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  1. 7 months ago
    Anonymous

    Marx

    • 7 months ago
      Anonymous

      CCP propaganda wrapped in a bad ruleset

      Explain?

      • 7 months ago
        Anonymous

        DON'T YOU FRICKING DARE THAT COPYPASTA.

  2. 7 months ago
    Anonymous

    Confusing and sometimes (or often, depending on edition) contradictory rules, references to subsystems that flat out don't exist, visually declining art quality over the run, a bunch of players whose characters have divergent goals by design creating a fricking mess to run for, and of course vore. Lots and lots of vore.

    • 7 months ago
      Anonymous

      >and of course vore. Lots and lots of vore.
      What?!

      • 7 months ago
        Anonymous

        It was one of the writers' fetish and he did not thinly disguise it.

    • 7 months ago
      Anonymous

      Don't forget bestiality

      • 7 months ago
        Anonymous

        This was actually veiled in the setting. Except in one of the rape stories. ...or two, I can't remember.

        • 7 months ago
          Anonymous

          How is it veiled if there are charms for that in Lunar set?

          • 7 months ago
            Anonymous

            Learn the difference between veiled and not.

        • 7 months ago
          Anonymous

          Rape stories? As in more than one?

      • 7 months ago
        Anonymous

        picked up

    • 7 months ago
      Anonymous

      >references to subsystems that flat out don't exist
      Where did that happen!?
      I'm not doubting, at all, I just don't specifically remember.

      • 7 months ago
        Anonymous

        3rd edition for a long while didn't have Sorcery till a splat.

        • 7 months ago
          Anonymous

          3rd edition has sorcery in the core.

          • 7 months ago
            Anonymous

            I could have sworn they just had a placeholder at the time.. It has been a while.

            • 7 months ago
              Anonymous

              Sorcery's there and one of the things people generally like about 3E. Bureaucracy/leadership system is the only subsystem I can think of that's kind of missing, in that there are only very vague and unsatisfactory project rules in the core. There are a couple of subsystems that exist but almost no one likes, though, notably Craft and to a lesser extent Sail.

    • 7 months ago
      Anonymous

      It was one of the writers' fetish and he did not thinly disguise it.

      I call bullshit, provide examples
      And totally not just because that's exactly my thing

  3. 7 months ago
    Anonymous

    CCP propaganda wrapped in a bad ruleset

  4. 7 months ago
    Anonymous

    A great setting with a few glaring flaws, Solar wank, and an over-complicated mess of a rule set.

  5. 7 months ago
    Anonymous

    A really cool setting that would be served better by a less convoluted system.

    Personally I recommend whatever superhero system you like the rules for, with setting specific restrictions/oversight.

    • 7 months ago
      Anonymous

      Is there a single superhero system that can do perfects? Because I'm pretty sure those are an in-world thing.

      • 7 months ago
        Anonymous

        Mutants&Masterminds - Immunity Limited 20 to 40 points depending on the type of defense. If we add the fact that they need to be paid for in Essence than you should also probably add the analogue to Removable which would lose you another 8 to 16 points on cost - so 12 to 24 points or whereabouts for a perfect defense that works for a round.

        Attacks are a little more complicated but should also fall in around that price range.But you basically make an attack into Perception based so it hits as long as you can perceive the target in some way.

        The biggest hurdle is that unless your players are interested in fiddling with the system you'll need to make at least all the starting Charms beforehand. Not hard but a decent amount of work.

  6. 7 months ago
    Anonymous

    Troons.

  7. 7 months ago
    Anonymous

    I ran a few sessions with this game. I enjoyed it thoroughly.

  8. 7 months ago
    Anonymous

    edition warshitting and homerulegayging to rival, nay, to outshine dnd
    or some good gonzo fun, if your group is good

  9. 7 months ago
    Anonymous

    If your Storyteller and your players are better than average, then you are in for a beautiful mess that you might remember fondly for years and years. That's how I feel about the 3-year campaign I ran of Exalted 2e. Every time I think back to the stories and characters, I feel an urge to run Exalted again. But you will not love the system, indeed you may come to loathe it. There are too damn many Charms, and they make the combat way clunkier than it needs to be. I burnt out on managing the combat, and Ex3 did not fix the issues I had at all. Exalted Essence simplified things a little too far.

    If you are the ST, insist on everyone being the same splat and take an active role in char-gen. Rewrite and simplify enemy statblocks so you never need to cross-reference multiple books. Don't run for more than 4 people if you can avoid it. Also, go to one of the OSR threads and get the Godbound supplement "Sixteen Sorrows" for excellent advice on challenging a pack of demigods.

