Difference between revisions of "XerExaltedLite/Charms"

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== Charm Rules ==
 
== Charm Rules ==
* [[XerExaltedLite/Charms/Talents]] - See Talents
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*[[XerExaltedLite/Charms/Talents]] - See Talents
* [[XerExaltedLite/Charms/Spells]] - See Spells rules.
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*[[XerExaltedLite/Charms/Spells]] - See Spells rules.
* [[XerExaltedLite/Charms/MartialArts]] - See Martial Arts rules.
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*[[XerExaltedLite/Charms/MartialArts]] - See Martial Arts rules.
 
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Talents replace a great number of Charms.  Of those that they don't replace outright, many are made redundant or obsolete.  This leaves us with a much more managable pool, though there are still several hundred of them.
 
Talents replace a great number of Charms.  Of those that they don't replace outright, many are made redundant or obsolete.  This leaves us with a much more managable pool, though there are still several hundred of them.

Revision as of 01:18, 6 April 2010

Charm Rules


Talents replace a great number of Charms. Of those that they don't replace outright, many are made redundant or obsolete. This leaves us with a much more managable pool, though there are still several hundred of them.

Charms are Caste-Aligned now, instead of Ability-Aligned. They still have Ability prerequisites, however.

Martial Arts, with the raw nerfage it has gotten from upping the remaining Abilities, is getting a bit of an overhaul. Spell corrections involve a few problem spells, and strengthening the Solar and Void circles due to the increased Essence requirement.

Combos work normally. The only change is that Reflexive Charms may be added to a Combo after its purchase.

I've developed some Charm guidelines that I've been using for my rebuilding project, modified from general construction observations and some mockiness:

  1. For Essence 1-5 Charms, there should be little in the way of obsolescence. Overlap is fine. This doesn't need to hold true for Essence 6+ Charms because the Exalt's nature changes significantly. Even then, though, there should be at least a 2-Essence point difference.
  2. Charms that are die and success adders are naturally gone, a part of the now revamped Talents.
  3. Charms universal to the Exalted (or should be) also got moved to Talents
  4. Several Charms were removed due to incompatible and otherwise potentially funky mechanics.
  5. Charms that generate a perfect effect should usually be removed. If the character could achieve the effect with enough successes, it is normally a function of the Talent anyway.

The last point is the function I'm on now - what kind of Charms will remain. Looking at what I'm doing with the Dragon Blooded as a guideline, I'm thinking that a Charm should have the following properties:

  1. Cannot be duplicated with successes, especially for the Celestial Exalted. While a mortal observer may be muddled, the only real explanation is magic.
  2. Powerful. A single Charm in a given Ability tree ought to circumvent a major problem, and do so well and with style.
  3. Unique. Charms should have effects that, at least within two levels of Essence above and below, are not duplicated or superceded. However, permission is given to have two Charms solve the same problem in different ways. Two weapon retrieval Charms could work, one calling the blade from anywhere directly to your hand, while the other passes the intervening distance, attacking enemies on its way.
  4. Cool. I might be a little biased, but grabbing branches and shooting them with my bow is not as cool as throwing them at my enemies with the speed and force of a tornado.

Right now, I've just got a pruned list of cannon Charms with a few House Rules attached to them. I think I can do better, though, and create a list that is easier for players to parse and superior overall.

My end goal is roughly 100 Solar Charms, which all told encompass everything the current set does. Abyssals might be reduced to 50, Sidereals and Lunars a little less.

Not all of my Path work is online for the Dragon-Blooded. I will probably have to prune things but I like the general look so far - though I think the costs of Paths should be increased, perhaps putting them up like Traits are.

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