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:
Credits
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
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