So, my old gaming group is having a last hurrah for 2.5e, and they're using Lunars to do it. Only they want to use TAW, which is in practical terms a bit of a mess. So, through wicked deceit and lurid promises, I've ended up spending the last few weekends editing and/or rewriting the whole damn thing.

Hopefully someone else finds it useful, too.
Goddamn Revlid. You actually went through and edited/added to that monster. I am in awe.
 
Moving back to the original point about 'lesser artifacts' and point taxes; I'm hoping you can't raise Essence with starting freebie points. It made it so that it was the best 'logical' build. If something is always the best point sink, then either you should just have that, it should be rebalanced, or you shouldn't be able to buy that at starting.

Decided what Essence Level a starting character needs, set it to that. Essence is basically the 'power level' attribute that caps what a character can do. Honestly, I would be conferable with it only raising at the ST's discretion rather then it being a experience point thing.
 
Moving back to the original point about 'lesser artifacts' and point taxes; I'm hoping you can't raise Essence with starting freebie points. It made it so that it was the best 'logical' build. If something is always the best point sink, then either you should just have that, it should be rebalanced, or you shouldn't be able to buy that at starting.

Decided what Essence Level a starting character needs, set it to that. Essence is basically the 'power level' attribute that caps what a character can do. Honestly, I would be conferable with it only raising at the ST's discretion rather then it being a experience point thing.

IIRC, Holden mentioned somewhere that they included charagen options for Exalts fresh off of their Exaltation as well as those that have been Exalted for a while.
 
Moving back to the original point about 'lesser artifacts' and point taxes; I'm hoping you can't raise Essence with starting freebie points. It made it so that it was the best 'logical' build. If something is always the best point sink, then either you should just have that, it should be rebalanced, or you shouldn't be able to buy that at starting.

Decided what Essence Level a starting character needs, set it to that. Essence is basically the 'power level' attribute that caps what a character can do. Honestly, I would be conferable with it only raising at the ST's discretion rather then it being a experience point thing.
My first urge was to curse at you.

Mostly because your post reminds me of those unmitigated jerks who insist on starting D&D games at level one. (Hey guys, I've been playing level 1-8 for a decade now. I think I have "earned" the right to experience level 10)

But on reflection, that was probably an overreaction.

still, I think that there is a generation gap here between old-school players who have issues with "munchkin" players, and new school players who started RPing after the internet was a thing, for whom the problem is less bad players and more passive-aggressive gamemasters.

Also, I'm pretty sure that starting at e3 is actually a terrible plan from the power gaming perspective.

(Man, you're pushing all my angry D&D rant buttons.)

giving more control to the ST is not going to magically fix things, because he is as likely to be the problem as the players are. And really, the way to deal with power gaming is to work with the players and get them to agree on just what they are playing for, not to impose stuff on them and just spur them to resentfully find ways around you.
 
I've played a game where we couldn't raise Essence. We just got Essence 3 for free when we hit 50xp, and then another free dot every time we picked up another 100xp. So at 0-49xp we were Essence 2, at 50-149xp we were Essence 3, and the game ended around 220xp, just before we hit Essence 4. I assume Elder limits would still have applied. It was an interesting way to go about it, though we did pick up xp faster than the core suggests you should.
 
I think the biggest reason to go for Essence 3 at chargen is Essence 3 charms. Lots of stuff is locked behind E3, including Sorcery. That combined with Essence being important anyways due to Essence Pools and a few other statistics(warforms, for instance), and people want to raise that value fast.

Though, really, the big things that need to be taken out of the way are Essence 4-5, given that they take 3 or 4 months to train at minimum(I think it's technically 6-10, unless you have a trainer). Which is the only possible way I can think of why someone would try to submit an Essence 5 character for a game starting at 20xp.
 
So, my old gaming group is having a last hurrah for 2.5e, and they're using Lunars to do it. Only they want to use TAW, which is in practical terms a bit of a mess. So, through wicked deceit and lurid promises, I've ended up spending the last few weekends editing and/or rewriting the whole damn thing.

