MartialArts/NaturalSolarCharms

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These charms are natural developments of Solar Hero and Unconquered Hero style. They may only be learned by Solars and Moonshadow Caste Abyssals.

Comments

These are the majority of my 1E Brawl Charms. Many of my Solar Brawl charms that were "weird" were converted to a companion style for Solar Hero Style, MartialArts/UnconquerableHeroStyle . -- IsawaBrian

Turned Stand Against the Waves into Brilliant Sunlit Defense, a Step 6 perfect defense. Also, I rated a lot of these charms as being more expensive than usual because they're based off Martial Arts Charms, which aren't, usually, as powerful as Solar ones; I decided to degrade efficiency rather than output in this case. However, I'm starting to think that I should return the efficiency to normal and keep the output anyway, since they're Solar-only. -- IsawaBrian

Just adding an opinion that yes, Solar-only Martial Arts charms should be as powerful and efficient as other Solar charms. MA may be cross-platform, but it's not the raw power of Solars. As a Solar, you can either go with Sun Hero Style, and thus get access to your true inner power, or you can diversify, gaining other weird powers, but not taking advantage of the fact that yes, you are better than everyone. Plus, it means that Solar brawlers and martial artists won't always be weaker than their melee counterparts. -- GreenLantern

I agree with GL. I would also like to note 2 things. one is in regard to unarmed defenses. You made them A little more expensive, which is as it should be, I suppose. However, I suggest that you change the cost so thal parrying of lethal cost more if you have no other means of doing so.

exemple: MA HGD costs 3 if the attack is bashing or if you are armed or 5 m if you can't parry lethal attack normaly. Does that make any sense? ALso, regarding specific charms, The only one I found is your mass combat charms, tha allow you to overide the mass combat rules. I'd rather see them being War charms rather then specific combat charms for each ability. But maby , you have done that? -Azurelight

Alright; when I get home tonight, I'm going to return the Essence efficiency to normal. I'm not sure I'll make the split on unarmed attacks, though, especially since SSE is cheaper than HGD now. As for the mass combat stuff-- do you mean the nuke charms, or the presence warlord charms? The nuke charms are staying where they are; what War gets at similar Essence levels will, I assure you, be SCARY. The presence ones will be moving, though, yeah. -- IsawaBrian

Done -- IsawaBrian

Isawa; Just realised what the problem I had with your charms was: (I mentioned it months ago) I like them, put in som instances they lack diffrentiation. Alot of the Barwl charms are excactly the same as meele charms. While this is fina at a basic level, (about to the levle of the core book) I don't think it should continue to higher essence levels.. I admitt that this diffrentiation is hard, but I think it is important,since ther has got to be some reason to take meeleebefoyd lower mote cost. -Azurelight

(Finally getting back to this) In many ways, that's the point. I've added a lot of special effect charms, like the Shadowblade stuff in Melee, but as for certain basic effects-- multiattack, perfects, defenses, etc., there shouldn't be a difference in capability between the various Ability types. A martial artist and a swordsman should both be able to have the same scope in terms of output, with the differences being thematic, not mechanical. At least, to me. I want to put things so that no one has to say "Well, a meleeist is the only way to be a REALLY good Dawn," or "Only martial artists get Fully Independent Actions, so my archer is going to have to take MA to be a badass archer at the high-Essence levels." I want to develop the skeleton, and then go out into Other Stuff from there. -- IsawaBrian