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  • How I wish charms were written

    For the past few weeks, I've been working on a rewrite of the Charms chapter of the backer PDF. The core charms have a multitude of faults in my eyes - they are an excellent first draft, but only a first draft. There is a gem of a game carefully hidden inside the very rough backer PDF. Simply put, I *cannot* show this to players not already in love with Exalted - I've tried, I get laughed at. 650 pages is too much.

    This project is ongoing! Feel free to hop into the thread - no need to read the whole thing, just pick ability I've posted that's interesting to you and join in. Did I cut your favorite charm? Is the wording unclear? Have an awesome new idea for a charm?

    Download the PDF
    Git repository


    This thread contains early versions of the abilities, but you should look at the PDF if you want to see the current state of things. Feedback is welcome. This is, however, an opinionated rewrite - I will not spend much time arguing over my opinions about what is Solar and what I want from the charms chapter.

    With this rewrite I hope to:
    • Clarify rules and standardize terminology. You should always be able to tell, at a glance, the mechanical effect of a charm. These are, above all, rules widgets, and they're presented that way.
    • Remove non-charm dice and speed bumps. There are so many ways to add non-charm dice in the basic rules that they hardly feel special anymore. There are also charms that do basically nothing other than provide a discount on the excellency in a certain situation.
    • Remove stunting from charm texts. Some people will disagree with this approach, but I've aimed for dry, clear, simple language which tells you what happens, rather than what it looks like. Different characters will use the same charms in different ways.
    • Remove unthematic charms. Solars do not mess with fate, they do not inhabit clone bodies, they do not cause natural disasters by research.
    • Shorten the chapter. The charm descriptions are generally 1/2 to 1/5th the original length.
    • Being a queer woman myself, I have experience with some of the issues around gendered language, but in this case I've preferred brevity and clarity over gender-neutrality. The Solar is still always referred to as she/her, everyone around her as he/him/they. (if you want to refer to me, she/her is good, thanks )



    Credits
    • Sanctaphrax, for large amounts of feedback and editing, many of the Craft charms, and God-General's Command in War.
    • Irked, for the excellent Irked Reads thread here, and an inspirational post over on RPG.net.
    • Chejop Kejak, for much feedback.
    • Gatts, for Effortless Armament Mastery general charm.
    • SaintedPhysician, for Glorious General's Charge and Golden Army of the Sun-King in War.
    • oohprincediamond for Hell-Conquering Legion Spirit in War
    Last edited by BlueWinds; 08-16-2016, 07:26 PM.

  • #2
    90% of this is stuff I approve of heartily, and the other 10% is at least fine by me. I'll be watching this with interest.

    The Charm chapter opens by saying that Charms are mechanical abstractions, but it doesn't really follow through on that. Looks like you'll be fixing that issue.

    One clarifying note:

    Originally posted by BlueWinds View Post
    [*]Remove non-dice charms and speed bumps. There are so many ways to add non-dice charms in the basic rules that they hardly feel special anymore.
    Do you mean non-Charm dice?

    PS: If the community keeps this pace up, we'll have a whole new edition with a full set of playable splats by the end of March.

    Comment


    • #3
      Originally posted by Sanctaphrax View Post
      Do you mean non-Charm dice?

      PS: If the community keeps this pace up, we'll have a whole new edition with a full set of playable splats by the end of March.
      :activates what's clearly a sidereal charm, not a Solar one: Non-dice charms? What? You saw nothing. :P

      Comment


      • #4
        Have a charm tree! There are many trees like it, but this is mine. Do not confuse a charm-tree with a carp-tree. One of my characters still has nightmares about that freehold.

        Archery

        Wise Arrow
        Cost: 1m; Mins: Archery 2, Essence 1
        Type: Supplemental (Instant)
        Keywords: None
        Prerequisite Charms: None

        This Charm supplements any Archery attack, giving the target a -1 penalty on their defense.

        In addition, after taking an aim action, the Solar may activate this Charm to strike an opponent in full cover. So long as there is some opening or path where an arrow can get through, arcing or ricocheting, Wise Arrow treats a character in full cover as if he merely has +3 Defense.

        Sight Without Eyes
        Cost: 1m; Mins: Archery 3, Essence 1
        Type: Supplemental (Instant)
        Keywords: None
        Prerequisite Charms: Wise Arrow

        This charm supplements an Archery attack, allowing the Exalt ignores all penalties for visual conditions. Smoke, fog, and pitch darkness don't hinder her, though other factors such as high winds and cover still apply against the attack.

        At Archery 5+, Essence 3+, she can momentarily see through cover, perceiving her targets as silhouettes the colors of bright anima.

        Blood Without Balance
        Cost: 3m; Mins: Archery 4, Essence 1
        Type: Reflexive (Instant)
        Keywords: Quickshot
        Prerequisite Charms: Sight Without Eyes

        Upon becoming the beneficiary of a distract gambit, if the Solar's new Initiative would allow her to act immediately she may use this Charm to make a decisive Archery attack. Increase the raw damage of the attack to 6 if she has less than 6i.

        Force Without Fire
        Cost: 3m; Mins: Archery 4, Essence 1
        Type: Supplemental (Instant)
        Keywords: None
        Prerequisite Charms: Sight Without Eyes

        This charm supplements a withering Archery attack from short or close range. If the attack does at least as much damage as her target's Stamina, that Initiative is lost rather than transferred to the Solar, and the target is knocked down and back an entire range band.

        Trance of Unhesitating Speed
        Cost: 4m, 1wp; Mins: Archery 3, Essence 1
        Type: Simple (Instant)
        Keywords: Quickshot, Perilous
        Prerequisite Charms: Wise Arrow

        The Exalt makes up to (Lower of Dexterity or Initiative / 3) decisive Archery attacks, dividing her initiative evenly between them. Each 10 she rolls on an attack increases the base damage of that attack by one.

        Phantom Arrow Technique
        Cost: 1m; Mins: Archery 3, Essence 1
        Type: Supplemental (Instant)
        Keywords: None
        Prerequisite Charms: None

        This charm supplements an Archery attack, allowing the Exalt to shoot without ammunition.

        In addition, once per scene, she may suffuse at attack with one of her Intimacies. Doing so gives her attack double 9s if she uses a Minor or Major intimacy, or double 8s for a defining one, but also temporarily numbs her to that Intimacy. Treat it as though it does not exist for the purposes of social influence. This ability can be reset by spending significant effort in restoring or remembering the Intimacy.

