Difference between revisions of "Blaque/EquipmentChanges"

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=== Mundane Weapons ===
 
=== Mundane Weapons ===
First off, I'm using Power Combat, so most of these will involve the stats of some weapons about.  I'd add this to the FixPowerCombat area, but right now, I don't feel like having to double-post or link a couple times.
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First off, I'm using Power Combat, so most of these will involve the stats of some weapons about.  I'd add this to the [[FixPowerCombat]] area, but right now, I don't feel like having to double-post or link a couple times.
  
 
With that, changes!
 
With that, changes!
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* <b>Long Powerbows</b> - These have Rate 3 in PC, not Rate 2.
 
* <b>Long Powerbows</b> - These have Rate 3 in PC, not Rate 2.
 
* <b>Reaper and Straight Daiklaves</b> - The Rates of these should be swapped.
 
* <b>Reaper and Straight Daiklaves</b> - The Rates of these should be swapped.
* <b>Short Daiklave</b> - The PC chart is in errorIndividual short daiklaves cost Artifact o.  A pair cost oo, o for users of Dynastic or Lookshy Artifact, or Arsenal.
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* <b>Short Daiklave</b> - The PC chart takes into account the weapon's raised stats (Rate 6)As such, assume that one of these is Artifact oo, and a pair is Artifact ooo, as above.
* <b>Skycutters</b> - Assume these are the material bonuses for Artifact throwing weapons in general.  Slings of deadly prowess are esplicit exceptions.
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* <b>Skycutters</b> - Assume these are the material bonuses for Artifact throwing weapons in general, unless the weapon says otherwise like iht gyroscopic chakrams and slings of deadly prowess.
  
 
=== Artifact Armor ===
 
=== Artifact Armor ===
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====  Commitment ====
 
====  Commitment ====
As wtih weapons, there is now a standard price for Artifact armor.  The values are as follows:
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Armor uses the listed commitment most of the time.  This is partialy to amke sure that there is still some balance between Artifacts that are the same dot-value now.  For example, a reinforced buff jacket is still 4, and articulated plate is still 6.  However, custom armors from now on in my game use the following baseline rates, give or take based on the soak value of the armor.  Assume these as guidelines, more then the hard and fast rules of the weapon commitment.
 
:o - 2 motes
 
:o - 2 motes
 
:oo - 5 motes
 
:oo - 5 motes

Latest revision as of 01:15, 6 April 2010

Equipment Changes

The following are mainly a bunch of things I think needed some tweaking in the various books about, and are what I'm using until further notice basically. Comments, suggestions, and ideas are welcom, of course.

Mundane Weapons

First off, I'm using Power Combat, so most of these will involve the stats of some weapons about. I'd add this to the FixPowerCombat area, but right now, I don't feel like having to double-post or link a couple times.

With that, changes!

  • Cestus - Speed is now -3.
  • Fighting Gauntlet - Damage is now +4B, remains piercing.
  • Fist - Speed is now -3, damage is now +0B.
  • Lance - Add +5 to the damage modifier on a charge.
  • Mace/Hammer - Damage is now +4L, remains piercing.
  • Sledge - Damage is now +6L, remains piercing.

Artifact Weapons

Commitment Costs

Commitment on Artifact weapons is now based on its dot rating. Since the prices in Savant & Sorcerer were a bit weird, I decided to do my own list. as follows:

o - 3 motes
oo - 5 motes
ooo - 8 motes
oooo - 11 motes
ooooo - 15 motes

Dot Ratings

Also, Artifact weapons with oooo or ooooo dots use the "mundane" weapon's stats, with additional supernatural properties, rather then just better stats. So no five-dot daiklaves that just have really good stats and whatnot, they'll do cool stuff like Daiklaves of Conquest or Flying Silver Dream. Weapons that are designed to come in pairs cost their paired cost, sans one dot. This makes most Artifact o weapons that are meant for both hands (smashfists and razor claws) come in pairs for free, while things like small dragon sigh wands cost oo each, so a pair is ooo. Short daiklaves are assumed to be normally be meant for single-use, and so cost a dot each.

