Originally posted by The Wizard of Oz
YAlso, I like the art. It's stylistically consistent, and while they don't seem to have used my favourite artist from the Core, it's all good quality. I expect that now the Core's done, the artists that the Devs were happy with have been retained for more work while the ones they (or the angry forumites) were not happy with will not be rehired.
While I am overjoyed with the art in Miracles, complete and full credit for getting it in there belongs to Maria, Rich, and Chaney. We don't pick the artists, generally, just do the art notes. (In this case, Rich did the art notes, too, I believe. Man is very good at his job.)
2) A fur cloak and lady's pipe match each other, Manchu-style... but combo-ing them with a mini-skirt and long socks is, I feel, a fashion faux pas. One could argue that one shouldn't expect barbaric Anathema to be properly co-ordinated for the season, but shouldn't they have devilish fashion sense? She's probably a Twilight.
It's a backer's character, so you'd have to take it up with them lol
I like the cover. Also, I'm really happy we're back to apparently having custom typography for the titles on the covers, rather than a uniform font-styling like they used in the last edition.
If you liked it, please leave a review. They apparently help sales a fair bit, according to the people who track that stuff.
The Archery Charms are super fun.
I am super happy the rest of the world gets to play with Hanging Judgment Arc. It is just the goddamn coolest. Andrew Bartkus is everyone's hero.
Originally posted by BrilliantRain
Fridge Logic just hit me. I agreed with your point here until I realized that the alternate plan was to build poppy plantations and opium refineries in India, which presumably can't be done very quickly either. I'll grant they they might have been able to import very large numbers of poppies and/or seeds, instead of having to make do with whatever they could smuggle out of China, so it might have been faster, but it doesn't seem like it would have been that much faster.
That said, other people's points about the East India Company not having land in other places and/or wanting to keep their monopoly is a fair point.
Poppies are basically weeds. They're one of the fastest, easiest crops in the world to grow. They will grow wild if you leave them alone, in an astonishingly wide range of climates.
The modern Guild likely would have sent someone in to break John Blunt's arms and legs, as they're interested in sustainable profits rather than gutting markets and then running with the money.
The Opium Wars, on the other hand, are exactly the kind of bad nasty they get up to all the time.
Also, "the MA guy is going to lag behind" is a 1e truism and a 2e truism, but I haven't seen any evidence of it being the case in 3e. We've seen Single Point stylists absolutely wreck Solar Meleeists in playtests on several occasions, for example. Solar Melee is the best generalist in the entire game, but the MA styles are very good at whatever it is any given specific style does.
Originally posted by Maudova
So would it be reasonable in your eyes to remove the fun money spending if the martial arts ability was consolidated into one skill, on a supernal martial artists concept if they just planned on buy every damned MA available?
You're going to generally ram the player into doing MA or
anything else, which wasn't super great in prior editions. But if the current set-up isn't working for you, give it a shot, and let us know how it works out.
Originally posted by Solar
Essence not costing XP is a great move
Also in play the BP/XP split has made a difference in terms of how people created their characters and developed them, but didn't really cause any problems in terms of equivalent capability. The Dawn has spent loads of XP getting to 5s in all physical attributes and could solo the rest of the party, because even though his build is maybe a bit sub-optimal in terms of BP/XP maximising, he's also got like, fifteen melee charms and therefore he's like lol Ebon Shadow Night Caste you're so small and weak
That's what I usually hear, yeah. Player skill and build matter vastly more than XP optimization, and there are so many viable builds that you rarely see significant duplication in a game.
Originally posted by Leetsepeak
This brings to mind why I appreciate Solar XP and also how the CofD developers have attempted to remedy the same problem of exp expenditures on Power Stats. Vampire the Requiem introduces Blood Beats in its storyteller chapter to help with that problem, and Mage: the Awakening (to its GREAT benefit, IMO) introduced the fabulous concept of Arcane Beats as an incentive for exploring the world as a Mage would, allocated specifically for the purpose of raising your Arcana (your main magic trees) and your Gnosis (your power stat.)
I know Solar XP is an inversion of that concept, but I definitely think that's to the benefit of Exalted because Charms are a central draw for experience spending.
Credit where credit is due, Arcane XP (from Awakening 1e) played a huge role in inspiring Solar XP, even though it's kind of a functional inverse, yeah.
Originally posted by Leetsepeak
I really hated it in first edition of New World of Darkness, but that's because the scaling was less "16 exp at most" and more like "this next dot costs 86 experience"
So when they got rid of it for flat costs, I was happy.
Then I saw how it worked in Exalted and I was mad again. Then I actually started playing and I realized it wasn't a big deal.
Admittedly, coming from Chronicles of Darkness, I'm used to not really thinking about raising Attributes or Skills by too much in play, but it's a different genre of game and different expectation. So it's not been a big deal thus far.
Exalted gives you a shitload of attribute dots, too!
Speaking purely as a player, my issue with nWoD XP wasn't scaling, it was that the costs shot into the stratosphere quickly and it was so. slow.
and then most of the stuff you could buy was very weak on top of that. CofD at least has powers and stuff that are worth buying, you get WAY more bang for your buck, but it still feels slow as molasses to me.
This is why Essence doesn't cost XP in 3e and nothing has inherited the kind of crazy cost it used to have, incidentally. Saving up for 10 sessions was never fun.
Originally posted by Epee102
Before Solar xp, IIRC, there was a problem of EVERYONE taking MA over combat charms, or no one would bc why spend xp on non-charm things? This...was a problem. So part of the solution was making it so you could invest in both without overlapping pools (you can pay for MA charms entirely with Solar Xp, and have regular xp left over for charms).
I could be super wrong tho. I'm a little hazy on the exact details.
No, not at all. The issue was that Martial Arts and sorcery were both huge resource-sinks that directly competed with being able to do, well, anything else, while lacking the flexibility of native Charms and in no way making up for it with greater power. But you still saw players wanting to do them because they were a lot of fun, yet constantly unhappy that it felt like the game was punishing them for being martial artists or sorcerers.
So we let them get spells and kung-fu with an extra "fun money" XP supply, rather than forcing them to compete with the kind of character growth the system primarily incentivizes.
The People of the Air were specific things constructed by the pulp fantasy science-sorcery of the Solars, and they probably took all kinds of special alchemical diets and stuff to remain viable. The Wyld, by contrast, may just give someone wings, gratis, enjoy your wings. BUT. Wyld mutations don't tend to be heritable outside of the Wyld (that's not an absolute, but it's definitely a trend), people with really crazy mutations sometimes start to break down outside of the Wyld, and if you go into the Wyld hoping for wings, it may very well give you a talking asshole or an evil twin named Consuelo instead.
Data point: The most common reports I get these days are of Storytellers attempting to institute a BP-XP "fix" as a house rule, only to have their players either become enormously unhappy or outright refuse to use the proposed fix, because they're not running into any problems with the published rules and they don't like the increased workload, loss of customization, or different feel that comes with the usual "fixes." The fact that there are very vocal proponents of certain house rules doesn't mean they're actually broadly popular.
I mean, if you and your group want to fiddle with the rules to suit your desires better, by all means, do so, the book is bound with glue, not magic. In fact, that's actually the first commandment in the rules chapter, and I meant every word of it when I wrote the Golden Rule into place. But the idea that nobody likes the traditional-style chargen and advancement schema is simply not true, and three years of people insisting otherwise has not made it so.
Merits seem to cover mutations just fine, structurally. Obviously as we get deeper into supplement territory there'll be more opportunity to talk about Wyld exposure and the like, but nothing about merits seems to require a system separate from merits to represent them once you have the things.