        At Essence 3+, an arrow so infused cannot be destroyed or pulled from the target as long as she lives. A tree can still be cut down, a wall still reduced to rubble - but the arrow will remain inviolate. Only the Solar who fired this arrow, or one blessed with her permission, may remove it from its resting place.

        Fiery Arrow Attack
        Cost: 2m; Mins: Archery 4, Essence 1
        Type: Supplemental (Instant)
        Keywords: None
        Prerequisite Charms: Phantom Arrow Technique

        This charm supplements a Decisive Archery attack, adding one automatic success to the damage roll. If the arrow strikes flammable materials, a violent blaze instantly springs up. If the attack does at least three health levels of damage, the target catches on fire, and must contend with (Solar's Essence) lethal dice of damage every turn until he's able to extinguish himself.

        With an Essence 2+ repurchase, the Exalt can spend an additional 3m. If she does for each 10 in the attack roll she adds one die to the attack's raw damage. The arrow goes off like a spectacular flare that can be seen for miles. Every target using shadows for cover within two range bands must roll Stealth with a -2 success penalty or be revealed.

        There Is No Wind
        Cost: 3m; Mins: Archery 5, Essence 2
        Type: Supplemental (Instant)
        Keywords: None
        Prerequisite Charms: Sight Without Eyes

        This charm supplements an Archery attack, allowing it to be made from up to extreme range. The Solar also ignores penalties from non-visual conditions such as high winds, bad weather, flawed ammunition, and so on (but not cover).

        If the attack is withering, her accuracy is calculated as if it were made from short range regardless of the distance she's firing from.

        Accuracy Without Distance
        Cost: 1m, 1wp; Mins: Archery 5, Essence 2
        Type: Reflexive (Instant)
        Keywords: None
        Prerequisite Charms: Force Without Fire

        When making a decisive Archery attack, the Solar may activate this charm to make an aim action instantly, and convert the subsequent three bonus dice into automatic successes.

        With an Essence 5 repurchase she can use this with a withering Archery attack against a crashed opponent. If the attack fails to meet the DV of the opponent, treat it as still having hit with 0 threshold successes. This effect may only be used on a given target once per scene, and resets when that target recovers from crash.

        Arrow Storm Technique
        Cost: 5m, 1wp; Mins: Archery 5, Essence 2
        Type: Supplemental (Instant)
        Keywords: None
        Prerequisite Charms: Trance of Unhesitating Speed

        This charm supplements a Decisive Archery attack. In addition to its initial target, it strikes up to (Essence * 3) targets up to medium range from the initial one using the same attack roll, but dividing her initiative evenly among all attacks. Each one then gains (Perception) raw damage.

        Flashing Vengeance Draw
        Cost: 3m; Mins: Archery 5, Essence 2
        Type: Supplemental (Instant)
        Keywords: None
        Prerequisite Charms: Trance of Unhesitating Speed

        This charm supplements a Join Battle roll, granting (Essence) automatic successes. If she acts before her target in the first round, she may draw her bow reflexively and her first Archery attack that round is unblockable.

        Hunter's Swift Answer
        Cost: 5m, 1wp; Mins: Archery 5, Essence 2
        Type: Reflexive (Instant)
        Keywords: None
        Prerequisite Charms: Flashing Vengeance Draw

        When the Solar succeeds at a disengage action, she may immediately activate this charm to make a withering or decisive Archery attack at the person she disengaged from, calculated as though she were still at close range.

        Immaculate Golden Bow
        Cost: 5m, 1wp; Mins: Archery 4, Essence 2
        Type: Simple (One Scene)
        Keywords: None
        Prerequisite Charms: Phantom Arrow Technique

        The Exalt creates a weapon from her anima with stats identical to a powerbow. It glows like a torch. Players may add custom Evocations to Immaculate Golden Bow as they would another artifact weapon, working with their Storyteller to create Evocations that fit the character's personality or iconic anima manifestation.

        Revolving Bow Discipline
        Cost: 6m, 1wp; Mins: Archery 5, Essence 3
        Type: Simple (Instant)
        Keywords: Perilous
        Prerequisite Charms: Arrow Storm Technique

        The Solar makes a withering Archery attack against a single uncrashed target within short or close range. If it hits she may make another, repeating until she either misses or crashes her opponent (or it loses a point of magnitude if it's a Battle Group).

        At Essence 4+, the Solar gains one point of temporary Willpower when she crashes a foe with this attack.

        Finishing Snipe
        Cost: 7m; Mins: Archery 5, Essence 3
        Type: Reflexive (Instant)
        Keywords: None
        Prerequisite Charms: Hunter's Swift Answer

        The Lawgiver may activate this charm when an opponent within long range crashes, if she has not already used a Simple charm this round. She makes an immediate decisive Archery attack against that target.

        Shadow-Seeking Arrow
        Cost: 3m, 2i; Mins: Archery 5, Essence 3
        Type: Reflexive (Instant)
        Keywords: Quickshot
        Prerequisite Charms: Fiery Arrow Attack

        During combat, if the Lawgiver's Awareness check uncovers an opponent, she may immediately make a withering or decisive Archery attack against that opponent. She may pay to use this Charm against each opponent, if she uncovers more than one with a single Awareness check.

        Searing Sunfire Interdiction
        Cost: 4m, 1i, 1wp; Mins: Archery 5, Essence 3
        Type: Simple (Instant)
        Keywords: Quickshot
        Prerequisite Charms: Fiery Arrow Attack

        If the Exalt aims before using the Charm, she may act first on the next round, regardless of her place in the Initiative order. She makes a difficulty 3 Archery gambit against a target, with double 9s on the Initiative roll if it hits. If successful, it blasts the target out of position, forcing him to act (2 + threshold successes on the gambit's Initiative roll) ticks later than he would have. If Searing Sunfire Interdiction drops the target to a tick of 0 or less, he loses his turn for the round. Searing Sunfire Interdiction cannot be used on the same target two rounds in a row.

        An Essence 3+ repurchase of this Charm lowers the difficulty of the gambit to 2, and she gains 3i if the gambit succeeds.

        An Essence 5+ repurchase allows the Solar to use Searing Sunfire Interdiction two rounds in a row on the same target, dropping the Willpower cost from the second shot. If the gambit succeeds both times, he's also forced backwards a range band.

