Just some various notes on things relating to the Exalted game we're playing, because, as previously stated in another post, I suck at studying so I've been doing something less productive.
Things We Forgot
Perfect Defenses
This has been bugging me for a little bit, actually. In Adam's exalted game, we're using a rule I've tentatively labeled "Essence Overflowing," which gives a continuous generation of motes. What this means is that things like Perfect Defenses can be thrown out much more often, which has brought the concern that combat might devolve into "I throw the world at you" "I dodge. Perfectly. Fuck off." Not exactly edge-of-the-seat action. Then I realized, we weren't using the flaws in Perfect Defenses (E2E 194). Got to remember those, or combat is going to get dreadfully boring. Also, this might be useful. It's a wiki entry by one of the writers, discussing how to apply the flaws.
Disarm
Found the rules for disarming, under called shots. (E2E 158) Proceeded to bookmark the hell out of my digital copy of Exalted (I own the books, leave me alone, White Wolf).
Stunts
Oops! You can only gain motes, Willpower, or XP from stunts that are successful. Have to keep that in mind.
Interesting Things Of Note
These are really useful. Obscenely so, actually. Basically, they are essays on the Exalted Wiki which guide you through some of the basic concepts of Exalted. Great for new and old! Also, further down on the same page are some other essays covering a variety of useful and not-so-useful topics.
Links of Note
Alabrax's Exalted Fan Site - Useful stuff, including characters and NPCs, etc.
Bazzalisk's RPG Material - Charm cards. Yay!
DCS Designs - Cheat sheets for Combat and Social Combat
StephenLS Maps - Maps of Creation. Pretty handy.
Voidstates Exalted Stuff - Dice rollers!
RPWiki - Exalted II - Just some generally neat stuff.
House Rules
This is an optional house rule designed to make Essence-wielders more awesome by providing them with more Essence to play with.
Mote Generation - Every time the character can take an action in combat (but no sooner than 3 ticks)
It might help to think of mote generation in combat as an automatic action that is only performed on your turn, with no DV penalty and which does not count in a flurry. Basically, you can't generate motes without also taking an action, and no closer than 3 ticks together.
Hearthstones - Attuned hearthstones directly add to the mote generation at an amount equal to their rating (for example, an Essence 2 character with an attuned rating 2 hearthstone would generate 4 motes per action or 5 ticks). You can not add more than 5 motes in this way (this keeps characters from carrying a dozen attuned hearthstones in their pockets to generate 50 motes an action).
Thoughts: This is probably fairly open to abuse, but only if people try to be twinks. As long as everyone keeps in the spirit of the idea (that being that Essence-wielders shouldn't have to constantly hoard motes just in case something bad happens, but should be able to throw out Charms and powers just like in the comics and fiction), things shouldn't be too bad.

1 comments:
Along with that goodness, I plan on going through the first edition players guide for the merits/flaws section and doing a little vamp action. Input welcome.
Post a Comment