Search Results
7/19/2025, 6:21:38 PM
>>96131416
>vague guidance on difficulties [for obstacles]
Agreed, but intended, I think. We know how difficulties works, ventures run on the same scale, and Essence actually gave us the most granular scale for rolls and where difficulties should be of all Exalted games.
>the timescale thing sucks
ranted about that myself above
>rollover advantages discourage actual creativity to get said advantages
I think that is, to some extent, not bad? As such, anyway? Demanding creativity at every outset isn't necessarily a good idea, and 'high rolls = better results' creates a good feedback loop that makes people want to apply their best skills more and more effectively. Putting a real-life skill check on getting advantages out of high rolls limits how effective that feedback loop can be, even if putting in that creativity would enhance it.
Personally, I think the best way to take this is that players should be able to pursue advantages on their own initiative and have say in how they get rewarded if they want to make choices themselves. This isn't an explicit part of the game, but it's not like a good Storyteller's going to stare down the player trying to do something and say, "No. This is the advantage I intended, and I choose, not you. Too bad," unless they had a good reason.
>vague guidance on difficulties [for obstacles]
Agreed, but intended, I think. We know how difficulties works, ventures run on the same scale, and Essence actually gave us the most granular scale for rolls and where difficulties should be of all Exalted games.
>the timescale thing sucks
ranted about that myself above
>rollover advantages discourage actual creativity to get said advantages
I think that is, to some extent, not bad? As such, anyway? Demanding creativity at every outset isn't necessarily a good idea, and 'high rolls = better results' creates a good feedback loop that makes people want to apply their best skills more and more effectively. Putting a real-life skill check on getting advantages out of high rolls limits how effective that feedback loop can be, even if putting in that creativity would enhance it.
Personally, I think the best way to take this is that players should be able to pursue advantages on their own initiative and have say in how they get rewarded if they want to make choices themselves. This isn't an explicit part of the game, but it's not like a good Storyteller's going to stare down the player trying to do something and say, "No. This is the advantage I intended, and I choose, not you. Too bad," unless they had a good reason.
Page 1