Hey there, it’s been a few days, but I’m back again with more Exalted! Today we’re looking at a few more subsystems introduced in the game.
While we went over the combat rules in Exalted in our previous post, Battle Groups are essentially a mechanical abstraction meant to be used to simulate the presence of large numbers of opponents that aren’t that relevant, story-wise. These are the palace guards, the angry mob, the army of the bad guy. Nameless opponents who attack en masse.
The rules governing Battle Groups is a simple modification of the standard rules of Exalted combat. The difference is that they have a few additional considerations, such as how many and how well trained they are and if they are in the possession of any special / supernatural advantages.
While regular combat in Exalted is best when dealing with named opponents or big fights. If Exalts have to go up against “lesser” opponents, it’s better to go through the Battle Groups.
This is probably my favorite subsystem in Exalted 3rd. The Social Influence rules (no longer Social Combat, like in 2e) work off the Intimacies of each character.
Clever play with the Social Influence system involves roleplaying to set up the proper understanding of your target’s intimacies so that you can leverage them when you make your approach. It’s clever, and encourages players to take a more active role in roleplaying their approach.
I’m very glad they took this approach because social maneuvering is inherently different from combat and this feels a lot more natural as opposed to having weird “Social ambush” situations.
Exalted 3rd is a showcase of interesting new subsystems, and we’re not even done yet. In our next article we’ll take a peek at the systems for Crafting and Naval Combat.