        Rain of Feathered Death
        Cost: 3m per duplicate, 1wp; Mins: Archery 5, Essence 3
        Type: Simple (Instant)
        Keywords: None
        Prerequisite Charms: Phantom Arrow Technique

        The solar makes a single decisive Archery attack, which splits into up to (Dexterity) arrows all directed against the same target. If the attack hits, each created arrow hits with a raw damage equal to the Solar's current Initiative minus her successes on the previous damage rolls, to a minimum of (Essence) damage. For example, if she rolls 10 damage dice and gains two successes on the first roll, the second roll will feature eight damage dice. If that gains four successes, her third damage roll will be four dice.

        Solar Spike
        Cost: 5m, 1wp; Mins: Archery 5, Essence 3
        Type: Simple (Instant)
        Keywords: Quickshot, Advantage
        Prerequisite Charms: Fiery Arrow Attack x2

        The Lawgiver draws a blazing bolt of Essence across her bow and makes a decisive Archery attack, which ignores the maximum range of her weapon if this charm was preceeded by an Aim action. This attack may not be supplemented with Fiery Arrow Attack. If it hits, the Spike has a raw damage equal to her current temporary Willpower multiplied by one or the rating of any Intimacy she is trying to uphold or protect. Her Initiative does not reset to base.

        Solar Spike may only be used once per scene, but can be reset by landing a withering attack with four 10s rolled on the attack roll.

        A repurchase allows the Solar to spend an additional 3m, 3a to add her Initiative to the base damage of the attack. If she does, her Initiative will reset to base as normal if the attack hits. Should this attack slay the target, their body is engulfed in a torrent of flames and burned away completely, restoring a number of motes to the Solar equal to her Intimacy rating used in the attack plus the target's permanent Essence score.

        Heavens Crash Down
        Cost: 6m, 2i, 1wp; Mins: Archery 5, Essence 4
        Type: Reflexive (Instant)
        Keywords: None
        Prerequisite Charms: Revolving Bow Discipline

        This charm may be used when the Solar is in her -4 health levels and targeted by a withering attack from short or close range. She Clashes the attack using Archery, with (Essence) automatic successes. If she wins the clash, she gains doubles 9s on the damage roll, and Initiative she would gain is instead rolled as dice of decisive damage against her target, ignoring hardness and doubling 10s.

        An Essence 5+ repurchase of this Charm allows the Solar to spend Initiative she doesn't have, going into (or deeper into) the negative.

        Streaming Arrow Stance
        Cost: 6m; Mins: Archery 5, Essence 4
        Type: Simple (One Scene)
        Keywords: Quickshot
        Prerequisite Charms: Finishing Snipe

        The Lawgiver does not need to take Aim actions for Archery attacks on crashed targets, regardless of distance.

        Whispered Prayer of Judgment
        Cost: 1m; Mins: Archery 5, Essence 5
        Type: Supplemental (Instant)
        Keywords: None
        Prerequisite Charms: Streaming Arrow Stance

        This charm supplements an Archery attack after an aim action, adding (Essence) damage.

        Removed charms:
        • Dazzling Flare Attack became a Fiery Arrow Attack repurchase.
        • Seven Omens Shot was removed for being redundant with other Archery charms and basically sucking.
        • Heart Eating Incineration became a Solar Spike repurchase.
        • Dust and Ash Slight was removed because even with this upgrade Seven Omens Shot is *still* worse than other Archery charms.
        Last edited by BlueWinds; 05-13-2016, 04:19 PM.

        Comment


        • #5
          I like the idea, if not the thematic angle you approach this with. I can see both sides of the Natural/Informative language debate, and I might need both when I run my game.

          Just for the sake for completeness, could you list which charms you edit out? I might not totally agree on the entire "Solars doesn't do X", so perhaps I'll edit those myself if needed.

          Otherwise, bloody nice work!


          __________________________________________________
          Preaching the enlightened gospels of Gaming Anarchy

          Comment


          • #6
            Originally posted by Sanctaphrax View Post
            PS: If the community keeps this pace up, we'll have a whole new edition with a full set of playable splats by the end of March.
            Indeed. We'll probably have a lot of fan-splats, most of them as updates of what has been presented so far.
            Don't get me wrong, I can see the appeal of that, but I think a good new charmset needs to have a fresh perspective, and perhaps even all out revisions.

            But damn if people aren't industrious.


            __________________________________________________
            Preaching the enlightened gospels of Gaming Anarchy

            Comment


            • #7
              Originally posted by Growls View Post
              I like the idea, if not the thematic angle you approach this with. I can see both sides of the Natural/Informative language debate, and I might need both when I run my game.

              Just for the sake for completeness, could you list which charms you edit out? I might not totally agree on the entire "Solars doesn't do X", so perhaps I'll edit those myself if needed.

              Otherwise, bloody nice work!
              The big problem is with descriptions like "Steering into combat, the Solar’s ship devours her enemies. This Charm lowers the momentum cost of naval maneuvers by two for the rest of the scene." The first part of that doesn't add anything - like, really, it's boring, generic, repetitive. Some charms have cool descriptions, but most do not.

              If I were going to publish a book, I'd give interesting charms interesting descriptions, and leave mechanical-widget charms as pure rules text. :shrug:

              Good point about charms that got cut. I'll edit it into the previous post, give me a minute to do the comparison. The removals in Archery are for boring mechanical reasons. I loved the name Seven Omens Shot... but when you parse through the giant wall of text, it boils down to not really doing anything you couldn't already do.
              Last edited by BlueWinds; 01-09-2016, 10:57 PM.

              Comment


              • #8
                For the most part I really like this, so don't take these comments to be as critical as they sound. If you don't appreciate the nitpicking, let me know and I'll stop.

                Originally posted by BlueWinds View Post
                Force Without Fire
                Cost: 3m; Mins: Archery 4, Essence 1
                Type: Supplemental
                Keywords: None
                Duration: Instant
                Prerequisite Charms: Sight Without Eyes

                This charm supplements a withering Archery attack from short or close range. If the attack does at least as much damage as her target's Stamina, that Initiative is lost rather than transferred to the Solar, and the target is knocked down and back an entire range band.
                Why'd you remove the bit about interrupting rushes?

                Originally posted by BlueWinds View Post
                Trance of Unhesitating Speed
                Cost: 4m, 1wp; Mins: Archery 3, Essence 1
                Type: Simple
                Keywords: Quickshot, Perilous
                Duration: Instant
                Prerequisite Charms: Wise Arrow

                The Exalt makes up to (Initiative / 3) decisive attacks, dividing her initiative evenly between them, spreading them among any number of targets. For example, an Exalt with 11 Initiative attacking three targets could make two decisive attacks with four raw damage, and a third with three.

