List of Exalted caite.info - Download as PDF File .pdf), Text File .txt) or read online. Exalted 3rd Edition: The core rulebook. The Realm: Covers the. If you were scheduled to receive the Exalted 3rd Edition Core Rulebook PDF as part of your rewards, you will see a redemption code in your. Exalted 3rd Edition depicts both a revitalized and expanded Creation, and the triumphant return of the Solar Exalted—but whether their rebirth will herald the.
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DriveThruRPG: Your One-Stop Shop for the Best in RPG PDF Files! The Largest RPG Fanfare for the Chosen: An Exalted 3rd Edition Music Suite · Exalted 3rd. Name, Last Modified, Size. Parent Directory, -, -. Miracles_of_the_Solar_Exalted. pdf, , MB. The Trove® is a Trademark of The Norr. the Abyssals, Exalted the Dragon-Blooded, Exalted the Lunars, Exalted the Sidereals, Games of Divinity, Exalted Storyteller's Companion, the Book of Three.
But overall, it's a solid game. It would probably make more sense to consolidate the crafting abilities into one, remove the points system, then require mortals to have a specialty to avoid a penalty, and make artifacts require the player to obtain a mystical item within the story. Which is, granted, a very valid reason but has nothing in particular to do with War as a Supernal. Sometimes a mortal can fuck like a virtuoso, with such sublime skill that it changes somebody's conception of sexual gratification forever. Peleps Deled. I'll post our list of delivered and pending rewards with each update, so that we can track everything that's needed and keep on the same page.
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Tale of the Visiting Flare. Cthulhu Through the Ages. Alone Against the Flames. Dead Light. Call of Cthulhu 7th Edition - Keeper's Rulebook. Doors to Darkness. Brave words after being over 3 years late with the core and 1,5 years late with the first splatbook. What is the most busted ability I can use with the assloads of initiative I can get from using Awakening Eye and Fate-Shifting Solar Arete together for initiative?
I mean general issues it hass solved, not the specific mechanical changes. The noble goal being to introduce grindquest mechanics to a tabletop RPG? Go craft five rats so you can craft a wolf, then craft six wolves so you can craft a bear, finally craft eight wolves so you can craft your epic mount. That's the whole point of the basic objectives: The goal was to get Craft characters to think about problems the same way the Melee character does: How can I help?
Definitely not god's gift to gaming like Holden and Morke would like you to think. It's a pretty overwrought system for better or worse and, in my opinion, doesn't feel overwhelmingly stronger than 2e post 2.
Granted, there are definitely improvements, without a doubt - the social influence system is infinitely better than 2e's asinine social combat system, for example. Mass combat is significantly more sensible. I dislike certain directions they went with regard to things like languages and Martial Arts, which demand too high a cost.
I also think Sorcery is, by comparison, too cheap. There's good, there's a lot of okay, but there's also some bad, basically. But it's like It's not terrible or shitty or anything. By rights, it does a lot pretty good and now that the art has been changed, its presentation is quite extravagant. I'm just That's what it comes down to for me. It's okay. It's not bad, but it's not that impressive either. Maybe you're just bad at theorycrafting? Stay mad.
Implementation is shit, but the devs had a good idea, once, for one or two minutes, though the implementation is so utter shit only a fanboy wouldn't throw up immediately. This politician had a good idea, though the implementation is a little flawed. Master of fucking understatement and ignoring the obvious right here.
How can you fuck up languages? The problem with Craft,and I can't believe I have to reiterate this AGAIN, is that the charmset is designed to acomplish the exact opposite thing the subsystem is designed to do, instead of expanding on it. The charms are there to make the subsystem obsolete, not to make it more fun and interesting. That's the problem of Craft. Everything else, as much of it as there is, is an afterthought. You want to fix Craft? Either remove the subsystem or remove the charms and replace what you removed with something that works nicely with what's left.
You must be t-theorycrafting! I dunno what his complaint is. The Craft Charmset is a separate issue from the chassis, and one i already acknowledged as horrid.
It takes all of 4 Charms to be able to craft artifact 5s right out the gate, and everything past that is just wank. The craft apologists.