    If you are a player, do your best to play up the over-the-top nature of your character and the setting. Know how your powers and combos work, so you can take some of the effort off the Storyteller. And please, unless it is that kind of game, please try to rein in your magical realm at least a little. Admittedly, a lot of the magical realm moments were funny as hell. Use good judgment, I guess

  10. 7 months ago
    Anonymous

    A whole fricking lot depends on your GM with this game, so it's pretty much impossible to answer. The rules are all over the place quality-wise, so it also depends from what system you are migrating (if it's a DnD, then it's going to be an improvement)

  11. 7 months ago
    Anonymous

    Disinterested players, a great setting trapped in a nearly unapproachable system. Games never ever. Have fun.

  12. 7 months ago
    Anonymous

    I wish that 1E Lunars weren't shit.

    • 7 months ago
      Anonymous

      After the initial teasing pitch from the core, it was a bad start they never really recovered from.

  13. 7 months ago
    Anonymous

    Furry troony game. Very bad.

  14. 7 months ago
    Anonymous

    I think it's like Inuyasha

  15. 7 months ago
    Anonymous

    Great setting, a clunky mess of a system. I'm currently running Exalted 3E, but I've only ever run rather than played the game because no one else in my group will put up with the hassle of running Exalted. I've enjoyed the games I've run, but honestly I've enjoyed reading about Exalted more. I've never been more hyped about an RPG than the first time I found about Exalted and started reading the 2E books. It doesn't live up to the hype in practice, sadly, but it's still fun with the right group. I'll repeat it having a great setting, because it has a great setting.

  16. 7 months ago
    Anonymous

    Everybody loves the kitchen sink post-apocalyptic super-powered fantasy setting of 2ed. The people who whine about wanting 1ed's "mysteries" are morons who don't grasp that Creation is big enough to have all the mysteries they could ever want. The other people who prefer 3ed's sanitized and safe zone setting are the kind of people who don't want to consider how horrible the ancient world that Exalted draws its inspiration from (you think Genghis Khan became father to .5% of the world's population through consensual courtships?). The 2ed setting is ugly and beautiful, where one day characters will fly the magitech machine that people call the sun, and the next they'll be trying to stop a cholera outbreak in the heroin slave slums of Nexus. It can literally do damn near any kind of game you want.

    The mechanics are dogshit though. Take the rather wonky narrative/story-based Storyteller system, and then bolt a tactical combat system on top of it, all wrapped up in a bunch of powers made by someone creating their first superhero engine/battling TCG (seriously. Exalted has roots as a fighter TCG).

    Your true best option is to take that 2ed setting and then reskin it all into the superhero system of your choice. Just ask yourself "how would I make the world's greatest swordsman, able to challenge the literal God of Swords even, in this game" and you're on the right track. (My biased advice: M&M3ed or HERO. Both have flaws, either does a better job mechanically than Exalted.)

    • 7 months ago
      Anonymous

      "What about 3ed mechanics?"

      Instead of dogshit you get dog turds, in that 3ed is easier to handle but why handle it in the first place when another system, one dedicated to superhero gaming in the first place, does it all better.

      But if you positively, absolutely, won't feel complete in life until you play a game where the greatest accomplishment of your character's progression and manifestation of his power is "now I roll more dice", sure, 3ed will work.

  17. 7 months ago
    Anonymous

    I'm fine with Exalted 1e.
    It has it's issues, sure, though the game was still manageable and power creep hadn't set in, along with the weird changes 2e added that made things clunkier than they needed to be.
    My simple homebrew for Exalted 1e is to have multiple actions give a cumulative penalty, after you announce how many you want to do.
    Want two attacks? That's -2 on the first and -3 on the second attack.
    Want to do 3 attacks in the round? -3, -4 then -5.
    Yes, I play mostly combat focused games with a little investigation and social fu on the side. Also it makes PCs feel badass whilst not going crazy and unmanageable.

    • 7 months ago
      Anonymous

      Uh, wasn't that the actual official multiple action rule back then?

      • 7 months ago
        Anonymous

        It got one line in the main rule section, though then every other mention in the book (and line when adding in supplements) talked about splitting your pool for multiple actions, like there was an editing hiccup there.
        1e Core didn't have great editing, though say you had 11 dice for attacking, it's the difference of in the initial case having a pool of 9 and a pool of 7 to attack, or in the split pool rule, a pool of 6 and a pool of 5 to attack. The cumulative penalty rule makes your Exalted feel way more badass.
        In 2e, the cumulative penalties was the standard iirc and afaik.
        Things were muddier in the 1e days, unsure of whether this was due to perhaps some copy-pasting from the Trinity books getting released at the same time.

  18. 7 months ago
    Anonymous

    Nogame life.

  19. 7 months ago
    Anonymous

    How did Essence turn out? Shti?

    • 7 months ago
      Anonymous

      Exalted Essence is surprisingly good. This is because Rich doesn't understand game design and had no idea what Neall was saying when he pitched it, but he did know that 3e was pretty moribund but that releasing a new edition would anger a small vocal minority.

