Trueform/ChangedAbilities
I like the WoD division of abilities somwhat bether than the Exalted one. Mostly because the Exalted division gives no added information after the character creation process. And the checkboxes can be used to check both favored and cast abilities.
My main motivation for the creation of the new abilities is to make the character sheet a little less combat oriented. The whole reason why I myself did not like Exalted in the start was because it was so combat oriented. More recent releases like the Dragon-Blooded and Halta spat has made me change my mind about the game. But I still think we need a bether character sheet. Actually there are more combat stats on the originale Exalted sheet than on the D&D3e sheet. This is not a good thing.
Character sheet with these abilities are temporary unavailable.
My division is as follows:
- Talents - Abilities that can be learned with experience
- Awareness - as in the corebook
- Athletics - all agility based actions including dodge
- Endurance - as in the corebook
- Might - all strenght based actions like open doors and carry big load
- Presence - as in the corebook
- Resistanse - as in the corebook
- Socialize - as in the corebook
- Stealth - as in the corebook
- Style - Knowledge on how to look great and cool
- Skills - Abilities that can be learned with a teacher or intese practice
- Animal Ken - Training animals
- Archery & Thrown -Simply these two abilities as one. Else as in the corebook
- Bureaucracy - as in the corebook
- Investigation - as in the corebook
- Larceny - as in the corebook
- Martial Arts & Brawl - Brawl is a Martial arts form that uses strenght instead of dex on all rolls.
- Melee - as in the corebook
- Performance - as in the corebook
- Ride - as in the corebook
- Sail - as in the corebook
- Survival - as in the corebook
- Knowledges - Abilities that can be learned with books and studies or research
- Craft War as in the WarCraft page.
- Craft ... - as in the corebook, monks has immaculate order as a craft
- Linguistics - as in the corebook
- Lore History - knowledge of the history of the realm, the world or areas of the world
- Lore Spirit - spirit names, behaviour and courts
- Lore Law - knowledge on the law i theory and practical use
- Lore Wyld - knowledge on the Wyld transmutations, fey and related topics
- Lore Nature - elemental knowledge, growing trees and herbs
- Medicine - as in the corebook
- Ritual - Doing magical rituals, recognizing magic
The Caste abilities for Dragonblooded are then divided like this:
- Air - Linguistics, Lore Spirit, Lore History, Ritual, Stealth, Archery&Thrown
- Earth - Awarness, Crafts, Endurance, MA/Brawl, Resistance, Might
- Fire - Athletics, Melee, Presence, Style, Socialize, Craft War
- Water - Bureaucracy, Investigation, Larceny, Sail, Lore Law
- Wood - Medicine, Performance, Ride, Survival, Animal Ken, Lore Nature
Changed or new Charms tree for Dragonblooded.
- [[Trueform]Trueform/DragonbloodedStyleCharms
- [[Trueform]Trueform/DragonbloodedPresenceCharms
- [[Trueform]Trueform/DragonbloodedAthleticsCharms
- [[Trueform]Trueform/DragonbloodedMightCharms
- [[Trueform]Trueform/DragonbloodedAnimalKenCharms
- [[Trueform]Trueform/DragonbloodedArcheryThrownCharms
- [[Trueform]Trueform/DragonbloodedMartialArtsCharms
- [[Trueform]Trueform/DragonbloodedRideCharms
- [[Trueform]Trueform/DragonbloodedSurvivalCharms
- [[Trueform]Trueform/DragonbloodedWarCraftCharms
- [[Trueform]Trueform/DragonbloodedHistoryLoreCharms
- [[Trueform]Trueform/DragonbloodedSpiritLoreCharms
- [[Trueform]Trueform/DragonbloodedLawLoreCharms
- [[Trueform]Trueform/DragonbloodedWyldLoreCharms
- [[Trueform]Trueform/DragonbloodedNatureLoreCharms
- [[Trueform]Trueform/DragonbloodedRitualCharms
- [[Trueform]Trueform/DragonbloodedGeneralLoreCharms
The following abilities have been removed:
- Occult - This have been replaced by ritual and the Lore abilities. No more "I know everything mystic" run of a mill-characters
- Lore - No more general lore. Lore is now like craft with the most common already stated
Since I also use my own [[Trueform]Trueform/ForcedTrainingtime system there are som additional rules regarding abillity type:
- Talents can be learned by normal training rules.
- Skills assumes a skilled teacher and good training conditioning. If these conditions are not met multiply the training time by (1.5 to 4)
- Knowledges assumes a great deal of books and a skilled teacher. If these conditions are not met multiply the training time by (2 to 20) at worst case the topic has to be researched.
This new division affects charms somewhat. This seems to be minor for Solars charms as relevant charm trees already exists.
New Lore charm trees have to be developed.
Note: The new number of abilites (31 vs original 25) is also more in line with the other WW games.
- Vampire 3ed has 30
- Mummy has 36
- Trinity has 33
- Aberrant has 35
- Mage SC has 33
- Vampire DA has 30
Comments
The reasont here were so few Abilities is to make things simple. It is this nifty rule of five thing going about that this system changes up a bit. Exalted isn't trying to be like the WoD. And if you look at AeonVerse, the place where Exalted's iteration of the ST system orignated, you'll note that they don't do the Talent / Skill / Knowledge thing either. I sorta see this as a bit of over complicating things more then needed.
I don't see any reason to why changing from 20 to 32 abillities makes the game more complex. I does make it less cartoonish. But I consider this a good thing. Anyway the rules part of Talent / skill / knowledge division is optional and is a much better way than a seemingly random divition that there is today. With skills moving around all the time depending on what exalted sheet you are looking at and not even beeing alphabeticly. Trueform