was trying to make my move on a mortal when i flared my anima by accident. god dammit. now I've got 8 hardass dbs on all fours trying to tear me in half. i hate this fucking Creation dude leave it to the wyld hunt to fuck up my play
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was trying to make my move on a mortal when i flared my anima by accident. god dammit. now I've got 8 hardass dbs on all fours trying to tear me in half. i hate this fucking Creation dude leave it to the wyld hunt to fuck up my play

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You know what ttrpg I enjoyed? Exalted 2e from White Wolf. Yes it requires a shit ton of errata to work. (Thank you Ink Monkeys IYKYK). But my gods it was balls to the wall bonkers. Solars, Lunars, Sidraels, Abyssals, Alchemical, Infernals, and the Dragon Blooded.
Sorcery, martial arts, magitech all rolled into one crazy package.
Where my Exalted peeps at? Sound off.
What is your opinion on the different editions of Exalted?
Ooh, what a fun question:
1st edition was built with only world of darkness technology, and so its ambitious mechanics really, really got away from them. It actually had a .5 d&d-style update which… kinda helped? It made combat a little spicier, but I don’t remember it really addressing all the issues.
Storywise it’s almost perfect. Its world is huge, and unlike most settings that claim a dangerous world where the mystical and the mundane intermingle, Exalted really delivers on that. On the other hand, I think, in the world we live in now, the idea of “the legitimate god kings of the universe have come back to reclaim what is rightfully theirs” reads weird. So weird, in fact, that (as I recall) it’s why Gubat Banwa is even a thing.
I had a blast playing and running first edition, and it was formative both for my playing and GMing style.
2nd edition got serious, possibly too serious. They took the mechanics and solidified/codified them. Some people complain about the 150 steps of combat resolution, but honestly that’s good because it allowed charms to work exactly in the way they were intended without prompting endless spirit-of-the-law vs. RAW debates. This is also the edition that turned Excellencies into their own thing. A slight flavor reduction for a very functional improvement. This edition’s biggest mechanical sin, in my opinion, is that they really had the opportunity to perfect 1e’s combat system, but instead they came up with an interesting, but very different system; So a lot of the mechanical improvements fell by the wayside because they were being applied to an untested system… basically back to square 1. This edition also does the whole “social combat” thing for social conflict resolution. I have yet to play a game where that works.
Storywise, Ex2 had the same approach, and so, this is the edition that codified a lot of the lore, especially (and famously) a lot of the ancient lore; so we learn how super-horny first gen dragonblooded were, and that the first age had AI surveillance and shopping malls. It did a lot to shrink the world, which isn’t great. That said, this edition introduced the idea of Nox as a Sidereal wrinkle, which I like; and my favorite post-1e addition: Forbidden Gods.
I also greatly enjoyed running 2e (this was after I left college, my forever dm era), it’s honestly a great example of an edition side-grade. It just functions very different from 1e and so the lessons of 1e don’t always apply.
3rd edition is… its own thing. This edition is massive. The core book is huge, with subsystems for almost every ability. this team really said “every ability is just as important as every other ability” and so now you have to learn the war minigame, and the crafting minigame and the sail minigame. Fun fact, I ran it for like 6 years..? And I never learned the sail rules. BTW I’m not saying this was bad, we definitely had a lot of fun with most of these systems. This edition was tumultuous, it is my understanding that it took forever to come out because the team came up with a combat system they liked better, and had to rewrite every combat-facing charm (and there are a lot of those). Then after the book came out (or possibly right before) the team got canned, and so most supplements are by a different team off of the original team’s notes. There were also some allegations, but I never looked into them. This edition is so ambitious, written by people who love exalted and saw its enormous potential. Possibly the worst thing about this edition is how little the supplements have lived up to the promise of the corebook. Especially with the biggest addition to the lore: Exigents.
This edition fully tears off the fivefold symmetry off the lore and system, a bold move that really pays off. turns out you can have 27 abilities instead of 25 and cover everything you need. Storywise this edition introduces the idea that there were and are lots of different kinds of exalted, including The Exigents, unique exalts who are the chosen of gods who are only strong enough to empower one or two guys. My players spent some time tracking a black market exaltation, only to find it was used by a forbidden god to create a very disturbing exigent. It was rad.
Ex3 really worked hard to undo some of the codification 2nd edition built, trying to return the world to a more mysterious state, one where the pcs might run into something new and wondrous that didn’t fit into established categories.
3e miiight be my favorite edition, if for no other reason that it works very hard to be fun and interesting. It’s not perfect. for one, it once again nukes the previous combat system and starts over, but it feels like it was better playtested.
Pretend this is a an Exalted-Style Sidebar:
The Lunars
No edition of Exalted ever finds a good place for the Lunars. In 1e they were meant to be exclusively antagonists, but player response pushed them into PC territory, so they were somewhat shoehorned. 2e tried to address this, but in a pretty weak way, making them into slightly worse sidereals. 3rd edition probably did the best job of it by carving out big chunks of the world for the lunars to stomp around in, promising Lunar-exclusive situations and antagonists… but by the time the Lunars supplement came out it seemed these things were really not a priority. Poor Lunars.
