Exalted 3 kickstarter funded in 18 minutes

Exalted_2nd_Ed__Jade_South_by_UdonCrew
too bad she didn’t survive the Reclaimation–but did her exaltation…

Well fans, here it is finally (and unexpectedly for some), the Exalted 3rd edition kickstarter.  This is not a kickstarter for the game itself, but a kickstarter for two over-the-top productions of the 3rd edition main book (one made of METAL).  Metal will run you about 350 bones, but you can get the deluxe version of the new book for about $125 thrown in the cess pot.  Of course, I did it immediately because Exalted is the game that got me back into the pen and paper roleplaying game hobby after a long, long hiatus.  Sure during this hiatus I ran a bit of Warhammer 2nd edition, and played some Pathfinder here and there, looked upon the D&D 4th edition rules languidly, and had a very fun but disturbing weekend session of a first edition module (slave pits of the undercity) using the 3rd edition D&D rules.  The hobby, before Exalted came around, was something to diddle with here and there, but felt like something I did in the past.  Exalted 2nd edition really started the fire of love for the hobby that I have carried ever since.  It’s broad scope, it’s sensual and ultraviolent artwork, it’s mechanics (see below) and just being a massive work of fiction by a plethora of authors in the source books kept me reading and reading, even while Real Life was stripping away the ability to actually play all that much– but play we did and MOST of the time it was awesome for me and the players (well I hope)

And so begins another long post about Exalted.  With all the praise and fans it got (and it got a lot), 2nd edition Exalted had problems, glaring ones actually; especially for a GM because it was incredibly hard to systematically run combats/conflicts the correct way using all the charms available to your enemies while remembering the player’s charms enough to give them a tactical run for their money.  I remember as a childe running the battles in D&D at higher levels where the enemies would use their powers and monsters weren’t just a stat line (HD, hp, THACO and damage) and that got COMPLEX with Drow firing up their minor globes of invulnerability and geas and all that crazy shit.  If it was too much for a Dew’ed up 12 year old to handle, how can a working adult with no time to prepare fare?  Exalted is like high level D&D  on crack even with beginning characters.  That’s part of it’s appeal and part it’s problem.  You have characters that can fly, that can never be touched by an attack, can disappear underground or if allowed to speak, can cajole anyone within earshot to fall on their swords– all of which is in the normal paradigm of powers of the Exalted.  The issue with this vast array of powers is that they are fitted over the top of a very detailed and crunchy system with tons of numbers and dice and modifiers and almost too many options for players to deal with.

Let’s look a bit at the game’s economy– not money, but the stuff the player has to manage on their character sheet.    First and foremost is Essence— where characters have a rating of 1-5 that determines a personal and peripheral pool of points they can spend in situations to use their powers.  Second is health levels, usually about 5-7.  Third is Willpower that also fuels some powers but is used as a rating as well, then there are Virtues that can be channeled for success at a task, next is DV (defensive value) that can be manipulated by actions and charms. Soak, which is either bashing or lethal (chracaters have both) and determines how much damage you can take before you take it in health levels,  and last (I must have missed some here) is your Ticks for an action– how fast the action you are taking takes in game time– this ALSO can be manipulated by various means.  As you can see, that is a SHITLOAD of stuff to keep track of and when you are a player, it’s daunting.  When you are a GM with 5-10 characters in a combat it becomes …IMPOSSIBLE.

