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  • Yeah, I think that'd work. Solars would still be the best because their charms are overall stronger, then Lunars, then DBs, but the gap would be smaller.

    You could also remove the Aura mechanic from DBs so they could combo their good charms together, that'd increase their power, but they'd still be a bit behind the other two.


    Though personally, for mixed play I'd prefer to give the DB players some non-charm mechanical benefits (like more experience, more charms, more starting stats, etc; actually they do have more starting stats, but even more so; obviously this can also be done the other way by giving the Lunar and Solar players less stuff), or non-mechanical benefits (lots of jade artefacts lying around, though unfortunately that doesn't work as well as in 2nd ed since Solars are also resonant with them, or have lots of cultures that like DBs, are a bit meh on Lunars, but hate Solars).
    That way you can still use weaker DBs for NPCs.
    Ie don't make DBs better relative to the other PCs, make your DBs better relative to the other PCs.

    But that may not work as well for you, or it may just not matter if you don't mind DB NPCs being more dangerous to the PCs.


    My characters:
    Dr Soma Vaidya, viper-totem Lunar and kung-fu doctor
    Brother Alazar, Zenith occultist and last survivor of the Black Monastery of Leng

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    • I would say that a big, big thing in flattening the power curve is going to be either removing Supernal abilities from Solars, or giving everybody else something similar. Have access, right from Essence 1, to Essence 5 effects, makes a pretty huge difference, in my experience.

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      • Yeah, that's a very big deal.


        My characters:
        Dr Soma Vaidya, viper-totem Lunar and kung-fu doctor
        Brother Alazar, Zenith occultist and last survivor of the Black Monastery of Leng

        Comment


        • As other people have mentioned, DB Aura mechanics and Solar Supernal are 2 important things to look at. I'd try the following :
          -Treat every DB Charm as having the Balanced Keyword
          -Make it so Supernal only makes Charms 1 Essence higher available, not all Charms

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          • Originally posted by The Wizard of Oz View Post

            But that may not work as well for you, or it may just not matter if you don't mind DB NPCs being more dangerous to the PCs.
            A secondary goal of this would be to increase the range of challenging combat enemies for celestial exalted whether that be lower powered Exigents, local gods, or Terrestrials. I want the local magistrate and his praetorian guard to be a meaningful challenge to a new Dawn Caste and a suicidal challenge to storm into without a plan. Solars and Lunars can kill the mortal king that oppressed them as part of their backstory. If they want to unseat an E3 dragon blooded who is established in the region, that should be a story that sees a session or more of gameplay.

            I'm of the mindset that it is entirely okay to have the splats have enormous differences in what they can do, but it is not okay to have those differences ultimately result in as big of a difference as there currently is when the opposed dice pools can hit the table. Having one player that can do things which are fundamentally different from others due to the nature of their character concept is fantastic and to be encouraged. Having a character that can out shine similarly built peers by just flatly having twice as many dice to add to a pool is just... I don't know, it's boring to me.

            Originally posted by Kelly Pedersen View Post
            I would say that a big, big thing in flattening the power curve is going to be either removing Supernal abilities from Solars, or giving everybody else something similar. Have access, right from Essence 1, to Essence 5 effects, makes a pretty huge difference, in my experience.
            I agree and I think that Azure Winds was onto something with their charm rewrite when they reduced the prerequisite boost from "Treat your essence as 5" to "Add 2 to your essence."



            Exalted is an aesthetic.

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            • One minor thing to bear in mind is that DB excellencies are much more essence efficient.

              It’s no replacement for celestial dice caps and it won’t overtake a specialist, but the extra effects are not to be sneezed at, and the downside to celestial caps is that you have to judge carefully how much essence you have left.

              Once you’re tapped it doesn’t matter that you can spend 10 motes to a DBs 6 because you only have have 5-8 to spend, and the DB gets more out of their excellency than you do.

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              • Originally posted by Maseiken View Post
                -snip-
                One more reason my Eclipse is so conservative with his Excellency (also that he commits to a lot of Social Charms).

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                • The one place lowering the Solar dice cap might cause a problem is crafting. The dice tricks have smaller returns on smaller pools. So I might also recommend cutting down the necessary successes for different artifacts.

                  I'm also toying with adapting the crafting rules from Scion, where questing and acquiring materials counts towards the overall goal, so maybe starting with an epic material gives you a few rolls worth of successes, or journeying to a dangerous/auspicious place to craft with your Circle also counts towards your success total.


                  Raksha are my fae-vorite.

                  Reincarnation of magnificentmomo.

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