Ok holden. It's 2e with a new coat of paint. Which, no, despite the revisionism, is not what I was promised. If you thought 2e was good, 3e is good. If you thought 2e was shit, 3e is shit. Exalted system is a relic of the past and the only thing keeping it alive is a zealous commitment to "muh tradition". It would be easier just to let it go and vanish into the sands of time where it belongs. So what I'm getting from this: Craft is shit but otherwise it's pretty good?
So they know they get to keep writing. If you wanted Carft to be about trying to wriggle out of having to boring and mundane shit and build world-shaping wonders, by way of taking, like, 15 charms, then it's great! If you wanted it wo work on it's own and be a fun thing anybody can engage in and didn't care much for making artifacts, it's shit.
I'm still trying to wrap my head around the raksha. So they're basically chaos entities that take a form and get really into a storybook-like role in order to capture humans to suck their souls out? Anyone got any good examples of them being used? Is this also how we got 2e sorcery? They don't eat the whole soul, but they drain all the good parts out of it until all that's left is a dull-eyed, brainless husk.
Some clever Guild-traders have found a way to make three times the money: It's shit, don't get me wrong, but its really fucking boring to see people just parroting each other. Holden wanted to make Craft not an autowin button. He wanted. He had the desire to.
Specifically, he once expressed the desire to. Want, desire. He said he wanted to. But in truth, in the actual implementation, in the hard reality of what actually happens, either by genuine incompetence or malevolence, the Craft system is utter, unrelenting shit. Rather than "good" "shit", lemme try actually explaining it.
The new craft system tries, as anon mentioned, to make you do stuff on screen rather than wait for downtime and then shit out god tier artifacts. The way it does this is by introducing several new resources and crafting tiers. You must craft "basic projects" such as horseshoes and arrows to generate "silver points". You then spend silver points to be able to craft "major projects" such as swords and armor.
Completing these generates "gold points". You then spend gold points to be able to craft "superior projects" such as daiklaves. Completing these generates "white points".
This is where the onscreen comes in: Everyone can participate in a fight or in a conversation, but if you're crafting something then everyone has to wait around for you to finish goldfishing with the abstruse, overcomplicated set of rules and charms.
Whatever problem you're trying to solve to earn that crafting xp, a specialist in pretty much any other ability could have solved the problem faster and in a manner less boring to everyone else at the table.
I said I disliked their direction, which is purchasing a Merit as opposed to tying it to Linguistics as had been the case previously. It's honestly a rather minor gripe, come to think of it, and not something I'd petition the ST to change. More important things I don't like about 3E: Holy shit. Actually kind of a minor issue for myself, but I see why people find it a major problem.
I recognize the balancing purpose behind this, I just don't like it. This is a source of much consternation for myself, actually, that rather than having a lot of neat options to select from and be excited about, like being able to choose one among a set of shiny jewels to reward myself with, I feel like I'm being forced to walk a mile, picking up little gold nuggets before reaching the slab they were chipped off of. That's just my feelings, though. There are also things, however, that I do like, such as the Bridge keyword, social influence, that sort of thing.
I do not think 3e was a fuck-up or anything, exactly. I don't hate it at all. It just It's fine. It ain't bad. Still got a neat setting. I guess I'll play it. Will be fun with friends. Are there some examples around for how this Craft system actually works, using a character with stats and certain Charms?
I'd like to see for myself if it is as bad as you all say. And the craft xp system makes it even more boring, because unlike every other kimd of character in Exalted a crafter has to do a steady supply of projects that are completely beneath him. The Melee guy doesn't have to kill a certain amount of extras before he can get rewarded for killing serious threats.
The Lore guy doesn't have to regularly find a reason to research trivial subjects that any mortal with a library card could take care of. They all get to do the exciting stuff right away, but the Craft guy can't. If you don't think Lunar charms will simply rehash everything Solars can do but slightly worse, ha-fucking-ha.
The dipshits running the show aren't creative and they'll leash their best writers to their worst standards. Like, at all.
