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		<title>Epsilon/MartialArts - Revision history</title>
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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Epsilon/MartialArts&amp;diff=14515&amp;oldid=prev</id>
		<title>Epsilon: Yet Another Take on Martial Arts</title>
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				<updated>2004-04-19T12:45:16Z</updated>
		
		<summary type="html">&lt;p&gt;Yet Another Take on Martial Arts&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Yet Another Take On Martial Arts =&lt;br /&gt;
&lt;br /&gt;
Many people have complained about Martial Arts being the &amp;quot;uber&amp;quot; ability of&lt;br /&gt;
Exalted game play. Both the fact that is universal to all Exalt types, that it&lt;br /&gt;
seems to be able to accomplish anything, and that it &amp;quot;overpowers&amp;quot; many other&lt;br /&gt;
abilities. I won't get into that argument here.&lt;br /&gt;
&lt;br /&gt;
However I like many of the martial arts Charms and Styles as written, and like&lt;br /&gt;
the symbology and flavor that martial arts has taken on in the game system. I&lt;br /&gt;
just don't like its general ability to do anything while ignoring the usefulness&lt;br /&gt;
of other Abilities (such as Athletics, Stealth and so on). That being said, many&lt;br /&gt;
solutions to this problem have been presented. Some involve adding multiple new&lt;br /&gt;
prerequisite Ability scores to Martial Arts charms, others to eliminating the&lt;br /&gt;
Martial Arts ability all-together.&lt;br /&gt;
&lt;br /&gt;
== THE IDEA ==&lt;br /&gt;
&lt;br /&gt;
I don't want to eliminate the Martial Arts ability at all. However, not all&lt;br /&gt;
Styles are based on Martial Arts, in fact, most of them are NOT. Each style is a&lt;br /&gt;
cascade of Charms built on a separate Ability score.&lt;br /&gt;
&lt;br /&gt;
This means that the Style is now a subset of Charms for that Ability, much like&lt;br /&gt;
there are Solar Archery Charms and Sidereal Archery Charms there would now be&lt;br /&gt;
Martial Arts Archery Charms. This also makes the new book-keeping incredibly&lt;br /&gt;
simple. Just change all reading of the words &amp;quot;Martial Arts&amp;quot; in the Charm&lt;br /&gt;
description as a reading of the appropriate Ability score (for the use of&lt;br /&gt;
Martial Arts minimums, adding to dice pools, maximum damage adds and so on).&lt;br /&gt;
&lt;br /&gt;
I like this idea, because I think its fairly easy to link each existing&lt;br /&gt;
Celestial style to a separate Ability score, as follows.&lt;br /&gt;
&lt;br /&gt;
Snake Style is based on Martial Arts.\\&lt;br /&gt;
Tiger Style is based on Athletics.\\&lt;br /&gt;
Mantis Style is based on Brawl.\\&lt;br /&gt;
Ebon Shadow Style is based on Stealth.\\&lt;br /&gt;
Hungry Ghost Style is based on Occult.\\&lt;br /&gt;
Air Dragon Style is based on Lore.\\&lt;br /&gt;
Earth Dragon Style is based on Resistance.\\&lt;br /&gt;
Fire Dragon Style is based on Dodge.\\&lt;br /&gt;
Water Dragon Style is based on Larceny.\\&lt;br /&gt;
Wood Dragon Style is based on Medicine.\\&lt;br /&gt;
Violet Bier of Sorrows Style is based on Melee.\\&lt;br /&gt;
Celestial Monkey Style is based on Endurance.\\&lt;br /&gt;
Dreaming Pearl Courtesan Style is based on Socialize.\\&lt;br /&gt;
Righteous Devil Style is based on Archery.\\&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similarly the Terrestrial and Sidereal Styles are also based on different&lt;br /&gt;
Abilities.&lt;br /&gt;
&lt;br /&gt;
Five Dragon Style is based on Martial Arts.\\&lt;br /&gt;
Crimson Pentacle Blade Style is based on Melee.\\&lt;br /&gt;
Charcoal March of Spiders Style is based on Occult.\\&lt;br /&gt;
Prismatic Arrangements of Creation is based on Martial Arts.\\&lt;br /&gt;
Citrine Poxes of Contagion is based on Medicine.\\&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;gateway&amp;quot; Charms (Spirit Sight, Spirit Mastery and the alternatives form the&lt;br /&gt;