      Exalted Essence has essentially replaced Ex3 as it is fully compatible with the setting books that are published and ignores the floating dumpster fire that is the mechanics of Ex3.

      Also EE has working versions of all of the Exalt types.

      • 7 months ago
        Anonymous

        It's too bad Lunars are as mediocre as always, and Infernals are a trash fire. From what I've heard, mathematically, character progression grinds to a halt in long running games.

        • 7 months ago
          Anonymous

          I hate to break this to you anon but this is literally impossible as all Exalts share the same core charms.

          The Lunar anima abilities are great (their advantage is shapeshifting, as usual). They get the celestial charm expansions. The only thing they "don't get" is free spend for excellencies. Full Moons literally ignore like half of damage sources outright and can regenerate during drawn out battles. Changing and No Moon are unequivocally worse than Full Moons, which is also normal for Lunars. Casteless actually have excellent anima abilities in EE.

          Infernals are simply never going to satisfy their fans ever again because they were originally so broken they literally redefined the scope of power creep in a game already famous for it. Infernalgays can eat a dick at this point.

          • 7 months ago
            Anonymous

            >Infernals are simply never going to satisfy their fans ever again because they were originally so broken they literally redefined the scope of power creep in a game already famous for it. Infernalgays can eat a dick at this point.
            You do know that most Infernal fans aren't upset about powerwank and Devil-Tiger shit, right?

            • 7 months ago
              Anonymous
              • 7 months ago
                Anonymous

                I don't know how you could assume I was trying to be aggressive in any way. He just seemed really bitter and I was hoping he would give more insight. Maybe I'd start an argument over it.

          • 7 months ago
            Anonymous

            >Infernals are simply never going to satisfy their fans ever again because they were originally so broken they literally redefined the scope of power creep in a game already famous for it.
            Zeal was a Solar charm.

        • 7 months ago
          Anonymous

          One of the biggest problems with Exalted is this idea that all the splats need to be balanced with one another or else the game isn't playable. But splats in Exalted were never meant to be like D&D Class/Race combos, where some semblance of "balance" was a design goal. The setting made it clear that Solars were the best, then Celestials, and finally Dragon-Blooded. Except Solars were developed first, which meant they had no distinctive culture (which is intentional) and their Charm sets were the most bland in comparison to what came after (which was less intentional).

          Exalted Essence embraces the idea of shiny-happy Exalts holding hands in a party together, which for me is one of the worst things about it. What it should've done was double-down on the following:

          Solars - the best of the best of the best. Anything you can do, a Solar can do better. Except keep their shit together. Wiped out in First Age because Magitech superweapons and Sidereal Sifus let even puny Celestials and DBs stand a chance. Kept in check since then because newly Exalted Solars are weak compared to other skilled and equipped Exalts.

          Lunars - the favored generals, right-hands, and odd-jobsmen of the Solars, with powers and work related flair provided by the half mad Luna. Without Solars they're literally incomplete, but Solars went batshit crazy thanks to the Great Curse, so what's a Lunar to do?

          Sidereals - Cursed with blinding hubris, they can't see their own flaws. And when you can bend fate to your whim, browbeat the personification of destiny, and come as close to running the world as anyone gets, hubris is both understandable and super dangerous. It also doesn't help that the Martial Arts they design and used are -meant- to be learned by Solars; the Solars can learn a style from the Sid just by watching it being used, as designed. (You don't think Sids were meant to leave their posts just to punch stuff do you?)

          • 7 months ago
            Anonymous

            Dragon Blooded - the foot soldiers of the Exalted army. Designed to breed and increase their numbers, because their numbers were expected to be depleted because they simply weren't as strong as Sidereals.

            Abyssals - broken Solars, corrupted but not completely. Where they go they spread death and oblivion, whether they want to or not. The pathos! The angst!

            Infernals - alien Solars, corrupted completely. Their minds are literally alien to the rest of humanity at this point because the Yozi know what the frick they're doing, and they have a plan and a whole reality to back it up.

            Alchemicals - If the Yozis know what they're doing with Solar exaltations, it's only because Autocthon made the design easy enough to figure out. And one thing Autocthon did with Exaltations 2.0 was ensure they wouldn't betray him, and wouldn't have the means to overthrow him if he was wrong.

            So, how does this all play out around the table?

            For starters, the GM has some balls and says "this is the kind of game we're playing" and tells the players it's a Solar or Dragon-Blooded or Alchemical scale game. Special snowflakes can play as Lunars or Abyssals or Mountain Folk, with the understanding that they suck in comparison to other characters at that power scale (like demanding to play Jimmy Olsen in a game focused on the Justice League).

            Infernals are NPC characters, and out of bounds (just because their charmsets are more interesting doesn't mean you get to play one); Sidereals are NPCs too because there's not a reason good enough to leave their jobs behind to go carousing bars in Nexus for the forseeable future, slipping Sidereal secrets to those around them.