                In addition, each 10 she rolls on an attack increases the base damage of that attack by one. Her Initiative does not reset until she has completed every attack.
                Not sure it's a good idea to remove the cap of (Dexterity) attacks.

                Originally posted by BlueWinds View Post
                Phantom Arrow Technique
                Cost: 1m; Mins: Archery 3, Essence 1
                Type: Supplemental
                Keywords: None
                Duration: Instant
                Prerequisite Charms: None

                This charm supplements an Archery attack, allowing The Exalt to shoot without ammunition.

                In addition, once per scene, she may suffuse at attack with one of her Intimacies. Doing so gives her attack double 9s if she uses a Minor or Major intimacy, or double 8s for a defining one, but also temporarily numbs her to that Intimacy. This ability can be reset by spending significant effort in restoring or remembering the Intimacy.

                At Essence 3+, an arrow so infused cannot be destroyed or pulled from the target as long as she lives. A tree can still be cut down, a wall still reduced to rubble - but the arrow will remain inviolate. Only the Solar who fired this arrow, or one blessed with her permission, may remove it from its resting place.
                Typo check: I don't think "The" is meant to be capitalized.

                Originally posted by BlueWinds View Post
                There Is No Wind
                Cost: 3m; Mins: Archery 5, Essence 2
                Type: Supplemental
                Keywords: None
                Duration: Instant
                Prerequisite Charms: Sight Without Eyes

                This charm supplements an Archery attack, allowing it to be made from up to extreme range. The Solar also ignores penalties from non-visual conditions such as high winds, bad weather, flawed ammunition, and so on (but not cover).

                If the attack is withering, her accuracy is calculated as if it were made from short range regardless of the distance she's firing from.
                Is this meant to let you dispense with the aim action when attacking at a distance?

                Originally posted by BlueWinds View Post
                Flashing Vengeance Draw
                Cost: 3m; Mins: Archery 5, Essence 2
                Type: Supplemental
                Keywords: None
                Duration: Instant
                Prerequisite Charms: Trance of Unhesitating Speed

                This charm supplements a Join Battle roll, granting (Essence) automatic successes. If she acts before her target in the first round, her first attack is unblockable.
                Not sure it's wise to remove the incompatibility with Join Battle Charms from other combat abilities. Also, just to be clear: it doesn't make non-Archery attacks unblockable, right?

                Might be good for this Charm to let you draw a bow reflexively while joining battle if you normally couldn't. Like when you're ambushed.

                Originally posted by BlueWinds View Post
                Hunter's Swift Answer
                Cost: 5m, 1wp; Mins: Archery 5, Essence 2
                Type: Reflexive
                Keywords: None
                Duration: Instant
                Prerequisite Charms: Flashing Vengeance Draw

                When the Solar succeeds at a disengage action, she may immediately activate this charm to make a withering or decisive Archery attack at the person she disengaged from.
                You've upgraded this by letting the attack be made from short instead of close range. That intentional?

                Originally posted by BlueWinds View Post
                Revolving Bow Discipline
                Cost: 6m, 1wp; Mins: Archery 5, Essence 3
                Type: Simple
                Keywords: Perilous
                Duration: Instant
                Prerequisite Charms: Arrow Storm Technique

                The Solar makes a withering Archery attack against a single uncrashed target within short or close range. If it hits she may make another, repeating until she either misses or crashes her opponent.

                At Essence 4+, the Solar gains one point of temporary Willpower when she crashes a foe with this attack.
                Canon is unclear about how this works on battle groups. My best guess is that it treats losing a point of Size as being Crashed. Could you clarify?

                Originally posted by BlueWinds View Post
                Solar Spike
                Cost: 5m, 1wp; Mins: Archery 5, Essence 3
                Type: Simple
                Keywords: Quickshot, Advantage
                Duration: Instant
                Prerequisite Charms: Dazzling Flare Attack

                The Lawgiver draws a blazing bolt of Essence across her bow and makes a decisive attack, which ignores the maximum range of her weapon if this charm was preceeded by an Aim action. This attack may not be supplemented with Fiery Arrow Attack. If it hits, the Spike has a raw damage equal to her current temporary Willpower multiplied by one or the rating of any Intimacy she is trying to uphold or protect. Her Initiative does not reset to base.

                Solar Spike may only be used once per scene, but can be reset by landing a withering attack with four 10s rolled on the attack roll.

                A repurchase allows the Solar to spend an additional 3m, 3a to add her Initiative to the base damage of the attack. If she does, her Initiative will reset to base as normal if the attack hits. Should this attack slay the target, their body is engulfed in a torrent of flames and burned away completely, restoring a number of motes to the Solar equal to her Intimacy rating used in the attack plus the target's permanent Essence score.
                This seemed overpowered to me in canon and it seems overpowered now. But hey, I haven't actually used it.

                Why'd you change the reset condition?

                Originally posted by BlueWinds View Post
                Streaming Arrow Stance
                Cost: 6m; Mins: Archery 5, Essence 4
                Type: Simple
                Keywords: Quickshot
                Duration: One scene
                Prerequisite Charms: Finishing Snipe

                The Lawgiver makes a withering or decisive attack on a crashed target. (Note the Quickshot keyword)
                Not sure how this is meant to work, in canon or here. It's scene-long, so...do you spend a turn activating it and then make as many attacks against as many crashed targets as you like?

                Comment


                • #9
                  Multiquoting is a pain, so here, have a numbered list of your questions and the responses.