Maybe the "don't need Solars" part but that's ridiculous because you do need Solars on some level. To be foils if nothing else. My group probed me on where I'd go with Lunars left to my own devices. It's lengthy, so have this pastebin: The thing that bugs me about all the craft special rules is how they seem to be completely arbitrary PC-only limitations that represent nothing in the world. Imagine that you're a sorcerer rather than a crafter, but you still want a custom daiklave.
So you buy a workshop and you stock it with relevant supplies magical and mundane. You bind her to your service for a year and a day, point her to the workshop, and say "Make for me a daiklave that will search me out and fly back to my hand if I lose it.
The difference is, the Melee guy doesn't really have a choice in the matter. If he doesn't bother to kill some bandits because "nuyehh I wanna fight Ligier! The craftsman absolutely has that choice, and a lot of the time they will choose to not bother with the "bandits" even if that means their Craft skill goes unused until downtime. The system is extensively different to 2E, so it's kind of hard not to get into specific mechanics. At its heart it's still got the same core problem - the ultimate superiority of Dex over literally everything else - but that's not just an Exalted problem, is it?
The rest of the core combat system is vastly superior. Dividing attacks into withering and decisive is initially counter-intuitive for those who have played previous editions, but once you get past that, it completely fixes the central problems of lethality and perfect-spamming that afflicted previous editions.
Your defensive powers just drop like a stone when you get Crashed; you're left vulnerable as shit, and you better pray your allies can save you. That's something previous editions couldn't even approach. Even Solars can be vulnerable now. Night castes are actually really survivable now, arguably more than Dawns depending on the build, since stealthing out is actually workable.
The other huge improvement is Battlegroups, which take the place of mass combat units from previous editions. There is no longer a distinction between mass combat and small-scale combat; BGs act like characters with huge dice pools and some special interactions with the combat system. And finally, social influence it's not really "social combat" any more is now a Misc Action in combat time.
Which means you can't use Join Battle as a counterargument any more and intimidation is a valid battle strategy. The core system is not cripplingly flawed.
But it does appear to break down a bit with combat. But you probably already guessed that would happen.
This is a Storyteller engine game. There's ways to shift lower XP to higher XP. So you no longer have to actually worry about Craft XP. Then there's the speed Charms which make even Superior and Legendary take only a bit of time. Then finally the Power Charms. He rarely gets asked to actually roll out Craft because it takes me and him about 10 minutes of finish a single roll which inevitably ends up being far past what is actually necessary.
He has reached the point where he can finish an Artifact 5 in a single roll which takes about 2 weeks without needing to roll because the average far exceeds successes necessary.
But I don't mind the flaws compared to the rest of the product. Craft is my biggest problem but I houseruled that first thing. I've never seen a story where the Ultimate Blacksmith spends all his time making average swords until he's got enough experience points to make the Legendary Sword of Destiny.
He just makes the Legendary Sword of Destiny, because he's the Ultimate Blacksmith and his sword-making skills are unmatched. Wanting to give crafters a reason to go out and do things is certainly a good idea. But instead of this weird grinding system, they should have focused on the actual connections craftsmen have with the outside world. Namely, materials and inspiration. Going out to slay an ancient behemoth to use its claws in a spear?
Watching the weather patterns from a mystical moutaintop to figure out how to make a flying machine? That's the stuff stories are made of. Oh this'll be good. The average of the single roll that he makes far exceeds successes?
In one roll? There's no way that's true. This was explained to him many, many times. Plop a willpower down for an autosuccess, so we're at 7. FHM gets us to at least 8. Experiential Conjuring gets you another non-Charm success and 6 non-Charm dice, so now we're up to So I was slightly in error; I thought Supreme Masterwork Focus applied to superiors when it does not, making it a very close race, but if you can find literally any other boon a 2-die stunt, a bonus from another Charm, etc.
Now I'm sad. Either he builds his thing or the important task goes undone. What craft xp does, though, is create a perverse incentive to solve as much as possible through making gifts of shitty little crafted items. This is not an incentive that exists for any other ability.