            "You're depowering my creativity!" No, I established at the start what kind of game I'm running. And that should be lesson 1 in Exalted.

            • 7 months ago
              Anonymous

              While I have had success in keeping a group limited to a single splat type, those games are invariably ass because players all want different goals as a result of choosing different archetypes within the limitations provided.

              The flip side is the most fun I've ever had playing Exalted was a campaign where the three other players all played Solars and I played the Lunar mate of one of the others. I absolutely had the most fun in that campaign and it wasn't even close. The Twilight my Full Moon was bonded to was all about reclaiming the technological secrets of her predecessor, and that made my Lunar a convenient tool for smashing everything and everyone in her way. Which obviously the Dawn was down with. Smash bros for life, etc. The poor Night was left with their "I want to make a Creation-spanning thieves guild" goal completely ignored in favor of a smash-and-grab archaeological war campaign.

              • 7 months ago
                Anonymous

                That sounds fricking awesome, which edition?

              • 7 months ago
                Anonymous

                2e before Holden and Morke got their hands on it.

          • 7 months ago
            Anonymous

            Dragon Blooded - the foot soldiers of the Exalted army. Designed to breed and increase their numbers, because their numbers were expected to be depleted because they simply weren't as strong as Sidereals.

            Abyssals - broken Solars, corrupted but not completely. Where they go they spread death and oblivion, whether they want to or not. The pathos! The angst!

            Infernals - alien Solars, corrupted completely. Their minds are literally alien to the rest of humanity at this point because the Yozi know what the frick they're doing, and they have a plan and a whole reality to back it up.

            Alchemicals - If the Yozis know what they're doing with Solar exaltations, it's only because Autocthon made the design easy enough to figure out. And one thing Autocthon did with Exaltations 2.0 was ensure they wouldn't betray him, and wouldn't have the means to overthrow him if he was wrong.

            So, how does this all play out around the table?

            For starters, the GM has some balls and says "this is the kind of game we're playing" and tells the players it's a Solar or Dragon-Blooded or Alchemical scale game. Special snowflakes can play as Lunars or Abyssals or Mountain Folk, with the understanding that they suck in comparison to other characters at that power scale (like demanding to play Jimmy Olsen in a game focused on the Justice League).

            Infernals are NPC characters, and out of bounds (just because their charmsets are more interesting doesn't mean you get to play one); Sidereals are NPCs too because there's not a reason good enough to leave their jobs behind to go carousing bars in Nexus for the forseeable future, slipping Sidereal secrets to those around them.

            "You're depowering my creativity!" No, I established at the start what kind of game I'm running. And that should be lesson 1 in Exalted.

            Every day /tg/ reminds me that, as bad as the current devs are, there are far, far worse choices than them to write Exalted. Usually it's /exg/ that gives me that reminder, so at least this is a bit of a change.

            • 7 months ago
              Anonymous

              Let me guess: you were the one who always had to play a Bastet in a vampire game?

              • 7 months ago
                Anonymous

                No, I'm the guy who read Exalted books rather than just Exalted memes.

              • 7 months ago
                Anonymous

                At least you admit to being a no game.

              • 7 months ago
                Anonymous

                I know there are people who don't bother to read the games they play, but that's always seemed like pretty weird behavior to me. Not that I'm judging, you do you.

            • 7 months ago
              Anonymous

              So what's wrong with that view?

              • 7 months ago
                Anonymous

                The idea that all Exalts shouldn't be equal to each other is fine - it i, in fact, the view held by every edition of Exalted except Essence. Anon takes the disparity between different Exalt types to a ridiculous extreme, though, shows a degree of Solarwank that'd make 2E blush - if you're not familiar with Exalted, 2E was pretty infamous for wanking Solars. Solars being the most powerful Exalts is a given, it's part of the premise of the game, but 1E didn't portray them as anywhere near as overwhelming as anon suggests. The worst part is suggesting that Sidereals, who have been playable since 1E and were intended to be playable from the start, and Infernals, who were made playable in 2E and were one of the most well-liked parts of that edition, should be NPCs. Anon is suggesting a radical departure from the game as presented in any edition, and for no good reason.

              • 7 months ago
                Anonymous

                They do say that new Solars are weaker than a prepped experience other Exalt, which is true. The Wyld Hunt were not to be fricked with in 1e at least. Quite a few named DBs could kick a starting Solar's ass too.
                I don't care about Infernals so much, I do think a Sidereal game should be an option, though also that anon does raise a point on what sort of campaign you could play given their schtick of running Heaven.
                The one thing going for a Sidereal campaign is their flaw that people forget about them so you could have some real fun with that.

          • 7 months ago
            Anonymous

            Sidereal Martial Arts always stuck in my craw because it broke the whole "Solars are the best of the best" thing.