                  Originally posted by Sanctaphrax View Post
                  For the most part I really like this, so don't take these comments to be as critical as they sound.
                  1. If you don't appreciate the nitpicking, let me know and I'll stop.
                  2. Why'd you remove the bit about interrupting rushes?
                  3. Not sure it's a good idea to remove the cap of (Dexterity) attacks.
                  4. Typo check: I don't think "The" is meant to be capitalized.
                  5. Is this meant to let you dispense with the aim action when attacking at a distance?
                  6. Not sure it's wise to remove the incompatibility with Join Battle Charms from other combat abilities. Also, just to be clear: it doesn't make non-Archery attacks unblockable, right?
                  7. Might be good for this Charm to let you draw a bow reflexively while joining battle if you normally couldn't. Like when you're ambushed.
                  8. You've upgraded this by letting the attack be made from short instead of close range. That intentional?
                  9. Canon is unclear about how this works on battle groups. My best guess is that it treats losing a point of Size as being Crashed. Could you clarify?
                  10. This seemed overpowered to me in canon and it seems overpowered now. But hey, I haven't actually used it.
                  11. Why'd you change the reset condition?
                  12. Not sure how this is meant to work, in canon or here. It's scene-long, so...do you spend a turn activating it and then make as many attacks against as many crashed targets as you like?
                  1. I like nitpicks! They're really gratifying, actually, shows that people care and are paying attention. By all means!
                  2. Force Without Fire already pushes them back a range band, effectively preventing them from closing with you next round. I don't think it needs to allow you to increase the range.
                  3. Whoops! I didn't mean to remove it, just failed to notice it since it was in a different place than the other limit. ^^;; Will add back in.
                  4. It is a very important The! (fixed)
                  5. Nope, it doesn't have the Quickshot keyword. Just like the core charm, it lets you ignore penalties and shoot at Extreme range, whereas most weapons cap out at Long.
                  6. Archery only, right. Flashing Draw Mastery - I'm not worried about a combo with.Swarm Culling Instinct (will) only grant(s) Thrown attacks, so nope, not worried about comboing. Inspiring Battle Hymn gives a roll disappearing 1s - again not terribly worried, since Awareness already does better stuff. Naked Draw Fang I don't have a good sense for, but doesn't seem problematic to combine.
                  7. Ah, yep.
                  8. Oh, it wasn't. Edited.
                  9. By preference I'd clarify that in the battle group section, saying "losing a point of magnitude counts as crashing..." but lacking that, I'll put it in the charm text.
                  10. I agree, seems super overpowered, but I have not played with it either. Can anyone with play experience attest to how good or not Solar Spike + its upgrade is?
                  11. Because tracking numbers rolled across rolls seems like a pain. General simplification.
                  12. Huh, I honestly hadn't noticed it was scene long. You're right, that's confusing (both my version and core's). Let me rewrite with what I think the intent was.

                  Comment


                  • #10
                    Ok, once a week is really, really slow. At least for right now, since I have such a huge backlog of material, I'm not going to stick to a specific schedule. Right now, here, have some athletics. I didn't cut too much compared to some trees later in the book - if I were to go over this again, I feel like I might combine a couple of charms.

                    Athletics

                    Graceful Crane Stance
                    Cost: 3m; Mins: Athletics 1, Essence 1
                    Type: Reflexive (One Scene)
                    Keywords: None
                    Prerequisite Charms: None

                    The Exalt has perfect balance, and can stand or run on things too narrow or weak to support her normally, with no chance of falling or breaking through. She automatically succeeds at the (Dexterity + Athletics) roll for such feats as running on a guy wire, standing on a crumbling parapet, balancing on the tip of a pine tree, and similar.

                    Monkey Leap Technique
                    Cost: 2m; Mins: Athletics 2, Essence 1
                    Type: Supplemental (Instant)
                    Keywords: None
                    Prerequisite Charms: None

                    This charm supplements a reflexive Move action, allowing the Solar to leap forward or straight up one range band. A Solar using this Charm can easily leap to the top of a twenty foot wall or cross a Nexus street over rooftops without a roll. If the Solar continues to leap each turn the cost is reduced to 1m after the first activation.

                    Foe-Vaulting Method
                    Cost: 3i; Mins: Athletics 2, Essence 1
                    Type: Supplemental (Instant)
                    Keywords: Advantage
                    Prerequisite Charms: Graceful Crane Stance, Monkey Leap Technique

                    This charm supplements an attack at close range with any Ability. She rolls Dexterity + Athletics against her opponent's Evasion, and ff successful, the supplemented attack is a surprise attack. This Charm may only be used once per combat, but is reset by landing a decisive attack and building Initiative back up to 6+.

                    Soaring Crane Leap
                    Cost: 2m; Mins: Athletics 3, Essence 1
                    Type: Reflexive (One Turn)
                    Keywords: None
                    Prerequisite Charms: Monkey Leap Technique

                    When falling, the Exalt may activate this charm to drop only a single range band until her next turn. In order to survive a very long falls without damage, she must use for at least two rounds before touching the ground. The Exalt can also use this Charm to drift long distances through the air as she continues to fall. If she was moving forward when the fall began, she may continue to move in that direction on future rounds, falling downward one range band for each band of forward motion.

                    Lightning Speed
                    Cost: 3m; Mins: Athletics 3, Essence 1
                    Type: Supplemental (Instant)
                    Keywords: None
                    Prerequisite Charms: None

                    This Charm enhances a rush action or test of speed, giving the roll disappearing 5s and 6s, and one bonus success.

                    Increasing Strength Exercise
                    Cost: 3m or 3i per bonus; Mins: Athletics 3, Essence 1
                    Type: Simple (One Scene)
                    Keywords: None
                    Prerequisite Charms: None

                    For every three motes of Essence or Initiative the Exalt spends, she raises the base damage of her withering and decisive attacks by one and lowers the minimum Strength of all Feats of Strength by one. She also adds that many dice to all Strength-based rolls. She cannot spend more than (Essence * 3) motes or initiative in this way.

                    In addition, while this charm is active, when attempting a feat of strength she may lower the strength minimum by 1 for every +3 she accepts on the difficulty (without limit).

                    Winning Stride Discipline
                    Cost: —; Mins: Athletics 4, Essence 1
                    Type: Permanent
                    Keywords: None
                    Prerequisite Charms: Lightning Speed

                    In a Rush action or each interval in a test of speed, if the Solar rolls more successes than her fastest opponent she gains her choice of 2m or 2i.

                    Thunderbolt Attack Prana
                    Cost: 4m, 1wp; Mins: Athletics 3, Essence 1
                    Type: Supplemental (Instant)
                    Keywords: None
                    Prerequisite Charms: Increasing Strength Exercise, Monkey Leap Technique

                    This charm supplements a decisive non-ranged attack from Short range, allowing her to move to Close before making the attack. Using it replaces her normal reflexive Move action for the round. If the attack hits, damage is doubled after rolling. After striking an aerial opponent, the Exalt may fall one range band without taking damage. Thunderbolt Attack Prana may be used in conjunction with Charms of other Abilities.

                    Feather Foot Style
                    Cost: 3m; Mins: Athletics 3, Essence 1
                    Type: Supplemental (Until the Exalt stops running)
                    Keywords: Mute
                    Prerequisite Charms: Graceful Crane Stance, Lightning Speed

                    This charm supplements a move action, allowing the Exalt to dash over liquid or unstable surfaces as if they were solid and move over surfaces as thin as rice paper without breaking through. She may also move across lava or other dangerous surfaces without getting hurt. As long as she is moving at a quick pace, she need not pay the activation cost again.

