Okay, well again I am sorry. The usual cut off for spoilers like that is about a week, and its relatively minor spoilers at that so it did not occur to me that someone would be upset over it. So again, I'm sorry I didn't mean to ruin it for you.
QUOTE=Jon Chung;18181678]By "lose control of your character", 2E means your character may be compelled to perform any action the attacker wants [/QUOTE
And there was a writer statement here that the Third Edition system will have a level of variation and nuance in which "ignore everything anybody says, since you can't afford to hear an argument ever" is not the go to response.
Sounds nice, doesn't it? Like it would let one emulate interesting scenes in fiction in which people are trying to persuade one another, including where the protagonist is meaningfully open to being persuaded.
QUOTE=animea90;18181209]As a player my character would definitely turn his head at that sight, but thats not how social combat works. You role your charisma+social+specialty against my characters MDV. You might get a +2 stunt bonus or something for the jewelry bit, but the mechanical part of social combat takes control of my character away from me.[/QUOTE
What does thishave to do with Third Edition social influence?
I mean, I'm already aware that my desire for an interesting and tense influential conversation scene is unviable with the Second Edition mechanics. Hence why I responded to a point about the Third Edition mechanics with "I hope this kind of thing will be viable now".
I'd say that Infernals will still have highly flavourful powers that create a distinct style of play in the manner of Second Edition. I'd even think that references to mutation and shintai gated Charms might scratch some of that itch for Charms that aren't directly tied to Abilities.
But I think very little of what made Infernals interesting and fun in Second Edition really had much to do with the specifics of their "no Ability/Attribute" Charms beyond the gloss of seeming distinct, and whatever was worthwhile about giving them big seperate and almost self-contained Charmsets that also had to complement each other in particular ways is outweighed by thematic and mechanical issues with it.
Thematically, it seems to pull attention away from individual characterisation and the overall sense of it being about the Exalt themselves; disregarding Yozis and just assuming power sets delineated along big encompassing motifs, you still wind