Weapon Changes

  • Dire Lance - +5L additional damage on a charge.
  • Grimcleavers - Grimcleavers, now axes now, can be used like a hatchet and thrown. They have the statistics of Acc +2, Dmg +7L, Rate 3, Range 20. They also return at the end of a turn for the cost of 1 mote.
  • Lightning Torment Hatchets - These have Artifact cost of ooo, rather then ooooo.
  • Long Powerbows - These have Rate 3 in PC, not Rate 2.
  • Reaper and Straight Daiklaves - The Rates of these should be swapped.
  • Short Daiklave - The PC chart takes into account the weapon's raised stats (Rate 6). As such, assume that one of these is Artifact oo, and a pair is Artifact ooo, as above.
  • Skycutters - Assume these are the material bonuses for Artifact throwing weapons in general, unless the weapon says otherwise like iht gyroscopic chakrams and slings of deadly prowess.

Artifact Armor

Artifact Ratings

The armors in Exalted now cost half their listed Artifact rating, round up. This also includes the chain shirt from Castebook: Dawn . This is in response to armor in later books being strictly better much of the time save for repair ratings, which actually can be avoided sometimes. Also, when one compares it, 14L/14B superheavy orichalchum armor is, IMHO, no more powerful then a +14L starmetal daiklave. In addition, Dragon-blooded are no longer penalized for building such items.

As with weapons, assume that Artifacts with more then three dots have special qualities, as seen with items such as Obsidian Sheath or dragon armor.

Hardness

I personally think that White Wolf pussyfooted the issue on hardness in armor a bit, not granting really much in the way of it. Artifact armors now have a hardness rating equal to half the soak for that type of damage. With this in mind, warstriders use their full soaks for hardness instead of the half listed in Savant and Sorcerer.

Commitment

Armor uses the listed commitment most of the time. This is partialy to amke sure that there is still some balance between Artifacts that are the same dot-value now. For example, a reinforced buff jacket is still 4, and articulated plate is still 6. However, custom armors from now on in my game use the following baseline rates, give or take based on the soak value of the armor. Assume these as guidelines, more then the hard and fast rules of the weapon commitment.

o - 2 motes
oo - 5 motes
ooo - 8 motes
oooo - 12 motes
ooooo - 16 motes

Note that some armors might have lower commitment due to not having as powerful stats (such as gunzousha and Myrmidon carapaces), repair ratings, and whatnot. these are listed within the Artifact's description.

Hearthstones

The following Hearthstones will be off limit to players. They are more plot device then anything, or they are such a headache that I don't want to deal with them:

  • Gem of Emerald and Sapphire
  • Gem of Incomperable Wellness
  • Gem of Perfect Mobility

Hearthstone Changes

The following Hearthstones have their text changes or are clarified:

  • Oathstones - These are Solar Aspected.
  • Windhand Gem - This grants the wielder up to the wielder's (Valor divided by two, round up) times, rather then unlimited.

Exceptionalizing

Perfect Equipment

Items can be made perfect by adding an additional dot tot he Resources cost of the item. The rules for perfect items are listed on page 105 of the Exalted Player's Guide.

Special Materials

There are a number of exotic materials mentioned in Scavenger Sons that are not ever simply mentioned as being exceptional items. Basically, if you make an item of one of these substances, they are ALWAYS exceptional, and so cost the additional points. Making them perfect is the limit. A perfect featehrsteel sword is still a perfect sword, its the feathersteel that helped make them that way.

There are actually some templates each follows, as follows:

  • Chiaroscuro Glass
    • Armor - +1L/+1B Soak, -1 Mobility Penalty
    • Melee Weapons - +1 Damage, +1 Defense, +1 Rate
    • Ranged Weapons - +1 Rate, +1 Range icrement
  • Feathersteel
    • Armor - -1 Fatigue, -1 Mobility Penalty
    • Melee Weapons - +1 Accuracy, +1 Defense, +1 Rate
    • Ranged Weapons - +1 Accuracy, +1 Range
  • Ironwood
    • Armor - +1L/+1B Soak, -1 Fatigue
    • Melee Weapons - +1 Accuracy, +1 Damage, +1 Defense
    • Ranged Weapons - +1 Damage, +1 Range Increment

In the case of Thrown weapons, choose from the Ranged and Melee stats that are modified. Firewands and crossbows don't add to damage or rate, but range or accuracy for their material may apply.

Comments

And that's that for now. Comments welcome.