                    At Athletics 5, Essence 2+, she can pause on unstable surfaces without breaking through, changing the duration of this Charm to “one stunt.” She can walk slowly across the surface of a still pond, pause on the crumbling parapet of a castle to give a speech, and so on. This mode does not protect against hazardous surfaces.

                    Spider Foot Style
                    Cost: 3m; Mins: Athletics 4, Essence 1
                    Type: Reflexive (Essence + 1 Turns)
                    Keywords: Mute
                    Prerequisite Charms: Feather Foot Style

                    The Solar can run up walls, stand upside down on horizontal surfaces such as tree branches, bridge bottoms or overhangs, lay flat against a ceiling looking down at her prey, or other similar feats.

                    Racing Hare Method
                    Cost: 5m, 1wp; Mins: Athletics 4, Essence 2
                    Type: Reflexive (One Hour)
                    Keywords: None
                    Prerequisite Charms: Lightning Speed

                    The Solar gains double 9s on Rush attempts and tests of speed, and for every 10 rolled the Solar gains 1i. Outside of combat, it allows her to move as fast as a running horse.

                    If the Lawgiver renews this technique at the end of an hour, ignore the Willpower cost.

                    Leaping Tiger Attack
                    Cost: 4m, 1wp; Mins: Athletics 5, Essence 2
                    Type: Supplemental (Instant)
                    Keywords: Advantage
                    Prerequisite Charms: Lightning Speed, Thunderbolt Attack Prana

                    This charm supplements a non-ranged attack, allowing her to immediately move Close from up to medium range. Using it replaces her normal reflexive Move action for the round. If her attack is withering, it doubles damage dice after soak. If decisive, it adds her Essence score to the base damage of the attack.

                    Leaping Tiger Attack may be used with the Charms of other Abilities, but is incompatible with Thunderbolt Attack Prana and Eagle-Wing Style.

                    Arete-Driven Marathon Stride
                    Cost: —; Mins: Athletics 5, Essence 2
                    Type: Permanent
                    Keywords: None
                    Prerequisite Charms: Winning Stride Discipline

                    When the Solar makes a Rush action or is behind in a test of speed, every 10 her opponent rolls also counts as a success to the Solar's own roll.

                    Armor-Eating Strike
                    Cost: 1m; Mins: Athletics 3, Essence 2
                    Type: Supplemental (Instant)
                    Keywords: None
                    Prerequisite Charms: Increasing Strength Exercise

                    This Charm supplements a non-ranged decisive attack, reducing the target's hardness by (Strength). Armor-Eating Strike may be used with Charms of other Abilities.

                    Thunder's Might
                    Cost: 4m; Mins: Athletics 5, Essence 2
                    Type: Supplemental (Instant)
                    Keywords: None
                    Prerequisite Charms: Increasing Strength Exercise

                    This Charm supplements a feat of strength, granting disappearing 1s.

                    At Essence 3+, the Solar also gains disappearing 2s.

                    Godspeed Steps
                    Cost: 5m, 1wp; Mins: Athletics 5, Essence 3
                    Type: Supplemental (Instant)
                    Keywords: None
                    Prerequisite Charms: Racing Hare Method

                    This Charm supplements a rush attempt, allowing the Solar to make it from medium range. If successful, she moves to close range and ignores the flurry penalty for any attack she makes this turn. As normal for rushing, moves closer the first time her opponent moves away.

                    With an Essence 4+ repurchase, she may rush from long or extreme range. If she does so, she does not follow her opponent if they move away.

                    Mountain-Crossing Leap Technique
                    Cost: 7m, 1wp; Mins: Athletics 5, Essence 3
                    Type: Simple (Until she stops leaping)
                    Keywords: None
                    Prerequisite Charms: Soaring Crane Leap

                    The Exalt makes a leap three or four range bands forward or three straight up. This Charm stays active every turn until the Solar stops leaping across range bands, making it possible for the Exalt to cross a mountain range in minutes.

                    This charm may not be activated with opponents at Close range, but as an exception to the normal Simple charm rules, may be flurried with Disengage.

                    Eagle-Wing Style
                    Cost: 5m, 1wp; Mins: Athletics 5, Essence 3
                    Type: Supplemental (Indefinite)
                    Keywords: None
                    Prerequisite Charms: Mountain-Crossing Leap Technique, Winning Stride Discipline

                    This charm supplements a move action towards an airborn target, allowing the Exalt to soar up to two range bands towards it. On subsequent rounds she must spend 2m or 2i to remain airborn, and all Move actions must be directly towards or away from the target. If she fails to pay the ongoing cost, gets knocked off-course or otherwise begins to fall, Eagle-Wing Style cannot be reactivated until she touches down and is able to leap again.

                    If supplementing Mountain-Crossing Leap Technique, ignore the willpower cost.

                    A repurchase at Essence 4+ removes the cost to maintain the charm as long as the Solar remains in combat with her aerial target. Her anima typically resolves into wings that resemble an eagle's or something else appropriate.

                    Hurricane Spirit Speed
                    Cost: 1i per success; Mins: Athletics 5, Essence 3
                    Type: Supplemental (Instant)
                    Keywords: None
                    Duration: Instant
                    Prerequisite Charms: Arete-Driven Marathon Stride

                    This charm supplements a Rush action or test of speed, granting one success for every initiative spent.

                    Legion Aurochs Method
                    Cost: 1m per 2 dice; Mins: Athletics 5, Essence 3
                    Type: Supplemental (Instant)
                    Keywords: None
                    Prerequisite Charms: Thunder's Might

                    This charm supplements feats of strength, granting two dice for each mote spent and double 9s.

                    Triumph-Forged God-Body
                    Cost: —; Mins: Athletics 5, Essence 3
                    Type: Permanent
                    Keywords: None
                    Prerequisite Charms: Arete-Driven Marathon Stride, Thunder's Might, Soaring Crane Leap

                    All of the Solar's Athletics rolls gain double 9s. If a roll already had double 9s, it gains double 8s instead.

                    One Extra Step
                    Cost: —; Mins: Athletics 5, Essence 4
                    Type: Permanent
                    Keywords: None
                    Prerequisite Charms: Godspeed Steps

                    Once per scene, the Exalt may take a second move action on her turn.

                    Nine Aeons Thew
                    Cost: 1m, 1wp; Mins: Athletics 5, Essence 5
                    Type: Supplemental (Instant)
                    Keywords: None
                    Prerequisite Charms: Legion Aurochs Method

                    This charm supplements a feat of strength, granting the Solar exploding 9s and 10s, and she counts as meeting its Strength prerequisite no matter how high that requirement might be.

