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A Not-Quite-Newb's Read-through of Ex3

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  • Not taken as one, I'm just good at sounding overly negative.


    A Not-Quite-Newb's Read-Through of Ex3 - my thoughts, notes and trials and tribulations with the Exalted 3rd edition rules.
    Ex3 Reference Materials - currently includes an ST screen, common actions sheet, weapons reference sheet, character creation summary and mortal QCs reference sheet.

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    • It used to be a system term. Looks like we got another 2e escapee.

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      • Originally posted by Xerxes View Post
        What does "may not attack" look like, in this instance? Can they try and auto-fail? Are their arms physically bound to their sides if they're raised in anger? Can they not even think about taking an aggressive action? What's doing the limiting here?
        It probably depends on what group they're interacting with. A Demon Prince will probably grit their teeth, and have to verbally castigate his minions if they're about to strike, and in some cases may block an attack meant for the Solar by an angry Blood Ape, apologize for the minion's behavior, and then execute the demon in question for defying him.

        For the Fair Folk, I rule it that there's like some kind of mental block for them. Thoughts of attempting to attack the Solar just stop, and while hands may be raised, they never actually follow through on the strike.

        "legitimate business of some kind" - is creating a travelling salesman Eclipse who presents his wares while the circle gets into position to kill things "legitimate business"?
        If I were ST, I'd probably require a Manipulation + Presence roll to try and convince the Fair Folk/Demon Lord/What Have You in question believe that "Cut-Me-Own-Throat" Dibbler is indeed here with an AMAZING offer for a Creation-made product that they simply NEED to have, and if they act now-


        Disclaimer: I'll huff, grump, and defend my position, but if you're having fun I'll never say you're doing it wrong.

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        • Originally posted by Blaque View Post
          Kung fu weapons, yo.
          I totally forgot about armed martial arts. But my question still applies to unarmed use - does that still need to be "drawn"?

          Originally posted by Blaque View Post
          Up to ST on this. I would note that if it looks like it's being abused to make wp regeneraton trivial, limit it. Otherwise, I don't see PCs really abusing things like meditation to be honest.
          I expected as much. I just still have flashbacks to narcoleptic D&D mages.

          And now on to:
          Character Advancement
          • The XP costs seem to favour specialisation much less than character creation bonus points did. Not a complaint, an observation accompanied by a thoughtful chin-stroke.
          • Does the earlier limit on the cost of merits only being applied to levels that do something still apply? Or was that only for bonus points?
          • Ah, so charms etc are where caste and favoured become more important...
          • Why is Solar XP called Solar XP if you can't spend them on Solar charms?
          • The Night Caste is the only caste where every single condition for getting Solar XP dictates a method as well as an achievement. That feels harsh.
          • "Martial arts charms always require rigorous trai ning" - p.178
          • How do the training time requirements work? Does a character need to declare training for a particular thing at the start of a period, or can they retroactively declare it, to reflect story events that may provide an opportunity to develop it?
          • No advice for the ST on how to bring training times into the story? For something that has lots of things that could take weeks or months to perfect, I'd expect some mention of it.
          • "players’ characters are likely to be exceptional individuals relative to other Chosen" Oh no, special snowflakes here we come... *shudders*
          • While it’s possible for a character’s Essence rating to increase in a dramatic moment of blazing glory as he accomplishes some character-defining goal, it’s more common for a Solar to retreat into temporary seclusion in order to commune with his inner divinity. This is best accomplished on mountain peaks, atop desert plateaus, or in other elevated places where the Solar can contemplate the face of the Unconquered Sun and his own burgeoning power." And so the characters not inclined to go off and meditate on how wonderful they are will most likely stay Essence 1 forever, regardless of their actual abilities? To have to engage in introspection in order to raise Essence is flavourful, but it requires actions that may be entirely out of character for certain character types.
          • Why is Solar XP cut off from Essence as well? I'm sure there's a balance reason, but if something is cut off from the core things of being a Solar Exalt, calling it Solar XP feels super weird, to the point where it feels unfair (entirely irrational I know, but that's what my gut did).
          • Why does using the values for experienced Solars reduce ALL Essence costs? Again this could just be naming weirdness, but the rules were called "Experienced Solar" rules, not "Hyper-Accelerated, Essence-Hormone-Taking Solar" rules. I had assumed they were just rules for Solars with some experience, not rules for Solars on a fast track to Essence 5.
          These rules feel fairly solid, although the caveats and addendums feel odd, pretty much without exception. Also, factoring training times into a fast-paced chronicle will be an absolute pain.


          A Not-Quite-Newb's Read-Through of Ex3 - my thoughts, notes and trials and tribulations with the Exalted 3rd edition rules.
          Ex3 Reference Materials - currently includes an ST screen, common actions sheet, weapons reference sheet, character creation summary and mortal QCs reference sheet.

          Comment


          • Originally posted by Xerxes View Post
            [*]Why does using the values for experienced Solars reduce ALL Essence costs? Again this could just be naming weirdness, but the rules were called "Experienced Solar" rules, not "Hyper-Accelerated, Essence-Hormone-Taking Solar" rules. I had assumed they were just rules for Solars with some experience, not rules for Solars on a fast track to Essence 5.
            I'm not sure where you're getting this. Where does it say they reduce all Essence costs?