            • 7 months ago
              Anonymous

              It sort of shows it through Solar capacity to learn them. I don't know how canon this is, but the way I've always looked at it, Solars can learn them not do to their power, but because they're so skilled that they can replicated it through sheer martial arts talent alone rather than having an innate feel for fate stuff.

              • 7 months ago
                Anonymous

                Maybe I just never read the rules for it properly but my recollection was that they needed a Sidereal to teach it to them and couldn't learn them on their own.

              • 7 months ago
                Anonymous

                You are correct

              • 7 months ago
                Anonymous

                In 3e they can learn SMA by just watching a Sid using SMAs to fight against them or alongside them. However in 3e Sids are better than Solars at SMA because they can unlock Enlightenment effects on the SMA Charms while Solars can't. Though if I was a masochist and ran 3e I would houserule that Solars can unlock Enlightenment by having a Sid shifu teach them (and then purchasing a new Merit) because I ascribe to the

                One of the biggest problems with Exalted is this idea that all the splats need to be balanced with one another or else the game isn't playable. But splats in Exalted were never meant to be like D&D Class/Race combos, where some semblance of "balance" was a design goal. The setting made it clear that Solars were the best, then Celestials, and finally Dragon-Blooded. Except Solars were developed first, which meant they had no distinctive culture (which is intentional) and their Charm sets were the most bland in comparison to what came after (which was less intentional).

                Exalted Essence embraces the idea of shiny-happy Exalts holding hands in a party together, which for me is one of the worst things about it. What it should've done was double-down on the following:

                Solars - the best of the best of the best. Anything you can do, a Solar can do better. Except keep their shit together. Wiped out in First Age because Magitech superweapons and Sidereal Sifus let even puny Celestials and DBs stand a chance. Kept in check since then because newly Exalted Solars are weak compared to other skilled and equipped Exalts.

                Lunars - the favored generals, right-hands, and odd-jobsmen of the Solars, with powers and work related flair provided by the half mad Luna. Without Solars they're literally incomplete, but Solars went batshit crazy thanks to the Great Curse, so what's a Lunar to do?

                Sidereals - Cursed with blinding hubris, they can't see their own flaws. And when you can bend fate to your whim, browbeat the personification of destiny, and come as close to running the world as anyone gets, hubris is both understandable and super dangerous. It also doesn't help that the Martial Arts they design and used are -meant- to be learned by Solars; the Solars can learn a style from the Sid just by watching it being used, as designed. (You don't think Sids were meant to leave their posts just to punch stuff do you?)

                's philosphy that Exalted shouldn't be even close to balanced and Solars should be the best of the best alright.

              • 7 months ago
                Anonymous

                While I think Solaroids should be the best, I don't think they should be head and shoulders above the rest. Solarwank was boring and annoying and that design philosophy is one of the reasons why the Lunar Charmset was so shitty. Couldn't have Eclipses being tempted by those Lunar Charms after all!

              • 7 months ago
                Anonymous

                I feel the same way. That's why SMA sticks in my craw.

                While I think Solaroids should be the best, I don't think they should be head and shoulders above the rest. Solarwank was boring and annoying and that design philosophy is one of the reasons why the Lunar Charmset was so shitty. Couldn't have Eclipses being tempted by those Lunar Charms after all!

                >While I think Solaroids should be the best, I don't think they should be head and shoulders above the rest.

                How would that even work? I can't really wrap my head around that. Like, would Solars just get to be maybe like, 1% better than everyone, so they're technically "the best"?

              • 7 months ago
                Anonymous

                >I feel the same way. That's why SMA sticks in my craw.
                I hate that Lunar charms had to suck so they wouldn’t surpass Solars, but Sidereals got SMA. I can only assume that Borgstrom was blowing Grabowski to get shinies for her project.

              • 7 months ago
                Anonymous

                Oh, I also hate that Lunars suck. But you'd probably hate that I think they should be silver shape-changing Solars. Like, give Lunars the same charms but give Solars higher dice pools or more motes or something.

                I didn't much care for 1e and 2e's iteration of them. For 1e I didn't like the whole furry rape army thing, and in 2e their whole "let's play Sim City with everything" (at least that's what I got out their 1000 Streams or whatever it was called) seemed like a weaksauce gimmick.

              • 7 months ago
                Anonymous

                I’d be cool if they got solar charms at a somewhat weaker level along with shapeshifting and illusion powers, the way they were originally described.

              • 7 months ago
                Anonymous

                >How would that even work? I can't really wrap my head around that. Like, would Solars just get to be maybe like, 1% better than everyone, so they're technically "the best"?
                Don't release them first. Infernals/Alchemicals in 2e and non-Dragon-Blooded 3e Exalts show that as the writers get a better handle on the system, the Charm design gets better. This would lead to them getting better optimized Charms and it'd be easier to make sure there Charms were more powerful without being overwhelmingly so. They'd obviously get higher dice caps, and they'd be better at upscaling. Only they get mass training Charms, or the ability to set up an organization practically overnight. Furthermore, a Solar should generally be better, but if the circumstances line up right, the other Exalts should be able to close the distance. For example, a Dawn and Full Moon with the right Charms would be on mostly even ground if the Full Moon is protecting an Intimacy or has territory Charms set up.

