise you don't have a leg to stand on. One does bashing damage which doesn't kill people and the other does lethal damage which is deadly. Knives can be thrown, which adds useful utility.

Also, rules as written, fists are one-handed weapons each, which means somebody who is completely unarmed always takes a -1 penalty for using their off-hand unless they have the Ambidexterity merit or have had a limb taken off. Meanwhile, knives can be gripped with two hands to avoid the penalty.
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>>98495708
>I'm going to assume you're referring exclusively to [edition that people play]
lol
>One does bashing damage which
Doesn't matter at all.
>Also, rules as written, fists are one-handed weapons each, which means somebody who is completely unarmed always takes a -1 penalty for using their off-hand unless they have the Ambidexterity merit or have had a limb taken off.
Nobody does it this way but I can tell why that might be hard to wrap your head around for someone with crippling autism.
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>>98492971
>If Solars had a hyper limited charm set that they couldn't branch out of
You can make new charms for Solars but it doesn't mean you can make any charm ever for them. They still have themes and limitations. You shouldn't be able to make a Solar charm that manipulates fate but a starmetal artifact could do it for example.
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>>98495738
>You shouldn't be able to make a Solar charm that manipulates fate but a starmetal artifact could do it for example.
But isn't there that one Lore Charm that lets you choose what natural disaster hits an area
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>>98495873
There's a ton of charms that do blatant fate manipulation now. Guy's still living in 2e.
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>>98495880
It's true that I know 2E better but can you give me examples? Other than GKS because that one is just retarded and something people pointed out very early on should have never been a thing.
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>>98495886
Dual Magnus Prana
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>>98495980
There's a difference between out-of-character retroactive powers and in-character fate manipulation. There are abilities like that in various narrative games and even D&D, would you say they explicitly manipulate in-universe causality there too?
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>>98494074
>dragons
It is outright outside of human purviews, wild too
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>>98495880
GKS is outright not fate manipulation
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>>98496061
Which, by the way, is stupid too. If it was OOC retroactively finding out some sort of calamity is about to come, and it always being the case but it took your legendary insight to uncover it, it would have been fine, maybe. But as written GKS literally forces the universes to insert a looming catastrophe when there previously was none which is also somehow not manipulating fate. That Charm is just idiotic.
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>>98495886
That Larceny Charm that lets you store successes for later?
>>98496094
The sticking point to me is that the player chooses what happens. If the player merely activates GKS and the Storyteller chooses what disaster is going to happen, then I think I would have been fine with it.
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>>98495687
>Weeaboo martial arts game, get over it.
>Except it applies to every joe schmoe NPC.
Mechanically representing the deadliness or lack thereof of every joe schmoe doesn't matter.

>>98495687
>>Bashing adn the other Lethal
>Literally doesn't matter.
It literally does matter if deadliness is the issue. If regular mortals are what you're worried about, then bleeding rules are relevant, too.
>>
>>98496004
No there isn't.
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>>98496196
>It literally does matter
There is not a single game where the difference between Bashing and Lethal has ever come up or mattered in the slightest. Bleeding rules too.
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>>98496213
Yes there is. Things can be decided upon outside of the narrative that modify it retroactively and it does not mean causality changed in-universe.
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>>98496235
It does. If it doesn't, then the distinction is meaningless to begin with.
>>
>>98496220
There's also not a single game where some random mortal peasant's lethality has mattered. If we're talking about PCs or important NPXs, then we're back to
>>98495661
>Weeaboo martial arts game, get over it.
If we're talking about regular mortals and the way things work in-setting, though, then both bashing/lethal distinction and bleeding rules matter.
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>>98496246
So do you think that D&D abilities that allow you to declare that you have bought an item up to X gold pieces in value without actually buying it, thus retroactively spawning it into existence in your bags, are also in-universe affecting causality? Because if you do that's a really mouthbreathing take.
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>>98496276
>There's also not a single game where some random mortal peasant's lethality has mattered.
It matters because the setting is not written with the assumption that every peasant has knives for hands.
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>>98496280
Setting's written with the assumption that lethal damage is, in fact, more lethal than bashing damage, which it objectively is, and also with the assumption that bleeding to death is a genuine danger when a mortal gets stabbed.
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>>98496297
It isn't.
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>>98496300
Do you have anything, anything whatsoever, to base that on, anon?
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>>98495886
>>98496004
Prophet of Seventeen Cycles, Unshakeable Rogue's Spirit, Master Plan Meditation, Introduce a Fact
>>
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>>98496061
>GKS is outright not fate manipulation
Uhhhh buddy its confirmed in sidereals
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>>98496322
Funnily enough, according to vancian laws, it doesn't work against GKS, since that charm technically does nothing.
The in universe, the Solar just stumbles upon the doom
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>>98496371
Anon if you read the whole fucking thing then you would see it be made very clear that GKS does actually do something.

