DariusSolluman/StorytellingCharmConversion

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Revision as of 13:57, 25 March 2005 by DariusSolluman (talk)
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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...