I am, for perhaps the first time in my GMing career, admitting defeat. Exalted 3e has broken me. Running a weekly game for a full-sized party was too much, and as the Charms added up my players were also starting to get overwhelmed. So we're making the switch to a high-power system that I do know how to work, Mutants and Masterminds. I've got a good handle on how I'm going to deal with anima (Complications), Caste powers, stuff like that-- but I'd appreciate some help from more experienced Exalts nailing down power levels for various sorts of enemies.
The players, Essence 2 Solars with ~80 xp, have been converted to Power Level 8 characters. That gives us a starting point. (For those unfamiliar, M&M's PL mechanic is a lot closer to Essence Level in Exalted than character level in D&D, and runs from 1 to 20. A typical party can take on an enemy 5 levels higher as a standard-issue boss battle). Looking at other types of supernatural being...
The players, Essence 2 Solars with ~80 xp, have been converted to Power Level 8 characters. That gives us a starting point. (For those unfamiliar, M&M's PL mechanic is a lot closer to Essence Level in Exalted than character level in D&D, and runs from 1 to 20. A typical party can take on an enemy 5 levels higher as a standard-issue boss battle). Looking at other types of supernatural being...
- Pure mortals can get up to PL 5
- Enlightened or empowered mortals (sorcerers, mutants, Immaculate monks, etc) would be, oh, between PL 4 and 7
- Dragonblooded would be between PL 6 and 8
- Celestial Exalts would be between PL 7 and 10
- Terrestrial gods and first-circle demons would be between PL 6 and 10
- High-tier gods and second-circle demons would be between PL 10 and 15
- Deathlords would be between PL 12 (Black Heron) and 17 (First and Forsaken Lion)
- The Incarnae and third-circle demons would be around PL 16-20
- Primordials would be PL X (beyond the normal scope of things)
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