>this Charm can negate magic that guarantees some outcome will come to pass
>Stab the Seer's Eye is intended to oppose magic like God-King's Shrike
Wow it's almost like God-King's Shrike is magic that guarantees some outcome will come to pass.
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>>98496389
It is magic that finds out about an outcome.
It is similar to heavenly guardian defense not working against ambushes, despite it working against surprise attacks.
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>>98495083
A Level 20 D&D adventurer can kill a few hundred men in ideal conditions, lift less than IRL strongmen, and solo a CR 20+ monster if they cheese it. A wizard is a little better but still fundamentally way less powerful than even a middling Solar. All this assuming we mean Fifth Edition D&D. 3.X is stronger but unless you break the magic system in half your typical Level 20 Fighter is still less impressive at most things than an Essence 3 Solar.

You're right that Exalted is way more about kung fu, but you chose a piss poor example.
>>
>>98451543
Weekly Update
>Editing
Essence Storyteller’s Guide
The Storyteller’s Guide for Exalted Essence got some great feedback, which has been incorporated into the manuscript. Now it’s off to editing!
>Post-Editing Development
Alchemicals Companion: Avatars of Brass and Shadow
Speaking of Exalted, another stretch goal book came back from editing, so Avatars of Brass and Shadow is now back in developer hands to review the edits!
>Art Direction
Abyssals Companion – Sending to Navella
Sidereals Companion – OK… since Gong is done with crowdfunder art and Monster Kingdoms, planning on sending this to them
>Layout
Essence PG – Still working on it…
>Proofing
Essence PG Novella 1 – Murder on the Divine Carriage – Awaiting Paradox approval
Essence PG Novella 2 – Even the Heavens Will Burn – Awaiting Paradox approval
some good progress this week for stretchgoals. the backer pdfs will probably be out for the novellas in the coming weeks
as seen above, our dedicated archivist has found the final version of the new alchemicals book. talk about a quick turn around. if someone has the final versions of some of the other book we've been looing for this edition, we'd all appreciate it
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>>98496415
>It is magic that finds out about an outcome.
I guess you could argue it's like that Yozi who can perfectly see the future, and once he sees it, it's locked in stone. Or why the Maidens dislike reading the future (something about them not being able to change it?)
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>>98496371
>The in universe, the Solar just stumbles upon the doom
The text of GKS goes as follows:

>Through this Charm she reaches realization of a certain calamity that must happen, and her consciousness is recognized, in turn, by the universe. In this instance, what the Solar realizes she causes to happen.
>In this instance, what the Solar realizes she causes to happen.
>she causes to happen

Clearly it does make something happen, specifically Solar forcing the universe to acknowledge his insight and train of logic. If the Charm was left unused no calamity would come to pass. Ergo you're stupid.
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>>98491923
>Since there was a fight on jumpchain that got out of hand. I will ask how easy do you think it would be for a 2e first age rich as heck and talented solar exalted to cure the great curse with metaknowledge .

As far as I know, you can build a 0xp Solar capable of replicating some of the Autochthonian artifacts that substitute limit break with Clarity. The problem is explaining how they would get access to the first-age tech necessary to build it or the tools necessary to sense the curse. On paper, you could just buy an N/A artifact to handwave it if 1e is anything to go by but that's a huge copout.

>>98492025
Use the power generation rules from other WW games and that should make things more consistent across your table.

>>98492342
It is a story prompt about throwing a mortal in a setting gauntlet until they kick the bucket or become a Planeswalker. Most of the stories are kind of garbage for obvious reasons, but there's just enough cool interactions now and then to keep a fanbase alive.


>>>98493838
>People shit on exalted constantly, but I found Godbound way more rough.
The main reason people mention Godbound here is because it is easier to use that for a first age/high essence game than Exalted proper in some cases, specially when you have to stat out some of the top tier entities in the verse (Even if you could just use some of the existing stats for them with minimal effort, lke changing the carion god into a neverborn or something like that)

>...Though the random generation tables are perfect for exalted. If you ever want to make a random village, they go over everything, including interesting plothooks in them.

