Difference between revisions of "TheHoverpope/StrengthTables"

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Latest revision as of 01:18, 6 April 2010

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Strength

St+ATH   Lift   Feat
1.       80     Lift a capybara, a full suit of plate, or a talent of jade
2.       160    Lift a man, break a pine board with a kick
3.       250    
4.       350
5.       450
6.       550    Lift a fully grown lion, throw a man
7.       700
8.       850
9.       1000   Lift a horse
10.      1300   
11.      1600
12.      1900   Lift a camel
13.      2200   Lift a laden warhorse
14.      2500   Lift a scout warstrider
15.      3000   Lift an elephant; throw a camel
16.      3500   
17.      4000   Lift a common warstrider
18.      5000   
19.      6000   Lift a Celestial Lion. Not the face!
20.      7200   
21.      8640   
22.      10368  
23.      12441  Lift a juggernaut warstrider
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26.      21500  
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29.      37200  
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31.      53500
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34.      93000  Throw a caravel

Rules: Beyond 18, the amount that one may lift is equal to the previous level x 1.2. The strength in pounds is what one is capable of lifting. One is capable of moving at full speed carrying one third of that value, and can throw one third of that value. No idea what sort of range that should have. Note that this is the value in pounds, not the Strength + athletics.

Alright. Here's my issue. And yes, this will make the game arguably less cool. The strength table in Exalted is way out of whack. Why is the difference between st+ath 11 and 12 tiny? Why, when a yeddim is larger than an elephant, is it harder to lift an elephant? Why do none of the numbers of pounds given make any sense? This is my attempt at a revision, although it does downgrade the power of strength based characters a touch at the lower levels. Now, I have a character with str 8, athletics 4, and soon, if I ever get experience, Thunder's Might and Ten Ox Meditation, with a willpower of 6. Thus, 36. Because those charms quite pointedly do not cap at attribute+ability. Sweeeeeet. So I need some Cascade of Cutting My Ship.

When I was revising this, I was having some issues. I was thinking "With the power levels you can get with the athletics charms, a solar can fairly easily get str + ath 30. The way I am changing this, they could move all sorts of things that they can't according to the table!" Then I realised that, yes, they can. And that is a good thing. Solars do crazy shit, and I forgot. I've changed it to a geometric growth, because otherwise the athletics charms are sort of silly and useless at really high levels.