Originally posted by While My Guitar
Are there any parts of 2e or 1e that you want to purge completely from Exalted for the upcoming edition? If so, which parts, and why?
There are some specific interpretations of setting elements I don't particularly care for, such as radiolari or Perfect Asshole Ebon Dragon, but I can't think offhand of any of the setting elements themselves that I'd want to eliminate.
Originally posted by Exthalion
Given the large number of charms, the expected xp award rate, and the starting allocation of Essence and charms: To what extent should players expect to use most of the total available charms? For example, will being the best crafter possible preclude you from also being a detective or a merchant?
i.e. Should Crafters stop reading non-craft charms with an essence rating higher than 1 because they will never have the spare resources to actually use them if they want to be Crafters? (Replace crafter with any other role though perhaps crafters are different due to the nature of the subsystem)
You do not need to dedicate every iota of your resources to a single field to become extraordinarily skilled in that field.
Originally posted by Gayo
I'd be interested to hear more about how Evocations feel different from Charms, as you proceed.
I think this is one of the things the devs would prefer to present to the fanbase themselves. I will say that while the line between the two may not always be bright, it is intuitive.
As to the nature of thaumaturgy, it is magic. That is to say that like many real-world magical practices, it calls upon divine forces not through direct invocation and negotiation, but through rites that are believed to be intrinsically efficacious. When one performs a thaumaturgic rite, it may draw upon the power of a god or gods, but one need not have a personal relationship with those gods; indeed, one need not ever have encountered those gods, or even know who those gods are, for the rite to function. Even when one is directly interacting with a spiritual entity, any ritual tools involved in that interaction -- fetishes, sigils, ritual phrasing, words of power -- likewise fall under the rubric of thaumaturgy.
This is, of course, within the scope of Occult. But just as knowing martial arts doesn't mean you'll know every single martial arts technique, knowing occult doesn't mean you'll know every rite. Specifically, the developers' intent seems to be that typical mortal practitioners of non-sorcerous occult arts -- wise men and women, shamans, eremites, priests, exorcists, and so forth -- may be broadly knowledgeable about occult matters, but each knows few to no intrinsically efficacious rites, making such rites uncommon and their practice noteworthy. As such, each needs to be called out individually, and as Lea says, thaumaturgy is a good (and pre-existing) category under which to compile those rites.