Yeah those are pretty solid.
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>>98494506
People go into Exalted expecting to be Exalted and they get raped.
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>>98497004
Exalted prophecies are a weird thing, but yeah, if you look into the future with any degree of power, you are nailing it down. Something something you can't span precognition powers because Samsara, aka Fate2, will grab you by the balls and never let go until you are obliterated.
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>>98497217
>People go into Exalted expecting to be Exalted and they get raped.
People foreget this is a WW game and they would never let go of their underdog PCs.
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>>98497236
>they would never let go of their living props PCs.
FTFY
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>>98497191
>specially when you have to stat out some of the top tier entities in the verse
Talking about it, how would one port Heart-Eaters to it? Would the parasite gods work as a stand in?
Abyssals and Infernals are, respectively, covered by the "abyss" and "dragon" words
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>>98494913
Use the ink monkey 2.5. Be wary of paranoia combat, where every attack is an instant kill unless given the most op defense combo.

>>98495632
Actually godbound can get shards over time. Then can use these shards to fix up celestial machinery. So I say high level godbound can fix the universe over time.

>>98496823
I did have a thread on SV on how well would level 13-14 DND adventures do in exalted,

It turned into arguing over what does hitpoints even mean. (A doomed adventure as DnD cannot agree on it). And people claiming the party doomed since they do not understand how the setting works. I figured a bard/rogue gestalt (gestalt because I could not decide which class to pick) and divination magic would have them covered.
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>>98497272
>Talking about it, how would one port Heart-Eaters to it?
You would be better off making a "multitude" word grabbing bits an pieced from others.
>>
Lunars only get Crinos for their native beast, not any other they might have consumed along the way, right?
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>>98497340
Understand, still talking about it, it is funny how the "words of Exalted" homebrew went out of its way to not give lunars the moon word.
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>>98497334
Really it just comes down to Exalts being stronger, faster, more agile, more durable and overall better martials than anything in Fifth Edition and most things in Third and Exalted magic being generally bigger in scope or scale at the high end but with less exploits and more rules. A party of level 13-14 D&D adventurers would appear as fairly potent Terrestrials with magic that is both stronger and weaker than the magic of Creation.
>>
>>98497744
I bet most exalted would be highly irritated by a D&d wizard spamming summon monsters while flying away. Fight me like a man darnit. Stop cheesing the action economy.
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>>98497603
the war form is only for the totem beast, yes, though i'm sure someone's written a charm or something around that
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>>98497765
Summons tend to require close range (25 feet +5/2 levels in Third; 90 feet flat in Fifth). Sorry Exalt without a ranged attack or the power of jumping good to deal with that. And in Fifth it requires concentration and in Third you don't get many summons per casting. The really useful thing to do would be Shaping stuff like involuntarily Planeshifting them, though if they've got IPP or the like that falls flat. Really fighting wizards would be like fighting raksha, a bunch of 'weird' stuff you either have an answer for or you don't.
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>>98497854
This is an area that really depends on edition. While I play 5e, I first learned about DnD 3.5. The later actually let you spam summons.

I do agree 5e wizards are a fun minor encounter for exalted. 3.5 however get to be a tough major encounter.

I do wonder how much protection shaping protection stops. Like I get the impression a soul ripping attack would just be doing necromatic damage.
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>>98496823
more like thousands or tens of thousands depending on the build. With DR and magic items involved there is literally nothing low level characters can do to even touch you. These are different games though, a big part of power in DnD is just changing society or making everyone else a wizard when you're playing those types of things. I can tell you don't play DnD because the shit you can get up to into those games can make a solar blush.

This also doesn't really matter because the system wasn't really built for that. Nor was 2e built to be a god game where you change the face of the landscape and play someone who can solo the top dogs. This is, ultimately, a party game after all. 3e is played so wildly different at various tables that retards think their errata is canon. This was also true of 2e. It's a very World of Darkness thing.

>>98496389
No see, you can't theme a solar charm in such a way that you invoke a giant cataclysm. And you can't use solar charms to make a copy of yourself! Unless I guess the copy was custom built for... whatever. 2e Exalted was pretty bad with this too but from what I remember the filler charms for that were more basic lame things instead of dice tricks. Shit like roll X and people take damage from your poop, things like that.