Player's Guide) are all Charms based on the Martial Arts ability.&lt;br /&gt;
&lt;br /&gt;
Nothing says that two styles couldn't be based on the same Ability, though I&lt;br /&gt;
think the choices I used above are all thematically appropriate and I liked the&lt;br /&gt;
idea of Martial Arts Styles each deriving from a different Ability at each power&lt;br /&gt;
level. It opens the door to some neat mental exercises designed styles based on&lt;br /&gt;
Abilities like Linguistics, Sail, Survival and others that I like.&lt;br /&gt;
&lt;br /&gt;
One notable thing about this is that it allows for the possibility of deriving&lt;br /&gt;
purely splat specific &amp;quot;generic&amp;quot; Martial Arts charms, that would only be&lt;br /&gt;
available for that splat (for every splat except Lunars and Alchemicals, who&lt;br /&gt;
rely on Attributes, not abilities, anyway). Also, its gets kind of confusing to&lt;br /&gt;
refer to Charms as Martial Arts Charms, but a better name eludes me.&lt;br /&gt;
&lt;br /&gt;
== RULES ==&lt;br /&gt;
&lt;br /&gt;
To use the option presented above you would need to incur the following changes&lt;br /&gt;
to the basic Charm rules.&lt;br /&gt;
&lt;br /&gt;
1: All Martial Arts Charms may be freely comboed with any other Martial Arts charm&lt;br /&gt;
as long as they obey the normal rules for Combos.&lt;br /&gt;
&lt;br /&gt;
2: Martial Arts Charms may NOT be comboed with non-Martial Arts Charms, even if&lt;br /&gt;
they are derived from the same ability, unless the Charm may be explicitly&lt;br /&gt;
comboed with Charms of other abilities or is Reflexive.&lt;br /&gt;
&lt;br /&gt;
3: Alternatively, disallow non-Martial Arts Charms from being comboed even if they&lt;br /&gt;
&amp;lt;i&amp;gt;are&amp;lt;/i&amp;gt; explicitly allowed, for flavor or balance or whatever reason you&lt;br /&gt;
prefer.&lt;br /&gt;
&lt;br /&gt;
4: The minimum Ability requirement for the Charm changes from Martial Arts to the&lt;br /&gt;
appropriate Ability, regardless of how high his Martial Arts ability is (unless,&lt;br /&gt;
of course, the Ability in question is the Martial Arts ability). The minimum&lt;br /&gt;
Essence requirement remains unchanged.&lt;br /&gt;
&lt;br /&gt;
5: The character must buy the Charm (with Freebie or Experience points) as if it&lt;br /&gt;
was a Charm of that Ability, regardless of whether he favors the Martial Arts&lt;br /&gt;
Ability or not. Thus if the base Ability is &amp;lt;nowiki&amp;gt;Caste/Favored/Aspect/Auspicious&amp;lt;/nowiki&amp;gt; the&lt;br /&gt;
character pays the reduced cost, if it is not, he pays full price. Lunars always&lt;br /&gt;
pay full price for Martial Arts charms, regardless of whether they Favor the&lt;br /&gt;
ability in question. The caveat to number four applies here as well, of course.&lt;br /&gt;
&lt;br /&gt;
6: In the text of the Charm, replace all mentions of the word Martial Arts with&lt;br /&gt;
the appropriate base Ability to determine all effects of the Charm such as&lt;br /&gt;
duration, bonuses, penalties and so on. The only exception is attack rolls,&lt;br /&gt;
which are always made with the characters Dexterity + Martial Arts dice pool.&lt;br /&gt;
&lt;br /&gt;
7: The maximum dice-adder bonus for any Martial Arts charm for any Exalt&lt;br /&gt;
regardless of splat is their full Attribute + Ability pool. The Ability in&lt;br /&gt;
question is &amp;lt;i&amp;gt;always&amp;lt;/i&amp;gt; the base ability of the Style. If two or more styles&lt;br /&gt;
are combined, use the &amp;lt;i&amp;gt;lower&amp;lt;/i&amp;gt; of the two values. Combining multiple styles&lt;br /&gt;
requires equal mastery of both styles to be efficient.&lt;br /&gt;
&lt;br /&gt;
== COMMENTS ==&lt;br /&gt;
&lt;br /&gt;
* Back to [[Epsilon]]&lt;/div&gt;</summary>
		<author><name>Epsilon</name></author>	</entry>

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