There's an incentive to put the entire party on hold so the Craft guy can run back to his workshop and make a goofy present for the guard that the Presence guy could have just made friends with or the Bureaucracy guy could have bribed with coin. And even though the latter two options might have made a ton more sense in the story, it's critical to one of the PCs' ability to keep up with the rest that the party choose the Santa Claus route instead. I'm an idiot, SMF does apply, but it needs a repurchase, so 6 Charms for Artifact 5s on lock, 4 Charms for artifact 4s on lock, and on down.
It's expensive craft-point wise, but you can do it. Craft doesn't actually have that big of a buy-in, most of the Power tree is just win-more jank. This is not a one-mechanic-fits-all system and there are a million special cases to hold in mind; there are some good cheatsheets out there and I thoroughly recommend them.
Gambits are a good idea that isn't quite fleshed out enough and needs more love. And while collapsing the weapons and armour stats into categories was a good idea, there just aren't enough armour tags to make it work weapons are great, though. Oh fucking hell, though, the Charms.
This is a system where you HAVE to put a quick precis of the Charm mechanics on your character sheet, because if you try to remember all those mechanics you will go completely fucking crazy. Some of the combat Charms are fiddly dice tricks, which is annoying, but actually a lot of them completely change the way you approach fights; a Charm as basic as One Weapon Two Blows is enough to shift your tactical choices a lot.
This is a system where Dodge can be used offensively. There's no One True Way here, no Chungian single optimal approach. That can be both good and bad, though; I know that my current player group are really wishing they made some different choices now they fully understand the options they have. Ignore the bullshit about MA. Yeah, it's annoying paying through the nose for it, but you effectively get extra XP to spend on it, so it's not that bad and the Martial Arts themselves are stunningly designed.
Every one of them is pretty much an entire approach to combat in itself, and they just so characterful I can see people buying them purely because being a Single Point stylist is just flat-out cooler than being Solar McSwordswell.
Oh, finally, Sorcery's a combat option now - although still not a particularly fantastic one, but some of the shiny new tricks that come with it can make an Exalted Sorcerer a serious threat to contend with.
Let's see here. Reroll 6s 10s explode Double 7s Every set of 3 successes lets you convert a failure to a 10, which explodes. A ton of extra non-Charm dice, something like close to 20?
Once you've resolved all of that and you have your total successes. Divide that by 3, you roll that many more non-Charm dice. If you roll more than 3 successes on that, you get 3 more non-Charm dice.
All those successes then trigger the same effect so you get even more dice. It gets ridiculous. It is an improvement, I at least would agree. I don't think that can really be denied. But solid does not mean "marvelous" and my play experience with 3e has not been conspicuously superior to my play experience with 2e after 2. Perhaps this has more to do with the group I play tabletop with than the editions, since all of us put a lot of effort into our characters and roleplaying and the shift hasn't really changed that.
It doesn't feel better, just different. Some of those differences are great, some are just changes, some feel outright bad. But solid I can agree with, yeah. I just can't even bring myself to be disappointed that it doesn't feel like the shining glorious perfect edition the devs were so eager to deliver.
Maybe it'll get better with supplemental books. Morke and Holden are liars. The worst part is that when I think of a crafter character, I don't think of someone who sits at a workshop all day. I think of stuff like punching a wall, shattering it and revealing a perfectly crafted stone sword that shatters at the end of the scene. I think of someone who creates weapons casually.
It would probably make more sense to consolidate the crafting abilities into one, remove the points system, then require mortals to have a specialty to avoid a penalty, and make artifacts require the player to obtain a mystical item within the story. So the circle goes into a city and deposes a tyrant, and the crafter rips out the tyrants heart and describes how he calcifies it and uses it as the crown jewel in a crown that allows you to spend a willpower to sense the intimacies of feat someone has.
Or the circle kills a behemoth and the crafter uses its claws to make a spear. Or the crafter grabs a big block of obsidian and gets into a fight with a Wyld Hunt, using the blows to carve the block into a sword, finishing it by plunging it into the hearts of the Dragon-Blooded.
I think that's what Craft and the Crafting Charms should lead to. How long until they realize that the system is shit and it gets handed off to someone else to make 4e? In 3e, when you reroll a die, you still get to count all its successes, correct? Each 10 you reroll still gives you the two successes? Yeah, exploding dice rules.