              • 7 months ago
                Anonymous

                >How would that even work? I can't really wrap my head around that. Like, would Solars just get to be maybe like, 1% better than everyone, so they're technically "the best"?
                This is basically what EE did and it bluntly works. EE lets you run whatever circle composition you want and everyone can contribute really well, but Solars (specifically, mind you, as this doesn't extent to Infernals really at all or Abyssals outside of their areas of prowess) have some upgrades that make them hyper-efficient at doing basic supernatural shit.

                What's really interesting to me is that the Celestial and Terrestrial upgrades are both valuable in their own ways. Just more proof that Neall really knows what he's doing, honestly.

              • 7 months ago
                Anonymous

                Solars should be the best and strongest overall, not the best at literally everything.

                >How would that even work? I can't really wrap my head around that. Like, would Solars just get to be maybe like, 1% better than everyone, so they're technically "the best"?
                This is basically what EE did and it bluntly works. EE lets you run whatever circle composition you want and everyone can contribute really well, but Solars (specifically, mind you, as this doesn't extent to Infernals really at all or Abyssals outside of their areas of prowess) have some upgrades that make them hyper-efficient at doing basic supernatural shit.

                What's really interesting to me is that the Celestial and Terrestrial upgrades are both valuable in their own ways. Just more proof that Neall really knows what he's doing, honestly.

                I like how Celestials compare to each other in Essence, but I'm not a fan of Terrestrials and Celestials being so close to each other in power.

              • 7 months ago
                Anonymous

                >I like how Celestials compare to each other in Essence, but I'm not a fan of Terrestrials and Celestials being so close to each other in power.
                People like you are a large part of why Exalted 2e ended up a mess and Exalted 3e sucks. You get your fun by denying other people theirs, even though you're not even playing with those other people.

                It's ironic because Exalted was supposed to be a game about slaying sacred cows, but here you all are worshiping the shibboleth of Solar dominance.

              • 7 months ago
                Anonymous

                Dragon-Blooded are my favorite splat, though. If taking on a single Solar or Lunar doesn't make for a valid campaign, or at least a story arc, for a group of Dragon-Blooded, what's even the point? The thing you seem to fail to understand is that "more powerful" isn't synonymous with "more fun" or cooler. Different powerlevels are a part of what distinguishes different Exalts from each other. Actual Dragon-Blooded fans don't want DBs to be just elementally flavored Celestials.

              • 7 months ago
                Anonymous

                Absolutely nothing is stopping you from using a Solar or Lunar as an antagonist for a circle of Dragon-Blooded. Especially if they're Essence 4 or 5 they're going to absolutely crush your E1-E3 circle.

                But, bluntly, very few people want to play perfect circles to begin with. Or even single-type. That isn't how the vast majority of people are engaging with Exalted. The options are to change with the times or die. You've still got Exalted 3 for about a year. Or, more likely, two given the amount of unfulfilled stretch goals sitting on the list for Sidereals/Exigents.

                Although I'm not sure I'd count on anything after Alchemicals. The financials are looking less and less promising. $160k for Exigents.

              • 7 months ago
                Anonymous

                You don't have to stick to a single Exalt type even if Dragon-Blooded aren't Solar-tier, anon. Solars, Lunars and Sidereals work just fine in the same party. If you're willing to homebrew and Exigent, some of the more powerful Exigents would be competitive with Solars as well. Abyssals and Infernals would work well power-wise in a Celestial party, even if lore-wise their presence might require some explaining. If you want to have a Dragon-Blooded in such a group, an experienced high-Essence elder with the resourced and connections expected of such an elder would be a valuable teammate to young Celestials.

              • 7 months ago
                Anonymous

                Frick you. Take your purposeful misunderstanding and get out of my hobby, no-games.

              • 7 months ago
                Anonymous

                What a bafflingly angry response. What do you figure I misunderstood, exactly?

                >nogames
                I guess calling anyone with even slightly different preferences "nogames" is an established /tg/ custom at this point, but it's extremely tiresome. Try not to be tiresome, anon. I run a DB game at the moment, in 3E. I wouldn't consider running such a game in Essence, even though I otherwise find a lot to like about Essence. 3E Dragon-Blooded have some things I dislike, particularly the Aura mechanic, but I'm pretty happy about the balance between DBs and Celestials in that edition. Being weaker but more numerous than other Exalts and having to work together to take on Solars or Lunars is pretty central to the Dragon-Blooded's concept. It's a good and interesting thing about them, not something to fix. Essence Dragon-Blooded feel like they're designed for people who don't actually like Dragon-Blooded but would rather have elemental Solars. It's both ridiculous and repulsive that you demand people who do actually like DBs to get out of the hobby.

