Teflonshugenja/HouseRules

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Revision as of 10:10, 1 May 2006 by GreenLantern (talk) (Why make TWTT earlier in the tree?)
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House Rules

This is where I mention my own house rules for Exalted.

Anima Powers

The Twilight Anima ability is, as written, horribly overpowered. It is houseruled to subtract post-soak damage dice equal to the Exalt's Essence, rather than Health Levels.

Combos

I use a modification of the Combo construction rules found in Exalted 2E. Characters are assumed to always be striving to master their signature techniques, and so, Combos do not remain static - they are allowed to grow and evolve as a PC continues to develop his own unique moves, whether they be a powerful Martial Arts strike or the ability to Craft Artifacts in weeks instead of years. To reflect this, players are allowed to add a Charm to an existing Combo. Doing so costs experience points equal to the minimum Ability requirement of the Charm to be added, with an equal training time (measured in days). Players are also allowed to remove Charms from existing Combos; doing so costs no experience, but they are not compensated for the loss.

These changes represent a true evolution of the technique - if a player wishes to have multiple variations on a single Combo, s/he must develop multiple versions of the Combo and purchase them seperately.

Charm Changes

General

Several Martial Arts charms would add or subtract successes from Join Battle rolls: Striking Cobra Technique, Lightning Draw Stance, and Distracting Finger Gesture Attack leap to mind. These are houseruled to add or subtract dice from a person's Join Battle pool rather than successes.

Individual Charms

Second Edition fixed 90% of the problems I had with First Edition's Charm trees. There are still a few that could use tweaking, though.

One Weapon, Two Blows: Change to allow the Exalt in question to spend up to her Essence in motes to power this Charm. Each mote spent on the Charm improves the Accuracy and Rate of the weapon by 1 until her DV next refreshes.

Tiger Warrior Training Technique: This Charm now only requires that the character know any one War Excellency.

Memory-Reweaving Discipline: This Charm no longer requires Phantom-Conjuring Performance as a prerequisite.

Armored Scout's Invigoration: This Charm no longer has any prerequisites.

Spirit Strengthens the Skin: This Charm now reduces pre-soak damage by 2 for every mote spent.

Friendship With Animals Approach: This Charm no longer requires Majestic Radiant Presence as a prerequisite.

Harmonious Academic Methodology: This Charm now only requires that the character know any one Lore Excellency.

Wyld-Shaping Technique: This Charm now only requires that the character know any one Lore Excellency.

Comments

Just one question. I notice that Tiger-Warrior Training Technique is now much more reachable by more characters. What's the intended purpose of this? To increase the number of soldiers, and add a more militaristic feel? Or some other reason? -- GreenLantern