Search results

From Exalted - Unofficial Wiki
Jump to: navigation, search
  • By the way, there's a game design purpose for all the Occult rolls in Sorcery. It's to prevent the Law of Mu ...shaping time and concentration are required, as you are applying a general theory to a specific instance. Rote memorization, seems much less cool to me. Any
    75 KB (13,044 words) - 01:46, 9 June 2010
  • ...aid above). My personal guess here would feed into the (slightly obvious) theory that's going around, that sorcery came from the Yozis rather than the gods. ...h. And again, thanks; I do appreciate the comments (don't worry about the theory).<br>~ [[Shataina]]
    40 KB (7,026 words) - 01:47, 9 June 2010
  • ...shouldn't be giving the player points -- it should be a less-than-optimal design option that's only taken because the builders simply don't have the experti :::Ah, the "thwart the minmaxers!" theory. Actually, "Exalted" isn't about point-balancing and eking out power for m
    23 KB (4,115 words) - 01:49, 9 June 2010
  • ...compartment hidden there. "Hey! The bulbous bow is an advanced hydromantic design!" ...stabbing at the one behind it to pin four tentacles into pairs. Or so the theory goes. And by the Sun, they're *HOT*.
    35 KB (6,411 words) - 01:57, 9 June 2010
  • ...ed only be Essence, making it less of a pain to use on a regular basis. In theory, with a tiny hearthstone, you can keep HPM up all of the time. There's no w ...nd totally speedbumps Lister-Swaying Argument, which I don't think is good design - [[Kraken]] ''voicing some concerns.''
    55 KB (9,599 words) - 02:32, 9 June 2010
  • ;[[TheGatesOfCreation/StuntTheory|Stunt Theory]]: ...hat befitted their power, and their Little Gods were integrated into their design and construction, requiring the deity's active co-operation in the full use
    19 KB (3,324 words) - 03:14, 9 June 2010
  • <i>That's the theory. </i> ...nt in the grand scheme of the Ultimate System then any other (at least, in theory). Instead when they were created each Goddess was given a Job. A particular
    54 KB (9,057 words) - 05:07, 29 January 2013
  • ..."I would assume not; I doubt the exposed roots were part of the original design, and thus removing them will be necessary rather than damaging. Needless to ...ackling with another mote of Essence, he tries to simulate the Manse's own design and temporarily fix its damaged currents.
    47 KB (8,398 words) - 04:18, 9 June 2010
  • ...r Crane Stance and Staff, but attack barehanded with a different style? In theory, for 2m, you can pop your weapon in and out like lightning... -- [[GregLink **My only concern is that in cannon Sidereal can not design their own charms. The can create new spells or MA charms but not charms for
    6 KB (956 words) - 04:20, 9 June 2010
  • ...or weapon design in <i>Exalted</i>, specifically in Power Combat. My basic design philosophy encompasses some of the following ideas:<br> == An Argument from Design? - Trithemius' Weapon Theory ==
    15 KB (2,580 words) - 04:22, 9 June 2010
  • ...tangental to your detailed proposal; if you want to spar over game design theory stuff, we should probably get a Discussion :) - [[DS]]
    9 KB (1,596 words) - 04:42, 9 June 2010
  • ...ing mechanic (Play from a Neph rulebook in the Borgstrom style) than is to design a new mechanic that both fits the flavor text and is well-balanced against ...do in a session. I belive both styles (crunchy and lite) are valid in both theory, and practice. With that being said I do prefer the less rules heavy more f
    37 KB (6,578 words) - 20:16, 12 June 2010
  • ..., and just (as you mention) have a giant furnace of sorts. As long as your design doesn't have any essence build-up, it won't explode, and you'll be good.</i ...and owner-annoyance) as destroying a proper cap would. Just an alternative theory."</i>
    16 KB (2,612 words) - 18:43, 7 September 2017
  • ...and owner-annoyance) as destroying a proper cap would. Just an alternative theory. -- [[GreenLantern]] ..., and just (as you mention) have a giant furnace of sorts. As long as your design doesn't have any essence build-up, it won't explode, and you'll be good. Th
    18 KB (2,896 words) - 10:05, 12 October 2010
  • The Infernals are not an ideal design. And they're carrying out a decidedly ''non-simple'' goal. And they're not : ''They're not an ideal design, no. That's another very important part of the myth-cycle of hell. Potent a
    39 KB (7,002 words) - 02:59, 1 November 2010
  • ...statted out, but it seems like an interesting sort of experiment in design theory. Partially, what sort of things does a creature of this magnitude do when i
    23 KB (3,966 words) - 22:05, 24 December 2010
  • == Design Goals == The second design principle is that this should be, eventually, a complete splat. That means
    27 KB (4,794 words) - 06:14, 4 April 2012
  • ...that Authochthon and/or Lytek explained to the Celestines exactly what the design was and how it works, and they may in turn have passed that knowledge on to ...prefer to choose the first method. It is much more difficult, but can (in theory) be done in secret, without drawing the immediate attention of - or pledgin
    13 KB (2,345 words) - 01:53, 11 May 2015
  • ...sus Alchemicals are bodily akin to Warstriders. For an Essence 6 Colossus, design a Common or Scout Warstrider to serve as her body. Soak bonus and Mobility ...al Alchemicals, and all have Essence Minimums of 6 or 7. While they can in theory be installed by Eclipse Solars or others who can learn Alchemical charms, t
    29 KB (4,717 words) - 09:06, 5 January 2018
  • Wyr'palja authored a series of books containing equal parts theory and practice, starting from nothing and guiding the reader into the art of ...possible through these charms. No one has yet managed to figure out how to design charms for the last two circles, but the three charms that are known appear
    59 KB (9,639 words) - 22:48, 2 November 2015

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)