At this rate, 4e will come out around , so the handover will probably be in the s. It's one person playing with themselves and the ST, rolling dice and adding up numbers while everyone else does Just sit around twiddling their thumbs?
Maybe this system would be good in a video game or something but it doesn't look conducive to tabletop gaming. Go back to 2. Not the entire system?
The system has flaws, and its not helped by the fact that most of those flaws are most obvious while reading the book rather than playing the game. Personally, I think there's a lot of fun to be had from it, but then I'm good at playing and running flawed games.
The key is to ignore or bypass sections that don't work so well and use what you like, and that's easy to do when the core systems combat and social, in this game and in every other game, really work well.
Crafting doesn't work? Don't play a crafter. Sorry about that, but it really doesn't have to ruin everything else for you. Put another way, it'd be much easier to create a Craft Charms 2. And I'm running Shadowrun 5e, so if I can get five players consistently having fun with that prematurely released mess of a core rule book then Exalted is going to be barrels of laughs.
If he was just criticizing the Craft system he would have referred to errata or something like that, not an entire whole new edition to fix one small aspect of a system. It's obsolete before it's even officially out.
He mentioned 4e because how else are they going to fix the crafting system besides create a new edition? Try reading the thread sometime. Lunars isn't even previewed yet. Lunars isn't even leaked yet. What's wrong with Lunars already? And the other groups I know looked at it and said fuck it. So yeah anecdotal stories. So you're saying nobody used it? That's probably a problem in its own right, fampai. Let's try to put together a list of all the supernal abilities that should never, ever be taken.
War and Mass Combat is nearly universally liked but it lacks any higher end charms simply because the low essence charms are too good. No need to be hostile friend. I'm not saying play an Exigent, I'm saying use blasphemous sorceries to pervert your own Exaltation into one of your own design and use the Exigent rules as a guideline. Ride, Sail and Survival also have no high Essence charms, and they're sort of similar in that you can happily ignore them if they're not what your campaign is about.
Awareness and Integrity have two. Bureaucracy, Investigate, and Stealth have three. I'm surprised that combat trees like Dodge and Thrown don't have higher level options, but they do already kick all the arse so I'm not sad about it. But I'm also pretty sure it'll still boil down back to hella homebrewing because I doubt the example Exigent charms will be on the level of Solaroid charms.
Also the issue of charms no longer being the DNA of the Yozis would make coming up with how exactly one starts developing into a Primordial harder. Call me picky, but having power sourced from the OG creators of the universe just feels cooler regardless of mechanic, not to mention makes emulating them much more explainable since no Exigent's patron has third circle souls.
It makes no fucking sense. And then we're gonna get the 81 backer charms book. The only reason to reroll a War Supernal is because there's no war in the campaign. Which is, granted, a very valid reason but has nothing in particular to do with War as a Supernal.
Supernal Integrity's shit, though. Here's hoping we get cool anima tricks for it like in 2. Craft is not the whole system. Encouraging people to start with 5s and having a bunch of options for essence is a much better situation which we have.
And War supernal will still turn them into the killdozer. Same as any other Supernal in the wrong campaign. Am I wrong in thinking that sorceries during combat don't seem very useful? Most attacking sorceries take sm which when you're rolling dice for accumulating sorcery motes and then maybe free from your once per scene shaping ritual, it's gonna take at least 3 and maybe 4 turns to unleash the actual spell, and they don't seem particularly more deadly than just making decisive strikes.
I can understand if they don't want there to be level 20 wizards casting thirty meteors in a single battle, but can one make a starting character's sorceries useful in combat? Also I may just be retarded and gay for not understanding the rules well enoug.
Anybody here have a link to that craft rewite that one guy did and was it any good? In any case, a spell like Death of Obsidian Butterflies is useful. If you roll 21 dice on the attack roll, and you get 10 successes against a couple large Battle Groups. They have 3 defense since they get a penalty from the spell, so 7 threshold successes.
For every 4 decisive damage round up against a BG you get 1 automatic success. His new craft charms can make Glorious Solar Plate, but better because you can give it to people, Solar saber but better, etc It doesn't feel like craft. But I guess if you can get one big hit out of it it'll still be useful. Sorcery gives you access to that combat ability with 1 spell, and then a bunch of other utility options when you buy more spells. The best part is access to the sorcerous working system.