                    Removed charms:
                    • Ten Ox Meditation - Merged with Increasing Strength Exercise.
                    • Onrush Burst Method - Merged with Winning Stride Discipline
                    • Unbound Eagle Approach - Weird combination of speedbump and too good. Solars don't jump off cliffs and drift through the sky indefinitely, they fly to something. Partially combined with Soaring Crane Leap, partially removed.
                    • Demon-Wasting Rush - Partially merged with Godspeed Steps, partially cut for being redundant with that charm.
                    • Power suffusing form technique - Boring non-charm dice adder. There's already plenty of ways to boost this roll.
                    • Bonfire Anima Wings - Transformed into Eagle-Wing Style repruchase
                    • Aegis of Unstoppable Force - Also really boring - who'd be excited about this effect at Essence 4? Nine Aeons Thew does it better.
                    • Living Wind Approach - I do not like auto-win effects. This one is easy to add back if you want it in your game.
                    I was sort of tempted to cut a few more charms, but refrained from doing so because this is really two charm trees, not one (Dexterity and Strength).
                    Last edited by BlueWinds; 05-13-2016, 04:28 PM.

                    Comment


                    • #11
                      This is the kind of project I have been pondering, but as of yet have not undertaken. Kudos for taking the game by the horns, so to speak!

                      I have on question on game balance, though. You mentioned removing non-charm dice. That's a fairly important part of balancing the splat against the yet-to-be-released Exalts, I'm sure. Are you simply making them all charm dice, or just removing the effect entirely?

                      Comment


                      • #12
                        Originally posted by Totentanz View Post
                        This is the kind of project I have been pondering, but as of yet have not undertaken. Kudos for taking the game by the horns, so to speak!

                        I have on question on game balance, though. You mentioned removing non-charm dice. That's a fairly important part of balancing the splat against the yet-to-be-released Exalts, I'm sure. Are you simply making them all charm dice, or just removing the effect entirely?
                        I have at times been a professional game designer/developer. It's still a hobby of mine, but no longer my day job.

                        I've generally aimed to replace them with other effects - disappearing, exploding or double Xs, for example. Combat charms in particular I'm being very, very careful about modifying, but they have surprisingly few non-charm dice compared to... well, everything that isn't combat. Craft is the only ability where I expect balance will have significantly changed, because the whole thing got reworked from ground up (see Sanctophrax's thread I linked in the opening post). Other than that, splat-balance should remain the same.

                        Oh - Solars here will also grow slightly faster per-XP than he core charms chapter, since there are fewer charms on the way to the top, but I wouldn't expect this to be very noticeable in actual play.

                        Comment


                        • #13
                          Originally posted by BlueWinds View Post

                          I have at times been a professional game designer/developer. It's still a hobby of mine, but no longer my day job.

                          I've generally aimed to replace them with other effects - disappearing, exploding or double Xs, for example. Combat charms in particular I'm being very, very careful about modifying, but they have surprisingly few non-charm dice compared to... well, everything that isn't combat. Craft is the only ability where I expect balance will have significantly changed, because the whole thing got reworked from ground up (see Sanctophrax's thread I linked in the opening post). Other than that, splat-balance should remain the same.

                          Oh - Solars here will also grow slightly faster per-XP than he core charms chapter, since there are fewer charms on the way to the top, but I wouldn't expect this to be very noticeable in actual play.
                          Double-Xs will allow you to get the same general mathematical result (average number of successes) with fewer dice rolled and less mental overhead. That's a good call, IMO.

                          And I'm not surprised you would tear Craft down to the ground. I've considered working out the maximum effective output, and then building a new charm tree that is half the size, but the same result. Craft is just too bloated, and its end state use requires too many "if statements" to be practical. The primary thing stopping me from that is I know I will be reticent to do it for every hard splat that comes out.

                          Good luck, and thanks for sharing!

                          Comment


                          • #14
                            Originally posted by BlueWinds View Post
                            Ok, once a week is really, really slow. At least for right now, since I have such a huge backlog of material, I'm not going to stick to a specific schedule. Right now, here, have some athletics. I didn't cut too much compared to some trees later in the book - if I were to go over this again, I feel like I might combine a couple of charms.
                            Yeah, it'd take half a year to go through all the abilities at one a week. Better to go faster, I say.

                            And there are some more cuttable Charms in here. But at least Aegis Of Unstoppable Force is gone.

                            Originally posted by BlueWinds View Post
                            Graceful Crane Stance
                            Cost: 3m; Mins: Athletics 1, Essence 1
                            Type: Reflexive
                            Keywords: None
                            Duration: One scene
                            Prerequisite Charms: None

                            The Exalt has perfect balance, and can stand or run on things too narrow or weak to support her normally, with no chance of falling or breaking through. She automatically succeeds at the (Dexterity + Athletics) roll for such feats as running on a guy wire, stand on a crumbling parapet, balance on the tip of a pine tree, and similar.
                            Grammar's iffy on the examples. There are some missing "ing"s.

                            Originally posted by BlueWinds View Post
                            Lightning Speed
                            Cost: 3m; Mins: Athletics 3, Essence 1
                            Type: Supplemental
                            Keywords: None
                            Duration: Instant
                            Prerequisite Charms: None

                            This Charm enhances a rush action or test of speed, giving the roll disappearing 5s and 6s, and one bonus success.
                            That second comma is bugging me.

                            Originally posted by BlueWinds View Post
                            Increasing Strength Exercise
                            Cost: 3m or 3i per bonus; Mins: Athletics 3, Essence 1
                            Type: Simple
                            Keywords: None
                            Duration: One scene
                            Prerequisite Charms: None

                            For every three motes of Essence or Initiative the Exalt spends, she raises the base damage of her decisive attacks by one and lowers the minimum Strength of all Feats of Strength by one. This bonus/reduction cannot exceed her (Essence).
                            Pretty heavy nerf. You sure it's necessary?

                            Originally posted by BlueWinds View Post
                            Ten Ox Meditation
                            Cost: 2m, 3 difficulty per dot; Mins: Athletics 5, Essence 1
                            Type: Supplemental
                            Keywords: None
                            Duration: Instant
                            Prerequisite Charms: Increasing Strength Exercise

                            This Charm supplements a feat of strength, lowering the Strength minimum by 1 for every +3 the Solar accepts on the difficulty.
                            Much clearer than the original. My compliments.

