I've been thinking of approaching the well known issue of manageable dice pool sizes, and system scaling for awhile now, and I wanna share an unconventional design concept for constructive critique... Mainly for an 'do Exalted right, damn it' sortta game.
Basically, you have Attributes (Characteristics, Abilites, whateva you wanna call 'em) establish how many dice players'll chuck, constrained down to five to ten dice. With nothing else touching your dice pool, ever.
Setting-up skills n' extra shit to adjust the success/hit variance of the dice themselves by doing something other than adding more dice...
The framework I'm currently screwin' 'round with handles things as follows:
'Tis a roll xd6/xd10 n' count-up hits system akin to After Sundown, SR4, Storyteller System, etc.
Using a d6, success numbers are 4's, 5's an' 6's, while 1's deduct from scored hits; familiar ground for a helluva lotta us, 'cept following a result rubric. Better grades have tangible effects on your action, such as rewards an' mechanical/narrative modifications.
Grade Scale
S+: 30 hits.
S: 20 hits.
A+: 15 hits.
A: 12 hits.
B+: 9 hits.
B: 6 hits.
C+: 3 hits.
C: 1 hit.
D: No hits.
F+: No hits, 1 miss.
F: No hits, 5 misses.
F-: No hits, 10 misses.
Using the Attribute Scale below to determine die pool.
Attribute Ranks
0: Absent.
1: Impaired,
2: Below Average,
3: Mortal Average
4: Above Average.
5: Gifted.
6: Exceptional.
7: Limit of Mortal Capability.
8: Mythic
9: Ascendant
10: Preeminent
Now, notice how there's no way in hell anyone could consistently get enough hits for a B, let alone those other grades with just ten dice, yeah? ... Well, here's the angle/die gimmick.
In this system, the mechanics are intended to interact with the dice in a manner that'd make 'em more efficient; scaling the system by improving the quality of yer dice, in lieu of the quantity (metric fuck ton of fucking dice).
Kinda like this:
Skill Ranks
0: Unskilled, Double Jinx'd 1's
1: Student, Double 6's.
2: Novice, One Re-roll.
3: Adept, Double 5's.
4: Expert, Two Re-rolls.
5: Master, Double 4's.
Each Skill Rank makes your dice, however many you have, better. Either by generating more hits per rolled number, or granting re-rolls, which should be comparable to rolling N*additional dice to achive similar results.
A Master of Craft is simply getting four/six/ten hits outta his two dice, 'cos he's that badass.
The Skill Rankings are the most basic die upgrade, though that should convey the intent of the system.
Skill Test Bonuses n' Penalties straight-up add/subtract hits, while shit like specializations boost an action's grade within it's field.
Aaaaaand, those are the basics. Any and all input'll be greatly appreciated!

And, yeeeeah. There's an entire game in beta behind this shit I wanna share once I polish more bits of the system, cheers! Though, ideally, this is a possible solution to 'whyarethesefuckingdicepoolsfuckinghuge?!' shenanigans you get from SR, or WW Flagships/Shovelware.