Difference between revisions of "FrivYeti/SystemCracking"
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[[FrivYeti/SystemCrackEssence | Revised Essence Rules]] <br> | [[FrivYeti/SystemCrackEssence | Revised Essence Rules]] <br> | ||
[[FrivYeti/SystemCrackDamage | Revised Damage Rules]] <br> | [[FrivYeti/SystemCrackDamage | Revised Damage Rules]] <br> | ||
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− | + | [[FrivYeti/SystemCrackArmor | Revised Armor Rules]] <br> | |
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=== Charm Changes === | === Charm Changes === | ||
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Revision as of 19:45, 27 April 2007
Back to FrivYeti
System Crack
The following rules are a massive alteration to the system of Exalted, designed to fundamentally alter the manner in which combat operates. It should be considered almost entirely theoretical at the moment, as it will use a variety of rules that I have worked out on paper, but have yet to spend excessive practice time on.
Concept
The general concept of System Crack is threefold:
1) Reduce perfect effects by increasing the frequency and decreasing the lethality of hits in Celestial-level combat. 2) Allow high-Essence characters to fight each other without serious problems. 3) Make Dexterity less awesome in physical combat.
Basic Rules Changes
Revised Essence Rules
Revised Damage Rules
Revised Weapon Rules
Revised Armor Rules
Charm Changes
The above, while interesting in its way, is not very useful without major changes to the way that Charms operate. The following pages detail the (rather extensive) changes made to decrease the all-powerful nature of many Charms connecting, in order to reduce the desperate need to avoid ever getting hit. Note that this mildly downpowers Exalts; hopefully, this will be counteracted by their increased Hardness and Overwhelm.
Solar Charms
Lunar Charms
Terrestrial Charms
In addition, the System Crack will be using my High-Essence Charm modifications.