MAs might be cheaper, but you have to pile on more charms to really see them come into their own and by then it's about regular combat charm balance. The intro adventure is fairly decent, but the others are pretty crappy and people like to pretend they don't exist.
The plot hook has a Guild Hierarch hiring the PCs like they were standard adventurers, but plot hooks in Exalted are difficult regardless and I reckon the hook could work. The module begins with the PCs in her office, so if I were GMing it I'd state "Hierarch Artemisia has contacted you with a business proposal, and you are in her office.
How did that happen? If none of them can think of any reason why that meeting could ever take place without violating their character concepts, then either run a different module or tell them to come up with different character concepts because if no one in the party can into Intrigue then you're not doing Exalted right. Somewhere on the OOP forums. First up, there's straightforward AoE blasting. With an Excellency and a good pick of Shaping Ritual, you'll get it off in one round or two at most, and you don't become a complete sitting duck any more.
Secondly, you can pick up Mists of Eventide for crowd control. The fixed version probably won't drop many exalts, but you can likely rely on it to take battlegroups out of the fight. Thirdly, even a frontline fighter can use Stormwind Rider to great effect, and not just for closing the gap. Finally, as in all previous editions, Sorcery is unsurpassed at combat prep.
And that's all before we start spending xp for combat bonuses from Workings.
I feel no enthusiasm or compulsion to play. How good is the mortal sorcerer you're imagining? If you're talking talented but not incredibly talented, Intelligent but not Genius, that's probably Int3Occ3. Maybe add a specialization in Sorcerous Workings to that for seven dice. A basic, Finesse 1 Ambition 1 Terrestrial working requires the sorcerer to get five successes over five rolls more rolls if they have more Means , which is totally doable on seven dice. Ambition 2 requires ten successes, still pretty reliable, but Ambition 3's twenty successes is not.
And if you add any Finesse, you're losing two successes per roll so you're probably limited to Ambition 1.
If the Circle encounters a trivial crafty problem, Craftnerd is like "no, no, no, I must dice it for points! A Terrestrial sorcerer aiming for a Celestial working fails totally on a botch, treats a failure as a botch, raises the base roll difficulty by 2, and increases the interval to 3 months.
So his 7. So knocking 10 successes off, he can still manage a Celestial Probably have to do other workings to give elf buffs that make that getting Immortality easier. Maybe in a few lifetimes rumors that you never age or die might crop up, and people eager to live forever themselves might come at you for the secret, but otherwise, you'll be hunted or not for other reasons. Since the backer charms were suggested by random backers i always thought it was gonna be a joke thing.
Like charms to always win at break dancing or charms to bind demons with rock paper scissors instead of a contest of wills. Everything else is comparatively unnecessary. Its changing a d10 into a d9 essentially. If you have another email address that you prefer to use, please contact support at https: If you have any other questions or concerns, you can post them to the comments for this update, the comment section, or contact the team via the Contact Creator link on the kickstarter page and Rich will forward it to me.
I'll post our list of delivered and pending rewards with each update, so that we can track everything that's needed and keep on the same page. Also, feel free to check out Onyx Path's Monday Meeting Notes posts linked here which will give you a weekly status report on ALL of the projects Onyx Path has on the go you may see spoilers for my monthly updates, or see what other kickstarter campaigns are currently running.
If the very brief bit of info below sounds interesting, we'll have a lot more when the KS goes live - love to see you there! In Geist: The Sin-Eaters , you play a person who died with a powerful burden on their soul — something they didn't accomplish in life, or something they never found. On the other side of the veil, they made a bargain with a powerful being called a geist, which returned them to the world of the living and to their own body, at the cost of a permanent bond between them and the geist.
Now your character stands as a medium, with one foot in the world of the living and one in the world of the dead. Previous update mentioned they were going with simply bundling everything rather than split shipping stuff. Speaking of the main Exalted rulebook, during the campaign there was some talk of Archimandrite backers being given the option to pay extra shipping to get their Exalted 3e deluxe book early.
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