XerExaltedLite/Charms
Charm Rules
- /Talents - See Talents
- /Spells - See Spells rules.
- /MartialArts - See Martial Arts 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.
I've developed some Charm guidelines that I've been using for my rebuilding project:
- Any form of dice or difficulty modifier should be a part of the /Talents
- 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.
- I've removed a lot of Charms based on funny mechanics. Particularly the limit-adding ones from Caste Book Zenith. There's nothing wrong with the idea, but they deserve a rewrite.
Combos
Combos work normally. The only change is that Reflexive Charms may be added to a Combo after its purchase.