              • 7 months ago
                Anonymous

                No, your purposeful misreading of my point to create a strawman to argue about a game you clearly don't fricking play -- to be clear I mean at a table with other humans, not the chargen jerkoff shit you weirdos get up to -- is not worth my time.

                For other anons: this is the kind of shitbird that is why we can't have nice things. Crying about EE solving inherent problems with the game because it doesn't fit their chargen powerwank.

                Worse, I can guarantee you were the type who would join a game and then b***h about the other players having a unified goal that gets most of the campaign's attention compared to your special snowflake goal. Which is part of why you're a no-games now.

                So frick off and get out of my hobby.

              • 7 months ago
                Anonymous

                Seriously, what did I misunderstand? What strawman? What the frick are you talking about? Why do you think liking the power dynamic that exists in literally every edition except EE, and specifically liking the already lessened but not completely removed power differences in 3E, is some kind of an incomprehensible nogame behavior?

                >Worse, I can guarantee you were the type who would join a game and then b***h about the other players having a unified goal that gets most of the campaign's attention compared to your special snowflake goal.
                I guess it's easy to guarantee anything if you don't care about whether it's actually true. Your entire argument is completely backwards, though. I'm the one who likes Dragon-Blooded as they currently are outside Essence, remember? I'm the guy who likes playing and running DBs who're weaker than Celestials, you're the one who can't stand that and need DBs to be Celestial-tier to like them. One of us is definitely into powerwank, but it's pretty obviously not me.

                >So frick off and get out of my hobby.
                No, I believe I will keep running that aforementioned Dragon-Blooded game. What kind of game are you currently in, anon?

              • 7 months ago
                Anonymous

                >No, I believe I will keep running that aforementioned Dragon-Blooded game. What kind of game are you currently in, anon?
                Playing a long term 5e campaign mostly out of curiosity for how the DM is going to end it at this point. Running two Star Wars campaigns, one Jedi-focused, one Fringe-focused with the former just about to end. Just finished running another major arc of our Night's Black Agents campaign and turned it over to our other GM for whatever he's planning (which he has suggested may be Exalted).

                Finally, the one you care about: Playing in an Exalted Essence game set in the West as a Chosen of Journeys with a Zenith, Full Moon, Water DB and Air DB Outcastes (one may be Wanasaan but not yet revealed) rounding out the circle. Great campaign so far. Really beating up Navigate and its charms. Group settled on a goal of building a mercantile empire and has been slowly working towards it. Everyone is a veteran of 2e, 2.5e, and 3e and everyone has agreed that the universal charm sharing has made the game much better to actually play. Combat is still Exalted combat with all that entails, but instead of people all having pages of notes about their charm builds, everyone's referencing substantially the same charms so there's very little confusion. More to the point, we're talking about playing *another* campaign after this one, when usually we need something structurally good as a palate cleanser from Exalted's mess of mechanics.

              • 7 months ago
                Anonymous

                >Finally, the one you care about: Playing in an Exalted Essence game set in the West as a Chosen of Journeys with a Zenith, Full Moon, Water DB and Air DB Outcastes (one may be Wanasaan but not yet revealed) rounding out the circle. Great campaign so far. Really beating up Navigate and its charms. Group settled on a goal of building a mercantile empire and has been slowly working towards it. Everyone is a veteran of 2e, 2.5e, and 3e and everyone has agreed that the universal charm sharing has made the game much better to actually play. Combat is still Exalted combat with all that entails, but instead of people all having pages of notes about their charm builds, everyone's referencing substantially the same charms so there's very little confusion. More to the point, we're talking about playing *another* campaign after this one, when usually we need something structurally good as a palate cleanser from Exalted's mess of mechanics
                Well, I ran my previous campaign in Essence. In current one I have one player who's played Essence and 3E, one who's played only Essence, and one who's new to Exalted. The player who's played both 3E or Essence was in favor of playing 3E now rather than Essence - I could've gone either way, myself, though again I wouldn't use Essence for a DB game. I've ran a Solar campaign, a Lunar campaign, another DB campaign and mixed-splat Essence campaign before, with the DB campaign being overall the best both from an ST perspective and based on player feedback. The lower powerlevel of DBs was a big contributing factor to this, as it's a whole lot easier to come up with interesting challenges for Dragon-Blooded to overcome than it is for a full Circle of Solars. I don't understand why you got so goddamned mad about someone preferring 3E Dragon-Bloodeto Essence Dragon-Blooded when you can just stick to Essence, though. It was particularly silly to claim that my attitude is "why we can't have nice things" when you do, in fact, have Essence.

