DariusSolluman/StorytellingCharmConversion
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Revision as of 13:57, 25 March 2005 by DariusSolluman (talk)
The biggest Charm conversion difference is in defensive Charms. This primarily means that the dice caps for attack and defense tend to become different.
Athletics subsumes Dodge, for Charm purposes.
- Solars and Abyssals can add up to their Skill to their Defense.
- Dragonblooded can add dice up to their number of applicible Specialities, to a maximum of 3, to their Defense.
- Lunars can add up to their Defense (the lower of their Dexterity or Wits). They can also buy Armor up to half their Stamina.
- Sidereals can add up to their Essence to their Defense.
These simply replace the old requirements.
Now, on the other hand, since Defense has a base value now, it'd be effectively 1/4 the price of attack if the 2 dice per mote was kept. So the cost of Defensive Charms needs to be on par with offensive Charms.
... Meh. That math doesn't work out. Mur...