Having things be unable to build against theme without any mechanical backing just doesn't work. All you're going to get are faggots who shoot down charms because it doesn't fit their version of the setting and/or homebrew rule set. This is basic, basic shit that we've seen in other games that do it.
>>98497744
This is so off base that it's funny. It might be true for Dark Sun and other low magic settings but not much a solar can do against a level 20. It's really hard to understate the mechanical bullshit high level dnd characters can get up to. You have to really trust your players to not do infinite shenanigans, scry-die is flat out broken, action econ becomes a toy, the numbers go insane.
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>>98497892
I was very clear to specify I was talking about Fifth Edition. In 3.X it's basically a question of how much your DM lets you get away with, it's not hard to turn that edition into a pretzel begging for the sweet release of death. Even with that said, unless your DM is allowing true chicanery, you're really not going to have a D&D character comparable [let alone better than] a Celestial Exalt unless you're level 15+ and playing a fairly optimized T2 or T1 class.
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>>98497892
>This is, ultimately, a party game after all. 3e is played so wildly different at various tables that retards think their errata is canon. This was also true of 2e. It's a very World of Darkness thing.
It is a mix of rules being kind of vague and unintuitive, it is similar to 3.0E D&D, where it is impossible to play without accidentally homebrewing something.
>>
>>98497934
I have no idea about 5e. I think you're underestimating how fast a DnD character gets broken powerful but it doesn't really matter. I think we can both agree that Exalted characters have a bigger bang, much sooner, along with rules meant for it then DnD characters in any edition.

My only real point was don't underestimate the crazy shit you can do in DnD because it's still a PnP game and that Exalted isn't really built to be a god game. None of its editions are, it just doesn't have the mechanics for it. More Cloud from Final Fantasy or I don't know, Achilles. You sure as shit can't be Sun Wukong and his immortality stacking ass.

Anyway the whole "Splat can't make charms against theme" is a narrative thing and not a mechanical one. So you can build whatever, just use different words. The math can be same. I don't really mind this but it makes "take charm to take other charms" feel very, very weird.
>>
>>98497994
>along with rules meant for it then DnD characters in any edition.
Fighting high end enemies is more supported in any D&D's edition than it was ever in any of Exalted's.
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>>98497966
>where it is impossible to play without accidentally homebrewing something.

That's the beauty of it. That's pretty every PnP game ever. desu I think it's a good thing, you can find some cool shit. You are right, DnD 3.0-3.5-5e whatever just wasn't built with this stuff in mind so once you start doing it or make a book that adds it shit goes crazy. Exalted is the same way but you have a bigger bang. I prefer the way Exalted does things, mind you. It's just more fun.

I really love how 3e is using side systems as a gameplay thing. I don't care for tokens but people who like that kind of thing must be absolutely in love with it. You can do some really neat stuff this way, when you don't limit yourself to just dice rolls.
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>>98498005
Don't pretend that fighting level 20 monsters wasn't total bullshit. Great bullshit but total bullshit. I can still remember doing the math. Fucking blow away mountains levels of damage on demand. It was very silly but great fun. Let's not even get into what we did when we reached level 25. The game just becomes absurd.

I still prefer Exalted.
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>>98498018
Exalted is less of a bigger bang, and more of a darker background that makes the bang look bigger.
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>>98497994
I did a lot of Pathfinder 1E back in the day and mostly at single digit levels, but I also did a ton of whiterooming because I was bored. Fifth Edition is what I've been doing recently for D&D and I've also learned it in and out. As to Exalted most of my knowledge is in ExWoD (which I ran a long campaign of) and First Edition (which I have all the hardcovers for). I think I have a decent idea of the power trajectories in both games. Overall I think you're half-right. Exalted's design is schizophrenic in that it can't seem to decide exactly how influential its characters are. Their objective powerset is pretty impressive, but still not cosmic beings. Pic related for an edition agnostic summary.
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>>98498033
Eh. I still like it more then DnD. I just also really love DnD. Except 1e I guess, but I'm picking up more stuff about it.
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>>98498005
Yes but no. An Essence 3 Solar can kill most Celestial gods. The gods in D&D are stronger, but their statted forms are like level 40-70 depending on edition. Who the hell is playing a level 65 D&D campaign in 3.5 to fight Bahamut?
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>>98497892
Nice to come to see this when I just come from a augument on sufficient velocity where mutiple people are claiming hit points do not actually exist
in universe.

And I do not mean in the sense they are claiming hit points represent more than physical toughness. They are claiming hit points are selection bias and actually d&d level 20 are not harder to kill than a normal human.