So a lot of people played Exalted and a few people eventually found some things about the system that were a bit broken (well a lot really) as in you could build a character that could not be hit at all by manipulating essence expenditures and essence gain via various charms/innate abilities– and you could do this at character generation.  What’s more, these players argued, because some of the attacks in the game are incredibly lethal (and there is no resurrection) all player and NPC characters MUST use this type of character build to survive combat. They further argued that the Exalted in the game would know this and it logically applied that every character in the game would (if they could) have such a build.  Unfortunately because of the internet, these builds got everywhere and while my play group may have sort of built their characters a bit this way, even a partial twink build like this made the combats even more frustrating to run and also made them incredibly LONG.   While I complain about D&D and Warhammer Fantasy Roleplay because about half the time you attack you fail (the ‘whiff factor’) and when you do hit it does “damage” that really isn’t damage since everyone in D&D is either dead or 100% combat effective–and this made combat boring, Exalted’s combats can become boring for a completely different reason– even though characters have all these awesome potential attacks and can do stunts all over the place and it’s very narrative, because Essence is used to save you from dying AND fuel your attacks, players will not use their essence for anything cool unless they absolutely know that they will get a hit.  Since the powerful antagonists ALSO have this going on– it becomes a long flurry of dodging and blocking with perfect defenses until everyone is asleep at the table in Real Life with no outcome. Rather than a fight, a real pub fight that is, any combat becomes a lot more about essence management than anything else.  While that logically should be part of the game economy– it ended up being the only thing.

Since the last time I played Exalted I have searched for something LIKE it that can carry the weight of the system but without all the long crazy fights.  While I read a bunch of other systems certainly influenced by Exalted (like Wu Lin and Noblis, etc.), I actually got to play FATE and Marvel Heroic Roleplaying.  While FATE is awesome, I think Marvel Heroic Roleplaying’s system absolutely nails the ‘supers’ genre (where Exalted fully belongs except, of course, there are swords and spells) mainly because while characters have all this cool shit they can do but when they fight with each other instead of constant negation: SOMETHING HAPPENS.  Fights between fully kitted out superhero teams plus whatever other fodder may be in the mix go like greased hole lighting because when Thor throws his hammer at the Hulk, chances are even in the comics where no one really dies– SOMETHING is going to happen in the MHR system.

So what I’m looking for in Exalted 3 is MHR.  That’s putting it as simply as I can.  I am cool with the D10’s and the base Storyteller system, but something has to HAPPEN in combat and it has to happen whenever a player rolls the dice.  It’s fun to dodge all around and never get hit by Dragon Blooded hunt pack, but man 4 hours of that to wear down everyone’s essence and sneak in a single hit that turns an enemy to ash? No.  The complexity of Exalted, all the stats, all  the economy on the character sheet that needs to be managed, the tick-based combat, all of which in theory should work just breaks down when you are faced with tracking every character.  While I the essence reactor twinking can be solved, there’s got to be a middle ground between super crunch complexity and playability.

In any case MHR has solved initiative in roleplaying games forever .

DOTA 2 inspired arts

Most fan art is, well, fan art. Sometimes you find an artist that’s able to take it beyond the source material. Click the image for more of the dude’s work.

dota2sproik

Weekend nerdifications and Talisman ruminations

Excitement!  Battleblock Theatre was released onto a very expecting public recently and I had the good fortune to NOTICE it on XLBA in order to que it for download.  Needless to say, anything related to the Castle Crashers team is likely to be pure gold– and it is.  I had to peel myself off the TV to stop playing (due to crying and screaming of childrens).   Unfortunately, the game is too difficult for young kids without any experience with Contra or Mega Man– but the skills built in Battleblock will carry a child through a lifetime of side scrolling gaming.  While my daughter said she will never play the game again due to her failed jumping at all times, I will likely build a level just for them in the level editor to ease them into the genre.