                            Originally posted by BlueWinds View Post
                            Spider Foot Style
                            Cost: 3m; Mins: Athletics 4, Essence 1
                            Type: Supplemental
                            Keywords: Mute
                            Duration: (Essence +1) turns
                            Prerequisite Charms: Feather Foot Style

                            This charm supplements a move action, allowing the Solar to run up walls, stand upside down on horizontal surfaces such as tree branches, bridge bottoms or overhangs, or to lay flat against a ceiling looking down at her prey.
                            Not sure this should supplement a movement action, given that you can use it while stationary.

                            Originally posted by BlueWinds View Post
                            Racing Hare Method
                            Cost: 5m, 1wp; Mins: Athletics 4, Essence 2
                            Type: Supplemental
                            Keywords: None
                            Duration: One hour
                            Prerequisite Charms: Lightning Speed

                            This charm supplements a Rush attempt in combat, or a Move action outside of it. In combat, this charm grants double 9s on Rush attempts, and for every 1 rolled, the Solar gains a point of initiative. Outside of combat, it allows her to move three range bands per turn.

                            If the Lawgiver chooses to renew this technique at the end of an hour, ignore the Willpower cost.
                            If used in combat, does it still last an hour?

                            Canon specifies that this also boosts tests of speed. I think that bit is worth keeping, and maybe even expanding: it should be easier to run away at this speed, right?

                            Originally posted by BlueWinds View Post
                            Leaping Tiger Attack
                            Cost: 4m, 1wp; Mins: Athletics 5, Essence 2
                            Type: Supplemental
                            Keywords: Advantage
                            Duration: Instant
                            Prerequisite Charms: Graceful Crane Stance, Lightning Speed

                            This charm supplements a non-ranged attack, allowing her to immediately move Close from up to medium range. Using it replaces her normal reflexive Move action for the round. If her attack is withering, it double damage dice after soak. If decisive, it adds her Essence score to the base damage of the attack.

                            Leaping Tiger Attack may be used with the Charms of other Abilities, but is incompatible with Thunderbolt Attack Prana and Eagle-Wing Style.
                            I know canon set those prerequisites, but it doesn't make sense to me that this doesn't build off of Thunderbolt Attack Prana. They're basically the same Charm!

                            Originally posted by BlueWinds View Post
                            Thunder's Might
                            Cost: 5m; Mins: Athletics 5, Essence 2
                            Type: Supplemental
                            Keywords: None
                            Duration: Instant
                            Prerequisite Charms: Increasing Strength Exercise

                            This Charm supplements a feat of strength, granting Double 9s.

                            Power Suffusing Form Technique
                            Cost: 4m; Mins: Athletics 5, Essence 3
                            Type: Supplemental
                            Keywords: None
                            Duration: Instant
                            Prerequisite Charms: Thunder's Might

                            Reroll all non-successes on a feat of strength.
                            Not a big fan of this change. New Thunder's Might is even more speed-bumpy than old Power-Suffusing Form Technique, and literally does nothing alongside Nine Aeons Thew.

                            Also I don't like the idea of pushing back the big boost to Essence 3.

                            Originally posted by BlueWinds View Post
                            Demon-Wasting Rush
                            Cost: 5m, 1wp; Mins: Athletics 5, Essence 3
                            Type: Supplemental
                            Keywords: None
                            Duration: Instant
                            Prerequisite Charms: Racing Hare Method

                            This Charm supplements a rush attempt, allowing the Solar to make it from medium range. If successful, she moves to close range, and as normal for rushing, moves closer the first time her opponent moves away.
                            This feels kinda redundant with Godspeed Steps. Moreso than the canon version.

                            Originally posted by BlueWinds View Post
                            Eagle-Wing Style
                            Cost: 5m, 1wp; Mins: Athletics 5, Essence 3
                            Type: Supplemental
                            Keywords: None
                            Duration: Indefinite
                            Prerequisite Charms: Mountain-Crossing Leap Technique

                            This charm supplements a move action towards an airborn target, allowing the Exalt to soar up to two range bands towards it. On subsequent rounds she must spend 2m or 2i to remain airborn, and all Move actions must be directly towards or away from the target. If she fails to pay the ongoing cost, gets knocked off-course or otherwise begins to fall, Eagle-Wing Style cannot be reactivated until she touches down and is able to leap again.

                            A repurchase at Essence 4+ removes the cost to maintain the charm as long as the Solar remains in combat with her aerial target. Her anima typically resolves into wings that resemble an eagle's or something else appropriate.
                            I think making Bonfire Anima Wings a repurchase is a very good idea, but I'm not so sure about dropping the Onrush Burst Method prereq for it.

                            Also, I liked the Mountain-Crossing Leap discount.

                            Originally posted by BlueWinds View Post
                            Triumph-Forged God-Body
                            Cost: —; Mins: Athletics 5, Essence 3
                            Type: Permanent
                            Keywords: None
                            Duration: Permanent
                            Prerequisite Charms: Arete-Driven Marathon Stride, Ten Ox Meditation, Unbound Eagle Approach

                            All of the Solar's Athletics rolls gain double 9s. If a roll already had double 9s, it gains double 8s instead.
                            You should take another look at those prereqs.

                            Originally posted by BlueWinds View Post
                            Combat charms in particular I'm being very, very careful about modifying, but they have surprisingly few non-charm dice compared to... well, everything that isn't combat. Craft is the only ability where I expect balance will have significantly changed, because the whole thing got reworked from ground up (see Sanctophrax's thread I linked in the opening post).
                            I don't see that link in the OP, but there's one in my signature now.

                            If you're wondering about the lack of non-Charm combat dice, this is probably worth a look.

                            Comment


                            • #15
                              Originally posted by Sanctaphrax View Post
                              And there are some more cuttable Charms in here. But at least Aegis Of Unstoppable Force is gone.

                              ...I don't see that link in the OP, but there's one in my signature now.

                              If you're wondering about the lack of non-Charm combat dice, this is probably worth a look.
                              More detailed charm response later. But yeah, this was the second charm tree I worked on, and there's definitely more I'll trim now that I'm more comfortable with things.

                              Yes, I've seen that post and it bothers me immensely. If certain effects shouldn't show up in the combat abilities because of the power-level effects they have, maybe they shouldn't show up anywhere? :/ I don't really want to mess with combat balance though, so even though I'm being somewhat aggressive about "refactoring", most of the same widgets are all present.

                              Also, I swear I had a section in OP crediting you and Irked and linking to some things. Oops. Will add it in later.
                              Last edited by BlueWinds; 01-12-2016, 07:15 PM.

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