I've been working off and on with various things related to attempts to create a version of Exalted that I'd be happy playing. Some of you may remember my other attempts. This one is a less ambitious attempt to merely fix 3e.
Goals: Create a fix for 3e, fixing the various bad design decisions that have made it in, replacing them with either ES’s Kerisgame hacks and/or things of my own design.
Issues with the game:
Attributes/Abilities: Attributes and Abilities haven’t been changed since 2e, resulting in bad legacy code; some Attributes are extraneous, and some Abilities are too narrow compared to other Abilities. In addition, Ability specializations aren’t standardized across Abilities; Performance is the same until you get into Charms, Survival requires different specialties, and Craft is a collection of different Abilities. On the other hand, Melee, Brawl, and others are not differentiated at all.
Base Game: Crafting is an unfun cookie clicker knock-off. Bureaucracy is basically nonexistent. Thaumaturgy was turned into X-men, rather than scientists and mystics. Range bands are a pain in the ass to keep track of. Mass Combat may need a rewrite, I’ll be testing it. Merits need to be rebalanced.
Charms: Charms are filled with filler dice-tricks rather than anything interesting.
Solutions:
Attributes/Abilities: Import Kerisgame hacks.
Base Game: Create unified Sorcerous Working/Bureaucracy/Craft system, with thaumaturgy. Range bands can be replaced with Zones. Mass Combat may need to be replaced. Rebalance Merits
Charms: Near-total rewrite. Each Ability gets 10~ base charms, then a number of Style Charms. Style charms are more specialized, and are based around a certain Style.
I'm currently looking for people to work on it with me.
Goals: Create a fix for 3e, fixing the various bad design decisions that have made it in, replacing them with either ES’s Kerisgame hacks and/or things of my own design.
Issues with the game:
Attributes/Abilities: Attributes and Abilities haven’t been changed since 2e, resulting in bad legacy code; some Attributes are extraneous, and some Abilities are too narrow compared to other Abilities. In addition, Ability specializations aren’t standardized across Abilities; Performance is the same until you get into Charms, Survival requires different specialties, and Craft is a collection of different Abilities. On the other hand, Melee, Brawl, and others are not differentiated at all.
Base Game: Crafting is an unfun cookie clicker knock-off. Bureaucracy is basically nonexistent. Thaumaturgy was turned into X-men, rather than scientists and mystics. Range bands are a pain in the ass to keep track of. Mass Combat may need a rewrite, I’ll be testing it. Merits need to be rebalanced.
Charms: Charms are filled with filler dice-tricks rather than anything interesting.
Solutions:
Attributes/Abilities: Import Kerisgame hacks.
Base Game: Create unified Sorcerous Working/Bureaucracy/Craft system, with thaumaturgy. Range bands can be replaced with Zones. Mass Combat may need to be replaced. Rebalance Merits
Charms: Near-total rewrite. Each Ability gets 10~ base charms, then a number of Style Charms. Style charms are more specialized, and are based around a certain Style.
I'm currently looking for people to work on it with me.
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