            • 7 months ago
              Anonymous

              >Sidereal Martial Arts always stuck in my craw because it broke the whole "Solars are the best of the best" thing.
              SMA is just the Chinese proverb "If you can cheat, cheat" ratified in the setting.

              Sidereal nature is to cheat. Solars can learn to cheat, but it isn't their nature.

              • 7 months ago
                Anonymous

                Lame.

          • 7 months ago
            Anonymous

            Dragon Blooded - the foot soldiers of the Exalted army. Designed to breed and increase their numbers, because their numbers were expected to be depleted because they simply weren't as strong as Sidereals.

            Abyssals - broken Solars, corrupted but not completely. Where they go they spread death and oblivion, whether they want to or not. The pathos! The angst!

            Infernals - alien Solars, corrupted completely. Their minds are literally alien to the rest of humanity at this point because the Yozi know what the frick they're doing, and they have a plan and a whole reality to back it up.

            Alchemicals - If the Yozis know what they're doing with Solar exaltations, it's only because Autocthon made the design easy enough to figure out. And one thing Autocthon did with Exaltations 2.0 was ensure they wouldn't betray him, and wouldn't have the means to overthrow him if he was wrong.

            So, how does this all play out around the table?

            For starters, the GM has some balls and says "this is the kind of game we're playing" and tells the players it's a Solar or Dragon-Blooded or Alchemical scale game. Special snowflakes can play as Lunars or Abyssals or Mountain Folk, with the understanding that they suck in comparison to other characters at that power scale (like demanding to play Jimmy Olsen in a game focused on the Justice League).

            Infernals are NPC characters, and out of bounds (just because their charmsets are more interesting doesn't mean you get to play one); Sidereals are NPCs too because there's not a reason good enough to leave their jobs behind to go carousing bars in Nexus for the forseeable future, slipping Sidereal secrets to those around them.

            "You're depowering my creativity!" No, I established at the start what kind of game I'm running. And that should be lesson 1 in Exalted.

            Is this really not what Exalted is and the rules don't reflect it? Because the shit you are saying is literally just what the books are saying too.

            • 7 months ago
              Anonymous

              I think this anon was listing things already part of Exalted that he wanted expanded more and enforced more.

    • 7 months ago
      Anonymous

      I didn't care for it, but it was playable. A lot of other people seem to like it more than me, and I guess I kind of see why. I guess I've just been mindbroken by 3E to a point where simpler and more streamlined mechanics seem jarring. I think Essence's idea of universal Charms and a more limited selection of Exalt-specific Charms is great, as in practice there have always been certain basic competencies all Exalts have Charms for.

      There's also an Exalted General up, by tge way. Not that I mind another Exalted thread and I can understand not wanting to make the whole board about generals, but OP might get more answers to his question there.

    • 7 months ago
      Anonymous

      It's not especially amazing but it's both pretty competent and more importantly, actually fricking *playable* for once. A version of Exalted that isn't like extracting teeth to play? Holy shit that's fricking magic.

  20. 7 months ago
    Anonymous

    Great setting, broken system. If you have even one munchkin on your party don't even try to challenge them in combat. Be prepared for massive, world altering shit... play it GTA style because exalts are impossible to railroad.

  21. 7 months ago
    Anonymous

    Some of the worst rules ever made. All editions are unplayable.

    • 7 months ago
      Anonymous

      Not going to lie, this system sounds like my kind of jank, but I would just want to rework the defense and movement exploits a bit. The idea that wielding a two-hander is slower than a dagger makes sense.
      The time system sounds a little like the RIFTS system as well.

  22. 7 months ago
    Anonymous

    bought it read it for 5days and never played it.

    Im not stupid bro but I dont understand the rules.

    • 7 months ago
      Anonymous

      Try 1st edition, it's essentially owod with higher pools and rolling 7s to succeed instead of 6s.
      Charms are the splat's 'disciplines', Essence is the 'power' stat that decides how many motes (magic points) you get to spend on your Charms to activate them.
      The real main difference past the basics is Virtues. They are like aspects of your PC's personality you get rewards for in-game for rping them out and Limit Break is like a bar that if it fills up due to stuff that happens in-game related to that; your PC has a tantrum for a scene though you get WP back after for letting out the pent-up inner rage.

      The later editions do get complex, though 1e is decent fun.

  23. 7 months ago
    Anonymous

    >ctrl+f
    >no dinosaurs pissing cocaine
    This board is a shell of its former self.

  24. 7 months ago
    Anonymous

    you are in for dinosaurs eating opium to piss heroin. Exalted drug trade.

  25. 7 months ago
    Anonymous

    smegma and lots of it

  26. 7 months ago
    Anonymous

    >Exalted has roots as a fighter TCG
    What? Which one?

    • 7 months ago
      Anonymous

      They were going to make one, but it was scrapped, the art was reused for 2e.

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