Difference between revisions of "FrivYeti/SystemCracking"

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(I like it.)
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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>
[[FrivYeti/SystemCrackWeapons | Revised Weapon Rules]] <br>
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[[FrivYeti/SystemCrackCombat | Revised Combat Rules]] <br>
[[FrivYeti/SystemCrackArmor | Revised Armor Rules]] <br>
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=== Equipment Changes ===
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[[FrivYeti/SystemCrackWeapons | Revised Weapon Rules and Mundane Weapons]] <br>
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[[FrivYeti/SystemCrackAWeapons | Revised Artifact Weapons]]<br>
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[[FrivYeti/SystemCrackArmor | Revised Armor Rules and Mundane Armor]] <br>
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[[FrivYeti/SystemCrackAArmor | Revised Artifact Armor]] <br>
  
 
=== Charm Changes ===
 
=== Charm Changes ===
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===== Comments =====
 
===== Comments =====
 
Doing almost the same thing myself but from quite a different angle, I approve of any effort to change the system for the better, and I'll be watching with interest. I already like the overwhelm vs hardness damage calculation, and the extra HLs vs guaranteed damage. New keywords look good too. Keep it up! <br> -- [[Darloth]]
 
Doing almost the same thing myself but from quite a different angle, I approve of any effort to change the system for the better, and I'll be watching with interest. I already like the overwhelm vs hardness damage calculation, and the extra HLs vs guaranteed damage. New keywords look good too. Keep it up! <br> -- [[Darloth]]
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: Thanks! I'll see if I can... - FrivYeti

Revision as of 19:29, 1 May 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 Combat Rules

Equipment Changes

Revised Weapon Rules and Mundane Weapons
Revised Artifact Weapons

Revised Armor Rules and Mundane Armor
Revised Artifact Armor

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.

New Keywords

Solar Charms
Lunar Charms
Terrestrial Charms

In addition, the System Crack will be using my High-Essence Charm modifications.

Elder's Insights

Comments

Doing almost the same thing myself but from quite a different angle, I approve of any effort to change the system for the better, and I'll be watching with interest. I already like the overwhelm vs hardness damage calculation, and the extra HLs vs guaranteed damage. New keywords look good too. Keep it up!
-- Darloth

Thanks! I'll see if I can... - FrivYeti