Editing Exalted Redux:Characters

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Unchanged from current rules.
 
Unchanged from current rules.
  
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:: ''Have considered adopting the nWoD stat line, or possibly going over to a 6 stat system.  Body & Speed, Manipulation & Charisma, Intellect & Wits.  Still under consideration.''
 
:: ''Have considered adopting the nWoD stat line, or possibly going over to a 6 stat system.  Body & Speed, Manipulation & Charisma, Intellect & Wits.  Still under consideration.''
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===Abilities===
 
===Abilities===
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Unchanged.   
 
Unchanged.   
  
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:: ''May use revised Ability list from RPG.net thread. [http://forum.rpg.net/showthread.php?t=186021]''
 
:: ''May use revised Ability list from RPG.net thread. [http://forum.rpg.net/showthread.php?t=186021]''
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===Specializations===
 
===Specializations===
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Up to three dots worth are allowed per Ability.  Each must be different, and do not stack.  Effectively, the maximum bonus you can gain to any ability roll is 1 extra die.
 
Up to three dots worth are allowed per Ability.  Each must be different, and do not stack.  Effectively, the maximum bonus you can gain to any ability roll is 1 extra die.
  
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:: ''This helps to mitigate the giant die pools in standard rules, while retaining the flavor of specializations.''
 
:: ''This helps to mitigate the giant die pools in standard rules, while retaining the flavor of specializations.''
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===Virtues===
 
===Virtues===
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Unchanged.   
 
Unchanged.   
  
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:: ''May incorporate Riddle of Steel style spiritual attributes at some future date.''
 
:: ''May incorporate Riddle of Steel style spiritual attributes at some future date.''
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===Willpower===
 
===Willpower===
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Regain using the highest virtue you have, instead of specifically Conviction.
 
Regain using the highest virtue you have, instead of specifically Conviction.
  
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:: ''This allows for greater character diversity.''
 
:: ''This allows for greater character diversity.''
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===Health===
 
===Health===
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Healing times are unchanged from the published rules, based on the level of damage taken.
 
Healing times are unchanged from the published rules, based on the level of damage taken.
  
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:: ''This change decreases overall healing times, helps give a greater role to Stamina, and simplifies health tracking.  Additionally, it gives a large buffer at the top end of the health chart for tracking damage, allowing for the GM to hurt the PCs somewhat, yet not cripple them right out the door.''
 
:: ''This change decreases overall healing times, helps give a greater role to Stamina, and simplifies health tracking.  Additionally, it gives a large buffer at the top end of the health chart for tracking damage, allowing for the GM to hurt the PCs somewhat, yet not cripple them right out the door.''
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===Merits/Flaws===
 
===Merits/Flaws===
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Unchanged.
 
Unchanged.
  
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:: ''Will require review.''
 
:: ''Will require review.''
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===XP Costs===
 
===XP Costs===
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: Essence x10 new
 
: Essence x10 new
  
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:: ''Unifying the experience chart simplifies tracking across the varying character types.  True, it eliminates some of the huge advantage that Solars have with regards to buying essence, but I believe this fact is made up for elsewhere in these changes.  This is yet another attempt to standardize the Exalted rules, and remove the ‘laundry-list’ syndrome that seems to permeate the system.''
 
:: ''Unifying the experience chart simplifies tracking across the varying character types.  True, it eliminates some of the huge advantage that Solars have with regards to buying essence, but I believe this fact is made up for elsewhere in these changes.  This is yet another attempt to standardize the Exalted rules, and remove the ‘laundry-list’ syndrome that seems to permeate the system.''
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Note:  Damage caused by Anima banners does not use ping damage rules.  If your soak is equal to or higher than the damage, you take nothing.
 
Note:  Damage caused by Anima banners does not use ping damage rules.  If your soak is equal to or higher than the damage, you take nothing.
  
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:: ''Essence notes: This is the second largest change to the current system in this document (the first being charms).  While I see the value in the current resource-driven system, I decided that it led to undesired tactics.  Players would either horde their essence (especially for fear of giving themselves away if anathema), or go for broke, burning themselves out, making long combats a chore if the fight didn’t end quickly.''
 
:: ''Essence notes: This is the second largest change to the current system in this document (the first being charms).  While I see the value in the current resource-driven system, I decided that it led to undesired tactics.  Players would either horde their essence (especially for fear of giving themselves away if anathema), or go for broke, burning themselves out, making long combats a chore if the fight didn’t end quickly.''
  
 
:: ''I’ve always been a fan of the versatility and tactical flow created by Multipowers and Variable Power Pools in the HERO system.  I tried to bring this over to Exalted.  However, I also like encouraging players to hold back for dramatic value, and thus the Power Level system (stolen from DBZ, in truth). This gives the players more options in utilizing their power, while at the same time simplifying the whole thing, I feel.  Tracking current anima banners, worrying about personal essence and peripheral essence, the frustration of running out….all of these and more led me to this system.  I think it reflects a truer ideal of the power and rhythm of Exalted.''
 
:: ''I’ve always been a fan of the versatility and tactical flow created by Multipowers and Variable Power Pools in the HERO system.  I tried to bring this over to Exalted.  However, I also like encouraging players to hold back for dramatic value, and thus the Power Level system (stolen from DBZ, in truth). This gives the players more options in utilizing their power, while at the same time simplifying the whole thing, I feel.  Tracking current anima banners, worrying about personal essence and peripheral essence, the frustration of running out….all of these and more led me to this system.  I think it reflects a truer ideal of the power and rhythm of Exalted.''
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#Regular Armor
 
#Regular Armor
#One-handed Weapon, Shield
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#1h Weapon, Shield
 
#Heavy Armor
 
#Heavy Armor
#Two-handed Weapon
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#Two handed Weapon
 
#Superheavy Armor
 
#Superheavy Armor
  
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:: ''On another note, the level of a two-handed weapon artifact has been increased for a simple reason.  Using the above chart, the three major Melee fighting styles now require 4 points of artifacts to be fully equipped.  1h Weapon + Shield costs 4 dots, 1h Weapon x 2 costs 4 dots, and a two-handed weapon costs 4 dots, leading to a pleasing balance.''
 
:: ''On another note, the level of a two-handed weapon artifact has been increased for a simple reason.  Using the above chart, the three major Melee fighting styles now require 4 points of artifacts to be fully equipped.  1h Weapon + Shield costs 4 dots, 1h Weapon x 2 costs 4 dots, and a two-handed weapon costs 4 dots, leading to a pleasing balance.''
 
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==Stunts==
 
==Stunts==
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* Regain 1 point of temporary willpower for a level 2 stunt, 2 points for a level 3
 
* Regain 1 point of temporary willpower for a level 2 stunt, 2 points for a level 3
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* Gain the Level of the Stunt in points of temporary Essence Pool, that can be immediately committed as normal, but vanish immediately after the stunt completes.  Effects of charms activated with these points fade with the points. (See [[Exalted_Redux:Characters#Essence|Essence]] for explanation of Essence Pools)
  
 
* May immediately increase (not decrease) your Power Level by a number of steps equal to the level of the stunt, up to the normal limit of Permanent Essence.  This is in addition to the one-step Power Level shift you get at the start of your action.  (See [[Exalted_Redux:Characters#Essence|Essence]] for explanation of Power Levels)
 
* May immediately increase (not decrease) your Power Level by a number of steps equal to the level of the stunt, up to the normal limit of Permanent Essence.  This is in addition to the one-step Power Level shift you get at the start of your action.  (See [[Exalted_Redux:Characters#Essence|Essence]] for explanation of Power Levels)

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