That said, the height of nerdery this weekend was (finally) a game of Talisman 4th edition with the City expansion.  While the city was the worst of the 2nd edition expansions, Fantasy Flight has done good work bringing the board into the 4th edition paradigm.  Essentially, if you have a lot of gold, you go to the city to buy stuff or get transport to where you need to go.   It’s much easier to get around in and still has a jail as well as three guilds that can be joined (no Sheriff).  Just a few games back I was complaining that there were ways to accumulate tons of gold but no good place to spend it that was readily available.  Sure you may have gotten lucky and pulled a trainer and the like from one of the decks, but until City came around, gold was only used for healing up lives lost and buying a horse when available.  With all the expansions, the Adventure deck is so gigantic it’s rare that you will see the same cards at all in many games.  We have not, since the second expansion or so, flipped the Adventure deck– and this happened quite a bit in the older versions of the game.  This makes games more surprising, but you certainly can’t count on some of the core items (Wand, Ring, Unicorn, Runesword, Warhorse) coming up.  With City, you now have more control over your item build for your character.  It will be easier to say” ‘for this game, I would like to get X and Y objects to help me win’ and go and get them rather than just hoping they will come up.  The new full plate is pretty cool (4+ armor save and +1 strength).

after four hours of talisman!
after four hours of talisman!

Comparison with 2nd edition’s City brings up the question of “advanced” careers in Talisman which were not included in the new City expansions.  As Talisman was a GW game and Warhammer Fantasy Roleplay has a career advancement system, 2nd edition Talisman added in the idea of advanced careers that can be purchased to upgrade your hero. There were not a lot of choices here but there were two in particular that were a bit of rapening if used correctly.  First was the High Mage.  Any high-craft hero could become the high mage by simply depositing a magic item in the city.  This gave a character two (!?) spells per turn and added and additional 2 craft.  Remember, unlike the new addition, players could not turn in defeated monsters for Craft so that 2 Craft is pure gold in 2nd editions. What’s more since 2nd ed. Talisman Dragons added a ton of magic items to the game, it was an easy thing to get some shitty magic trinket and suddenly be the most powerful spellcaster in the game with a quick trip to the city.  Most underpowered/low tier characters would immediately attempt to do this as their first set of moves in the game.   While still not on par with the Monk (who is laughably underpowered in 4th edition), Astropath or Prophetess, the High Mage was boss of almost all the other characters since the 2 craft bonus put him above all of the craft-attackers like the Ghoul, Wizard or Sorceress.  All that said, I do not miss the advanced characters.  It was a neat idea for the game, but wasn’t built into the entire system (I could easily see a talisman clone where the entire character leveling was choosing new careers) so felt like a bit of a shoddy addon– a much loved shoddy addon mind you.

I hope to get another Talisman game in this year– the next purchase in that line is Talisman Dragons which seems a bit overly complicated for what it brings to the table.  What next for 4th edition?  It’s got to be Timescape.  There’s no other place to go!

 

DOTA 2- down the fucking rabbit hole (again)

there was a time when I was blissfully unaware of what this means.
there was a time when I was blissfully unaware of what this meant.

I got into the beta of DOTA2 awhile back and after installing my only experience with it was waiting for a match to start and then quitting after about 2 minutes.  Given that I played the early versions of DOTA as part of my (and everyone else’s) Warcraft 3 addiction, I didn’t think I was missing much.  How good could it be? It’s a bunch of WC3 heroes fighting each other on the same map over and over and over again and I’d done that before.  Plus,  I remember it being pretty boring compared to a straight up WC3 match– you do only control one hero after all.

However, I’m eating a bit of crow meat now–I’ve played some handful of matches here and there and am largely hooked– every time I win one of those boxes, I buy a 2$ key (the game was free after all so I feel I owe them something!).  So my few and dear readers, I will likely post a terrible amount of DOTA stuff in the next gaggle of months until the addiction passes.  The realization that I liked it hit me last night when I actually called it the Cosmic Encounter (the best board game ever made) of video games– in that the basic premise is very simple and easily understood, but the sheer asymmetry of the number of heroes turns it into something completely different every single time.  What’s more, even if you suck really bad, you can still contribute to your team if you have a basic understanding.  Going into a server assuming you will be THE carry in the game is setting yourself up for disaster, but pushing lanes, support and ganking are doable with just a bit of practice.

Please note the most popular video game on the planet is effectively a DOTA clone (League of Legends) so the addictive qualities speak for themselves.