XerExaltedLite/Charms

From Exalted - Unofficial Wiki
Revision as of 12:29, 28 November 2004 by Xeriar (talk)
Jump to: navigation, search

Charm Rules

  • /Talents - See Talents
  • /Spells - See Spells rules.
  • /MartialArts - See Martial Arts rules.

Talents replace a great number of Charms. Of those that they don't replace outright, many are made redundant or obsolete. This leaves us with a much more managable pool, though there are still several hundred of them.

Charms are Caste-Aligned now, instead of Ability-Aligned. They still have Ability prerequisites, however.

Martial Arts, with the raw nerfage it has gotten from upping the remaining Abilities, is getting a bit of an overhaul. Spell corrections involve a few problem spells, and strengthening the Solar and Void circles due to the increased Essence requirement.

I've developed some Charm guidelines that I've been using for my rebuilding project:

  1. Any form of dice or difficulty modifier should be a part of the /Talents
  2. For Essence 1-5 Charms, there should be little in the way of obsolescence. Overlap is fine. This doesn't need to hold true for Essence 6+ Charms because the Exalt's nature changes significantly. Even then, though, there should be at least a 2-Essence point difference.
  3. I've removed a lot of Charms based on funny mechanics. Particularly the limit-adding ones from Caste Book Zenith. There's nothing wrong with the idea, but they deserve a rewrite.

Combos

Combos work normally. The only change is that Reflexive Charms may be added to a Combo after its purchase.

Comments