![]() It wasn't until we got Essence that we really fell back in love with Exalted. We pretty much gave up on Exalted entirely except a few attempts on my part to create or run hacks of it hoping to find the right balance of mechanics that made it feel like Exalted without becoming as unbearably crunchy as 2e and 3e were. ![]() Some of that we tried to write off as the system being new but even after a few more sessions we just all found 3e was everything we didn't want mechanically while being everything we did want setting-wise, which I'm sure you can imagine is incredibly frustrating. There are things I like from 3e but trying to run that system for various players, none of whom are not fans of heavy crunch, resulted in three false starts attempting 3e series that crashed and burned really fast, especially as soon as we got into a combat that took even longer than 2e combat did, which was, frankly, dreadfully, boringly long. I was really hopeful 3e would address the bloat and complexity of 2e and give us a more introductory version of Exalted and wow was it anything but that. Any system that relies on a 100+ page additional errata to be functional has serious issues and most of my 2e games had me heavily house-ruling, ignoring, or just tossing out mechanics to keep the game fun for me and my players. Exalted is by far my favorite swords and sorcery setting and that's why I've stuck with it all these years, however across the timeline of release of 2e I increasingly grew more and more frustrated with Exalted's mechanics. Exalted Essence has given me something I haven't felt since those early days: enjoying running Exalted as a system. I've ran dozens of Exalted series across a wide-variety of the various types of Exalts. I've been running Exalted since early into 1e.
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