That's a pretty good summary. I would characterize Feats as being the foundation of Charms for all Exalts, so everyone has the same baseline of competence in all areas and Charms can build off of them.
I expect that in combat, you'll only really be tracking expenditures from one pool primarily. While some Feats might be spending Focus to negate some penalties for wind or spending Passion to rally troops, the majority of swinging swords better, dodging blows faster, and enduring blows would come from Endurance. If they are extremely focused on social or mental tasks,...
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Thoughts about improving the quality of mortal opposition
So, I've been reading my way through "My Problem With Chargen" and enjoying it and it gave me a bunch of thoughts about how part of Exalted's base framework could be reworked to make mortal antagonists, animal as well as human, more mechanically interesting, differentiated, and challenging to younger Exalts.
Here's the basics:
Ordinary mortals are the vast majority of characters. Heroic mortals are those mortals with a spark of greatness, able to go beyond the efforts of others. The Exalted are all chosen from among the ranks of Heroic mortals.
The only
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If I understand the Storyteller's Vault rules correctly, I can't publish Dead But Not Gone on there until official ghost rules come out, but I think it came out well.
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Combine several things, such as a room that starts filling with poisonous gas and dart traps that fire darts at anyone trying to pick the locks.
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I think about trap-making in terms of both cinema and game mechanics. Anything that a common Charm effect can shut down is something mortal trap makers put together, so supernatural trap makers have to get more creative. Things like the trash compactor from Star Wars, a room that floods with water, swinging blade pendulums, etc.
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