I try to bring up how a normal human fights a Balor. They proceed to claim Balor are actually slow and their high dex, reflex saves are just gameplay conceit. And BAB purely represents. hitting hard.
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>>98498235
>They are claiming hit points are selection bias and actually d&d level 20 are not harder to kill than a normal human.
Didn't D&D introduce wound penalties before most of them were even born?
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>>98498235
Balors are bitch mode for a level 20 PC. I do remember a vague DnDism where you tanking stuff can't be represented by you taking actual damage, as in no "He stabs through you and it does nothing" but something like "he sets you fire and you burn - it feels like a mid summer day." is fine because 1d6 damage ain't shit. For that you want DR or built in miss chance/crit immunity. It's been ages.

Maybe 5e is different but I played BG3. You become absurd OP at level 12 and their level 12 feels like level 17 for 3.5. Just going on vibes here mind you.
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>>98497633
The lunars have fuck all in terms of moonlight powers its not even funny.

>>98497849
There's a couple charms to have other beastial transformations.

>>98498029
My problem with D&D is that so much of the high level stuff is just NPC magic.
>>98498235
>Nice to come to see this when I just come from a augument on sufficient velocity where mutiple people are claiming hit points do not actually exist in universe.

Wasn't the description vague as shit to the point that "nathan drake luck" is a valid interpretation of the 5e one?
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>>98498713
>The lunars have fuck all in terms of moonlight powers its not even funny.
Would cribbing off the ones in Scion be a good start towards fixing that?
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>>98498713
>The lunars have fuck all in terms of moonlight powers its not even funny.
What would moonlight powers even be? Illusions?
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>>98497934
Yeah. I figure power wise d&d characters vs celestial exalts works well if either it a dnd party treating a solar exalted as a boss fight. Or if it d&d party working with exalted.

>>98497892
I did not think DnD normally popped off like that in play? And we can counter the cases in which it does with one word, paranoia combat. A exalted has infinites if they want to make the gm cry.

Like scry and die likey to run into a high level solar exalted just popping a few stealth or crafting charms to invent a counter. Or solar somehow throwing a boulder at the dnd wizard the same way they can throw anyone to hell.

Like I think they can do something, but cheesing elder solar exalted is beyond them.
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>>98498816
>Would cribbing off the ones in Scion be a good start towards fixing that?
Probably but I don't rememer what they were in practice.

>>98498834
Moonlight would cover compulsions and navigation because that's what the moon is associated with in popular culture and what it's mainly used for by animals IRL.
The only examples I can think of right now would be using Luna as a GPS or cursing mortals into a limit break state when exposed to the moon, like you piss off a lunar and every month you need to chain yourself to your bed or you will murder someone.

Illusions and revelations are supposed to be a Lunar thing too, so odds are they would package those things together with some random witchy bullshit like creating a cycle.

IDK I think lunar abilities that raise your limit to do something sound like they should be a thing but that fucks with a lot of lore.
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>>98499040
>IDK I think lunar abilities that raise your limit to do something sound like they should be a thing but that fucks with a lot of lore.
Charms or actinos that you can choose to gain Limit in exchange for an increased effect sound like an interesting design space
Like you can substitute having to spend a point of temporary Willpower for a point of Limit. Which thinking about it, might be a terrible idea because it could make a weird loop of "spend Willpower" > "accrue Limit" > "Limiit Break and get Willpower" back
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>>98498713
Even if someone held a gun to my head I'd have no idea what kind of moonlight powers I'd give to Lunars.

Can anyone give charm ideas for such things?
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>>98499167
Start by asking what concepts the Moon is associated with in the mythology from various cultures.
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>>98499167
>Can anyone give charm ideas for such things?
let me throw some shit at the wall and see what sticks...

>The Lunar shines, causing those who look at them to grow deranged.
>Become a literal ray of moonlight and travel astronomical distances in a single night, only work from east to west during the night and west to east during the day.

uhhhhhhhhhhhhhhh

>Travel into the underworld by "diving for the moon"

Let's be honest, all of this shit is already covered by spells
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>>98499167
Well... Dracula could become moonlight.
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>>98499167
lay a curse that makes any person instantly start having their period
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>>98499300
I made an Infernal charm where if I made a 2 or 3 die stunt a woman present within the scene becomes pregnant. Is that close enough?
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>>98498909
It doesn't really. Epic level play was always pretty atypical. Same way for essence 5+ play for Exalted really.
>>98499167
Mania, shifting faces, moon shaped weapons, age, owls, rabbits, mirrors, dangerous beauty. I'm just throwing ideas at the wall. Lunar calendars. Late night travel.
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>>98499334
Making people age to death in a single moon sounds like a nice execution method.



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