andrew.d.scott_at_... wrote:
>
> Interesting stuff so far! Here's mine. It's very rough at the moment,
> so comments, criticisms and suggested revisions are all welcome.
>
> Note: For simplicity's sake I'll stick with Solars. I've dispensed
> with essence motes and charm prereqs because I can't see what adding
> them would bring to the game.
>
Interesting. I can see how it's a flavour thing, and for one group a
must and for another not at all.
>
> -----
>
> Characters begin play with two free umbrella keywords. The first
> describes exaltation type and contains three abilities:
>
> 1)Solar Exalt � [Anima Banner (by caste), Exemplar, Supernaturally Robust]
>
So my first question - does having Solar Exalt as a separate keyword add
anything? I mean, don't those three abilities also get assumed by the
caste? I note even Anima Banner is already subdivided by caste.
>
> The second is Caste, and contains five keyword abilities which
> correspond with the caste abilities presented in the Exalted rulebook.
> The player may swap up to two of their abilities for those claimed by
> other castes.
>
Is this to preserve something specific from the original rulebook and
idea? (You have 5 abilities, up to three must be from your normal caste,
but up to 2 can switch?)
>
> A Dawn Caste character with a single swap would look something like this:
>
> 2)Dawn Caste � [Archery, Martial Arts, Melee, Stealth, War]
>
> The five abilities contained in the caste are nested umbrella keywords
> representing supernatural levels of skill and general charm packages.
> In contests with non-supernatural abilities they gain a +3 specificity
> bonus, but only if the player describes the essence fuelled effect.
> Once chosen the five abilities are fixed. The only way to gain magical
> might in other abilities is by purchasing individual charms (see below).
>
hmm... If they are supposed to be way above normal people, I'm not sure
you need the specificity bonus. They should just face next to no
resistance unless there are masses of people, no? (I can see this being
more of an issue if you also have the other Exalted as PCs - Solars are
supposed to have a distinct advantage, yes?)
>
> Once caste and abilities have been selected the player picks three
> caste ability charms. Charms can be self-penned or taken from the
> Exalted books but their effects *must* derive from the relevant
> ability keyword.
>
> So our Dawn Caste example now looks like this:
>
> Solar Exalt - [Dawn Anima Banner, Exemplar, Supernaturally Robust]
>
> Dawn Caste - [Archery (Rain of Feathered Death) Martial Arts, Melee
> (Heavenly Guardian Defence, Hungry Tiger Technique) Stealth, War]
>
> In contests with non-supernatural abilities charms gain a +6 bonus. In
> contest with general supernatural abilities (e.g Hungry Tiger vs.
> Melee) they gain a +3 bonus. Charms can only be applied to contests
> where their effects would specifically apply. In the Hungry Tiger
> example the player would need to be trying to cause physical damage
> with a melee weapon to make use of the charm.
>
> Charms that do not derive from caste ability keywords can be purchased
> as individual abilities during character creation or subsequently with
> hero points. In contests they function in the same way as caste
> abilities (+3/0/-3, depending on the opposition) albeit of much
> narrower scope.
>
> Charms within the same ability can be used to augment one another as
> combos. Augments in HQ2: Exalted are of the fixed value type.
>
> -----
>
OK, I get the logic behind fixed augments given you want to be able to
stack charms. Thus also making them combo. After seeing both of you
tackle this, it seems charms and the stacking of charms is a big part of
the fun of the game. But I think the question becomes whether in HQ2,
making them stackable +3 or +6 bonuses makes them more or less fun. It
may be that letting them be accessible abilities to bust out when you
want will make them MORE dramatic, even if it means flipping them on
their head a bit in terms of being bonuses. (i.e. - instead of invoking
it for a bonus, it makes the invoking of the charm the kick ass moment
in and of itself.)
LC