Well… looks like I have a lot to say about Exalted… Hope this post didn’t get too long for ya, thanks for writing in!
You, Exalted player. Having trouble naming your new character or NPC? As far back as first edition, you could have fired up Voidstate's Exalted Name Generator* and gotten a couple dozen names, easy, and only a small percentage of them would be "Moon Moon" or "of of of of of". But some time in the past year or so, that site went down and now we're back to naming things by hand.
However.
Courtesy of the Wayback Machine and some minor skullduggery, I've pulled the list of words used to populate that generator. You'll find them, unedited except for formatting**, below the cut. Scroll around and you're sure to find some nouns, adjectives, and verbs that'll make your character or charm name feel sufficiently Exalted-y.
*I am in no way associated with the original creator. I did not make this list; I only seek to preserve it.
**Original spelling has been preserved, because it is possible that (in some cases) archaic spellings were included intentionally. If something looks weird, look it up, use your judgement, blame it on Old Realm.
I wonder how easy it would be to introduce a speed/tick system into dnd, or other d20 fantasy RPG, something OSR maybe, probably easier with a simpler system (or at least more structured) than current dnd
edit: hell maybe something not d20, I mean some sort of classic fantasy dungeon game
still probably not super easy, would screw with the action economy unless you're careful
I mean like the system in Exalted 2e
actions have a speed rating, that's how long the action takes in ticks, a "round" is 10 ticks long (usually represented by a tick wheel), weapons have a speed rating, attacks with weapons take that weapon's speed
so at the start of combat, everyone rolls initiative (Join Battle in ex2), determining on what tick of the first round they act, on your turn, you do what you're going to do, then you add up how many ticks that took,
you act again after that many ticks have passed (moving around the tick wheel)
if that means you act more than once in a round, then that's what you do
people acting on the same tick, act simultaneously
I honestly can't remember how EX2 handled multi-attacks (at least as far as speed goes), but I know it had them
you would need speeds for different types of action, or at least like movement, attacks with different weapons, spellcasting, and guidance on miscellaneous other actions for GM adjudication

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I was about to make a joke about a tabletop RPG splat whose game-mechanical shtick is that they can perfectly parry any attack as long as their assailant didn't really expect it to work, but then it occurred to me that that's literally just how the Fair Folk in Exalted 2nd Edition work.
"My milkshakes bring all the demons to the yard," ~Eve, The Twilight Caste
Exalted: The Infernals
Have you wanted to explore a political game from the perspective of powerful villains, exacerbating a conflict so one might hatch their evil schemes in the unfolding chaos? do you like games with heavy political intrigue in the vein of a classic World of Darkness game, but with the fantasy aspect of the average D&D campaign? well, i have just the game for you... The realm, according to many the last true bastion of civilization in the world, is crumbling. the Scarlet Empress, the immortal leader of the realm, vanished 5 years ago during the Inauspicious time of calibration, and since her disappearance monsters from the ancient past have begun to resurface around the world. once the realm would have responded with armies to put down these Anathema, but since the empress' disappearance the great houses of the realm have been fearful to send out their soldiers, they fear the coming war for succession and what it will mean for the realm. unknown to all the Anathema have found their ways into the very heart of the realm. these anathema work to prepare the realm for the coming of their masters, the ancient and terrible architects of the world once bound away by the champions of humanity to secure creation for the gods. these architects, once called the primordials, now called the Yozi, wish to usher in a new age, free from the tyranny of the realm... and possible from sanity. These Yozi have made one critical mistake, however; they have underestimated the power and possibilities of their new champions. yes, they loyal *for now* but who knows what awaits these champions as their power grows? and what can really be said of their loyalties? do they truely wish to bring an age of Yozi dominance to the world once again, or have they simply created new prison wardens better suited to the task of keeping the yozi locked away? will our champions be the saviours of the yozi, or will they once again return to protecting a creation they once called home? this is a pay to play game payable through [Startplaying.games](https://startplaying.games/) the game its self is played over discord.com for voice, and on roll20.net for the VTT 15$ per session New players (or players new to the system of exalted) are encouraged to give it a try! this is a table that is LGBTQIA+ friendly and allows an absolute 0 tolerance polity for racist, sexist, transphobic, or homophobic behaviors. we are inclusive but protective! due to the nature of the game we will be doing a session 0 and making a list of taboo topics that will not be allowed at the table. I look forward to sharing this wonderfully weird and fun game with you! [https://startplaying.games/adventure/cld3wyiky000208lacayn2lzj](https://startplaying.games/adventure/cld3wyiky000208lacayn2lzj) wanna hang out and meet the other player(s)? join us in our discord [https://discord.gg/KK8E6HJZ](https://discord.gg/KK8E6HJZ)