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Exalted 3.5 [homebrew]

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  • notanautomaton
    replied
    I'll leave it in for now then.

    One thing that I would like to change is how large battles are resolved, though I'm not sure what to do with them. I kind of want something more like the 2e mass combat system, where it 'zooms out,' but, you know, not bad.

    Another thing that I'm changing is that I'm removing xp costs to buffing subordinates, such as through Command, Survival, or Sorcerous Workings. The exception is when they're applied to PC's.

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  • Katana1515
    replied
    Originally posted by notanautomaton View Post
    One thing that's annoying me is Initiative being transferable. By that I mean, let's say you have a non-combat-primary character, and they're fighting a pair of soldiers while the Dawn is fighting their Exalt commander. The non-primary combat character can be beating the soldiers, which is normal and expected, but they can then turn around and do some serious damage to the Exalt, even though they're much weaker, combat-wise, than the commander. I'm not quite sure how to fix it though.

    In play I have actually repeatedly found that to be a feature not a bug. Its more than likely that your non-combat primary players still want to be awesome in fights too, and beating up lesser enemies has more than once allowed my players to then turn on and Decisive things like giant zombie behemoths who they would otherwise be unable to harm. With some good stunts, it adds more than it takes away. If your worried about the Dawn feeling sad in that situation, dont, unless he is a peculiar build he will have no problems smashing just about whatever you put in front of him anyway.

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  • raaabr
    replied
    I don't really see the problem with initiative being transferable. It's like how you have a scene in a movie where a guy brushes off a whole bunch of mooks (Building up initiative with withering attacks) before leaping at the big bad and striking them. From a balance standpoint, you being able to do that to enemies means they can also do that to you; your dawn can get wrecked because they all targeted an easier to hit, less resistant member of the circle. And it'd be really difficult to track initiative with every other character in a combat.

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  • notanautomaton
    replied
    One thing that's annoying me is Initiative being transferable. By that I mean, let's say you have a non-combat-primary character, and they're fighting a pair of soldiers while the Dawn is fighting their Exalt commander. The non-primary combat character can be beating the soldiers, which is normal and expected, but they can then turn around and do some serious damage to the Exalt, even though they're much weaker, combat-wise, than the commander. I'm not quite sure how to fix it though.

    Leave a comment:


  • notanautomaton
    replied
    Range bands are replaced with zones. This is a relatively simple change. Characters within a zone are all considered to be within short range of each other. Characters that are engaged in melee combat are considered to be in Close range. Characters in adjacent zones are within medium range, characters within the next zone over are long range, and so on.
    With your reflexive move action you can either move into or out of close range with someone within the same zone as you, or you can move to an adjacent zone.

    A zone is defined as an area in which is either of a defined area, like a room, or which is determined arbitrarily by the ST. Generally they will be twenty square yards, but this can change by the whims of the ST.

    Minor change, clarifying how movement works.



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  • notanautomaton
    replied
    Originally posted by BlueWinds View Post

    This is pretty much how I read range bands the first time. It's not actually what's in the book, but the change makes so much sense that I didn't even realize I was houseruling it until I came on the forum and saw everyone asking questions I just didn't have.
    Range bands are confusing and sad, and I've found that this fix simplifies things a lot.

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  • BlueWinds
    replied
    Originally posted by notanautomaton View Post
    Combat:
    Range bands are replaced with zones. This is a relatively simple change. Characters within a zone are all considered to be within short range of each other. Characters that are engaged in melee combat are considered to be in Close range. Characters in adjacent zones are within medium range, characters within the next zone over are long range, and so on.

    A zone is defined as an area in which is either of a defined area, like a room, or which is determined arbitrarily by the ST. Generally they will be twenty square yards, but this can change by the whims of the ST.
    This is pretty much how I read range bands the first time. It's not actually what's in the book, but the change makes so much sense that I didn't even realize I was houseruling it until I came on the forum and saw everyone asking questions I just didn't have.

    Leave a comment:


  • notanautomaton
    replied
    Combat:
    Range bands are replaced with zones. This is a relatively simple change. Characters within a zone are all considered to be within short range of each other. Characters that are engaged in melee combat are considered to be in Close range. Characters in adjacent zones are within medium range, characters within the next zone over are long range, and so on.

    A zone is defined as an area in which is either of a defined area, like a room, or which is determined arbitrarily by the ST. Generally they will be twenty square yards, but this can change by the whims of the ST.

    Leave a comment:


  • Lioness
    replied
    Originally posted by putty View Post
    Please don't thread crap and respect the conversation. Thank you.

    Leave a comment:


  • notanautomaton
    replied
    Originally posted by Sandact6 View Post

    I more meant the unique charms they apparently come with or something.
    They don't automatically come with charms. Each Ability (for Solars) gets 10~ base charms, then a number of charms based on Styles. Not every Style will have charms though. If a style doesn't have charms and you want it to, homebrew or refluff some other charms.

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  • Sandact6
    replied
    Originally posted by ManusDomine View Post

    Eight Trigram Palm Style
    Practitioners of this Style learn to move in circles and are distinctive for their meditative practices conducted through walking in circles, palms towards the center. Practitioners of this Style makes use of circular movements and open palm strikes in order to both deflect and defeat the attacks of opponents. When those who walk the Eight Trigram Path go to war, they wield the deadly weapons known as deer-horn knives or crescent moon knives, that easily shear through armor as well as flesh.
    1: +1 to meditate when done through circle-walking.
    2: +1 Dodge pool to dodge through circular movements.
    3: +1 damage when using deer-horn knives.

    Took me two minutes to write.

    Like, Styles are ridiculously easy to write.
    I more meant the unique charms they apparently come with or something.

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  • notanautomaton
    replied
    Originally posted by TGUEIROS View Post
    Maybe he is hiding from your trying too hard!
    There is no such thing as trying too hard.

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  • TGUEIROS
    replied
    Maybe he is hiding from your trying too hard!

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  • notanautomaton
    replied
    Originally posted by Sandact6 View Post
    Did you try this in your blackjack and hookers version before?

    It shares inspiration with my last attempt.
    Originally posted by Sandact6 View Post
    Personally with the amount of work one can put into styles it just easier to make a Legend or Wulin or Wulin-eqse game.
    And Styles are ridiculously easy. The hardest part is figuring out what styles to do for some of the more difficult Abilities, like Politics, or Investigat

    ‚ÄčAnd putty I'm not sure what you mean by the gif. Are you just astounded that I don't like 3e as is, or what?
    Last edited by notanautomaton; 11-08-2016, 04:48 PM.

    Leave a comment:


  • ManusDomine
    replied
    Originally posted by Sandact6 View Post
    Did you try this in your blackjack and hookers version before?

    Personally with the amount of work one can put into styles it just easier to make a Legend or Wulin or Wulin-eqse game.
    Eight Trigram Palm Style
    Practitioners of this Style learn to move in circles and are distinctive for their meditative practices conducted through walking in circles, palms towards the center. Practitioners of this Style makes use of circular movements and open palm strikes in order to both deflect and defeat the attacks of opponents. When those who walk the Eight Trigram Path go to war, they wield the deadly weapons known as deer-horn knives or crescent moon knives, that easily shear through armor as well as flesh.
    1: +1 to meditate when done through circle-walking.
    2: +1 Dodge pool to dodge through circular movements.
    3: +1 damage when using deer-horn knives.

    Took me two minutes to write.

    Like, Styles are ridiculously easy to write.

    Leave a comment:

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