            A Clutch of Dragons: Hub Thread, Presence, Resistance, Ride, Sail, Socialize Stealth, Survival, Thrown, War, First Draft pdf<NEW

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            • Originally posted by Xerxes View Post
              While it’s possible for a character’s Essence rating to increase in a dramatic moment of blazing glory as he accomplishes some character-defining goal, it’s more common for a Solar to retreat into temporary seclusion in order to commune with his inner divinity. This is best accomplished on mountain peaks, atop desert plateaus, or in other elevated places where the Solar can contemplate the face of the Unconquered Sun and his own burgeoning power." And so the characters not inclined to go off and meditate on how wonderful they are will most likely stay Essence 1 forever, regardless of their actual abilities? To have to engage in introspection in order to raise Essence is flavourful, but it requires actions that may be entirely out of character for certain character types.
              I'm very confused how you got to such a conclusion when the paragraph opens with a statement that "it's totally possible your character did it differently" before then detailing "this is the common way to do it". If it's not the way your character pops his Essence level, then don't do it that way. It's right there! And frankly, it's a lot more flexible than it was in 1e or 2e where you literally had no choice but to go meditate in the sun or under a waterfall for (New Rating x months) to go up a level.

              Sorry, that came across more "attacky" than I wanted. But it does seem like you focused on the end of the quote and ignored the beginning of it.


              I post Artifacts in this thread. How I make them is in this thread.
              I have made many tools and other things for 3rd Edition. I now host all of my creations on my Google site: The Vault of the Unsung Hero

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              • From here:

                Originally posted by Ex3, p.179
                The chart below shows how many experience points are necessary before a Solar becomes eligible to raise his Essence. Solar experience does not count toward this total.If using the option for advanced Solar characters found in Chapter Three, reduce all values by 50 points.


                A Not-Quite-Newb's Read-Through of Ex3 - my thoughts, notes and trials and tribulations with the Exalted 3rd edition rules.
                Ex3 Reference Materials - currently includes an ST screen, common actions sheet, weapons reference sheet, character creation summary and mortal QCs reference sheet.

                Comment


                • Originally posted by Xerxes View Post
                  From here:
                  Oh! Experienced Solars start at Essence 2, so they have a headstart. It's just an ad hoc modification to give them congruent Essence advancement without actually giving them extra starting experience.


                  A Clutch of Dragons: Hub Thread, Presence, Resistance, Ride, Sail, Socialize Stealth, Survival, Thrown, War, First Draft pdf<NEW

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                  • Yeah, that just means they effectively start 50 XP ahead of normal Solars for purpose of XP-required-for-Essence-advancement. The 50-point reduction isn't cumulative per-level; that'd be insane.

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                    • That makes sense... I was clocking it as a per level reduction, for some reason.


                      A Not-Quite-Newb's Read-Through of Ex3 - my thoughts, notes and trials and tribulations with the Exalted 3rd edition rules.
                      Ex3 Reference Materials - currently includes an ST screen, common actions sheet, weapons reference sheet, character creation summary and mortal QCs reference sheet.

                      Comment


                      • My leading theory about Solar xp being called Solar xp, I think, is to differentiate it from different mechanics for other splats. I imagine there'll be "Lunar xp" and "Dragon blooded xp." And I imagine they'll work differently.

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                        • Though I've jokingly, in the past, called Solar XP "Everything But Solar XP" since it can buy anything BUT Solar Charms.


                          Disclaimer: I'll huff, grump, and defend my position, but if you're having fun I'll never say you're doing it wrong.

                          Comment


                          • Originally posted by The Unsung Hero View Post

                            I'm very confused how you got to such a conclusion when the paragraph opens with a statement that "it's totally possible your character did it differently" before then detailing "this is the common way to do it". If it's not the way your character pops his Essence level, then don't do it that way. It's right there! And frankly, it's a lot more flexible than it was in 1e or 2e where you literally had no choice but to go meditate in the sun or under a waterfall for (New Rating x months) to go up a level.

                            Sorry, that came across more "attacky" than I wanted. But it does seem like you focused on the end of the quote and ignored the beginning of it.
                            Fair point. I have been often thinking in terms of "how could this be broken", which is probably unhelpful in several ways. I'm also predisposed to jerk against "my character is unique because reasons", which may be part of it. So when the "usual way" for something is apparently narrow, I won't like it as I find the unusual way inherently distasteful. This is possibly also why I reacted the way I did to the Night Caste Solar XP conditions.


                            A Not-Quite-Newb's Read-Through of Ex3 - my thoughts, notes and trials and tribulations with the Exalted 3rd edition rules.
                            Ex3 Reference Materials - currently includes an ST screen, common actions sheet, weapons reference sheet, character creation summary and mortal QCs reference sheet.

                            Comment


                            • It's xp they get for being a solar. That's why it's called solar xp.

                              Also Special Snowflake? Get used to it. This! Is! Exalted!

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                              • Yeah, PCs experience a meteoric rise in competence over a very short period of time because spending XP is fun (and most players will refuse to play a game without that sort of advancement), but that doesn't mean that everybody else in the setting is an inhuman self-improvement machine. Most people in Creation, including a lot of Exalts, do the same skill-plateau thing that real humans in the real world do -- they reach a level of competence that works for them and then they just sort of stop meaningfully improving in all but a very few things that interest them, and even their improvement in those things become super-incremental (observe how many folks over 35 can't learn to copy and paste).

                                Likewise, "Training times" should represent actual training -- for everyone but the most genius of self-taught swordsmen, you can't get into enough swordfights to improve at swording by life-or-death struggle alone; you need training from someone better than you or at least a manual of techniques and time to study and practice it. In practice, this is loosened for PCs because players absofuckinglutely despise being held to that standard, but that doesn't mean we write the setting on the assumption everyone uses PC rules just because we have to give those to players or else they refuse to play.

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