Oh, well in that case I might as well just use a mix of both then. In his 'Id State' he basically does whatever thing catches his fancy without regarding that other people even exist, as it is partially controlled someone whose opinion he cares about (ie, whom he personally has a 3+ Principle to, Ideals and members of respected organizations don't count) can influence his behaviour slightly (either following their suggestion or spitefully going the other direction, depening on the Principle) at least until he gets distracted again.I literally wrote Keris's Limit Break from scratch; you're not limited to just the Solar ones in the corebook.
That's a pretty solid limit break. Going completely flighty and unreliable when things get too real is a pretty good fatal flaw to have in someone.Oh, well in that case I might as well just use a mix of both then. In his 'Id State' he basically does whatever thing catches his fancy without regarding that other people even exist, as it is partially controlled someone whose opinion he cares about (ie, whom he personally has a 3+ Principle to, Ideals and members of respected organizations don't count) can influence his behaviour slightly (either following their suggestion or spitefully going the other direction, depening on the Principle) at least until he gets distracted again.
So, with the Kickstarter of Ex3 Dragonbloods two days away, complete with text, I'm curious what people are most curious or excited for.
I'd like to see some info on the "fallen" Great Houses. Getting a look at the effects their collapse or destruction, both on the Realm and its satrapies, would give the Realm a dynamism that I felt it always sorely lacked.So, with the Kickstarter of Ex3 Dragonbloods two days away, complete with text, I'm curious what people are most curious or excited for.
I'd like to see some info on the "fallen" Great Houses. Getting a look at the effects their collapse or destruction, both on the Realm and its satrapies, would give the Realm a dynamism that I felt it always sorely lacked.
Yup. I'm excited about that. Want more than just the one example, though.Prasad is a satrapy controlled by two former Great Houses, whose main branches became defunct on the Blessed Isle while the Prasadi branches thrived.
I'm probably most interested in this too. Arms of the Chosen showed them generally making a good separation between mechanics and fluff and they see been clarifying most rules interactions (with the one exception (I recall) being written into the core purposefully that way) in the Ask the Devs thread. I considered the whole "natural language- what works at your table" thing the core seemed to be pushing to be dreck so this has been a major improvement imo, so I'm excited to see how they handle a full charmset.I'm actually interested in the charms. Or rather if the new Devs were able to solve the issues the Solar charmset had for the DB.
More Cadet and Minor Houses. Also a good idea on what Exalted 3e will be like going forwards.So, with the Kickstarter of Ex3 Dragonbloods two days away, complete with text, I'm curious what people are most curious or excited for.
So, with the Kickstarter of Ex3 Dragonbloods two days away, complete with text, I'm curious what people are most curious or excited for.
Something like non-Sids being able to learn up the Form, but the really powerful stuff being deeper than that?I'd I wad going to rewrite the system anyway, I would design all SMA so they started with a potent but not overly so basic effect representing a first tier, a couple charms building up to a capstone representing a middle tier, and another series of charms building to a super capstone.
I mean, yes.When all splats have high essence charms, there's not as much of a need for anyone BUT sidereals to have access to SMA. For the longest time, the only high essence charms in print were SMA.
Ideally, Lunar/Solar/etc e6+ combat charms should be on par with SMA of equal requirements of course.
Mechanically, basically.Something like non-Sids being able to learn up the Form, but the really powerful stuff being deeper than that?
I'm starting from a base of TAW, so Lunars can access that second circle off necromancy from the beginning. I'm balancing the other problems as I come across them.Access to Sorcery and MA is just one aspect of inter-splat balance, and not the most important one. But if you want to equalise it a bit, I suggest starting by giving Lunars a second circle of Necromancy.
I've cobbled together a couple things to make this, the Constellations hack is the normal high essence charmset. SMA is a method of using the Loom and internal Essence together to produce results rivaling SCS. This does mean that Sidereal Martial Arts are only useful in Creation, the Underworld, Yu Shan, and anywhere a Sid is at the second level of anima flare, but I consider that a feature.When all splats have high essence charms, there's not as much of a need for anyone BUT sidereals to have access to SMA. For the longest time, the only high essence charms in print were SMA.
Ideally, Lunar/Solar/etc e6+ combat charms should be on par with SMA of equal requirements of course.
Would this be a replacement or an extension to Sidereals: Where Fate Has Led?I'm starting from a base of TAW, so Lunars can access that second circle off necromancy from the beginning. I'm balancing the other problems as I come across them.
I've cobbled together a couple things to make this, the Constellations hack is the normal high essence charmset. SMA is a method of using the Loom and internal Essence together to produce results rivaling SCS. This does mean that Sidereal Martial Arts are only useful in Creation, the Underworld, Yu Shan, and anywhere a Sid is at the second level of anima flare, but I consider that a feature.
I have no idea what you are talking about. I'm guessing that is a reference?Would this be a replacement or an extension to Sidereals: Where Fate Has Led?
Sidereals: Where Fate Has Led - Google DocsI have no idea what you are talking about. I'm guessing that is a reference?
So as far as homebrew goes, one of the things I've done is balance the three types of Celestial Exaltation.
Solars can learn up to Celestial Martial Arts and Solar Circle Sorcery without tutors for either, but are barred from Sidereal Martial Arts.
Sidereals are the opposite, they can learn Celestial Sorcery and Sidereal Martial Arts without tutors, but are barred from Solar Circle Sorcery.
Lunars can learn either Sidereal Martial Arts or Solar Circle Sorcery, but only one and only with a tutor walking them through it.
A teacher improves your learning rate for all three as well as providing more knowledge and another set of hands to innovate.
This of course, would require balancing SCS and SMA to each other, but I think it would work out well and encourage party diversity somewhat organically.
Please tell me exactly how dumb this is, and note that I use a heavily homebrewed 2e that I edit as we play. We being myself and my friend.
Which is a real shame for what's supposedly the mysterious mentor/heavenly aid archtype. Sidereals should be able to teach through subtlety and secrets allowing the student to learn something without even realizing they are being taught a lesson. A Sidereal is the wise old man by the side of the road whose words inspire the hero to some great and deeper understanding without ever having to spell things out. It should be less sitting someone down for a lesson and more manipulating someone in a way that makes them learn.Sidereals- they're the tricky ones. Because see, the thing that sets them apart from Solars, Lunars and DBs isn't their magical natures- it's that they have an unbroken and uncorrupted history to draw from. They have libraries.