Hopefully someone else finds it useful, too.

Umm are the different knacks of PREJUDICE DISSOLUTION MORPHOLOGY really worth a full purchase of the charm each time? They aren't anywhere near as strong as the ones granted by TRANSGRESSIVE BLAST STRIKE, and that charm starts you with two and lets you get further knacks as half priced addons. I mean I'll likely house rule them to work in a similar way, I was just wondering what your thoughts on that particular set of knacks was that had you choose to do them that way.
 
So, a question: how do people handle Necromatic Initiation so it doesn't come off as Sorcery, but emofied?

(Yes, I am aware that is Necromancy in a nutshell).
 
So, a question: how do people handle Necromatic Initiation so it doesn't come off as Sorcery, but emofied?

(Yes, I am aware that is Necromancy in a nutshell).

If you have to sacrifice something to become a sorcerer, and necromancy is the mirror of sorcery, it stands to reason that you might have to build something for necromancy, no?

You have to make something of note, and have it forgotten, because this thing all things devours, etc etc.

Not canon, but...
 
The Station of Sacrifice is also known as the Station of Change. You free yourself, cut loose something that was holding you back, give up your needless compassion, or your love for your mentor, or your crippling self-doubt. You become a stronger person and gain mystical power through leaving your weaknesses behind you.

The Station of Rot is also known as the Station of Inversion. You twist something about yourself, turning fear of your homeland's rulers into contempt, or hatred of the Dead into quiet love, or devotion to your religion into detestation. You become a stronger person and gain mystical power through inverting your weaknesses into strengths.
 
Umm are the different knacks of PREJUDICE DISSOLUTION MORPHOLOGY really worth a full purchase of the charm each time? They aren't anywhere near as strong as the ones granted by TRANSGRESSIVE BLAST STRIKE, and that charm starts you with two and lets you get further knacks as half priced addons. I mean I'll likely house rule them to work in a similar way, I was just wondering what your thoughts on that particular set of knacks was that had you choose to do them that way.
Note that you can't use two versions of Transgressive Blast Strike to enhance the same attack, while you can (and often will) use every version of Prejudice Dissolution Morphology at the same time. Also, each version of Prejudice Dissolution Morphology not only opens up new areas of your already-potent shapeshifting ability, it also comes with a flexible and useful bit of UMI.

That said, it's totally okay to rule they're only worth 4xp each, if that's how it looks to you. Go for it.
 
If you have to sacrifice something to become a sorcerer, and necromancy is the mirror of sorcery, it stands to reason that you might have to build something for necromancy, no?

You have to make something of note, and have it forgotten, because this thing all things devours, etc etc.

Not canon, but...
This amuses me greatly, and if I had any idea how the hell fluff/run this for my Sidereal player, I'd probably run with this.
The Station of Sacrifice is also known as the Station of Change. You free yourself, cut loose something that was holding you back, give up your needless compassion, or your love for your mentor, or your crippling self-doubt. You become a stronger person and gain mystical power through leaving your weaknesses behind you.

The Station of Rot is also known as the Station of Inversion. You twist something about yourself, turning fear of your homeland's rulers into contempt, or hatred of the Dead into quiet love, or devotion to your religion into detestation. You become a stronger person and gain mystical power through inverting your weaknesses into strengths.
I think I'll run with this. Many thanks, Aleph!
 
Question on Jade Hearthstone Bracers.

So those things reduce the speed rating of hand to hand attacks by one. Does that mean all close combat attacks using Melee of Martial Arts get reduced, or just Martial Arts?

If the first, does this mean that a Dragon-Blooded with Hearthstone Bracer's and a pair of Short Daiklaves attacks at Speed 3?
 
Hoboy. You found the reason that Jade Hearthstone Bracers are considered bullshit good.

In answer to you first question, it works on any weapon you use: melee, martial arts, firearms, thrown, -1 to speed. In answer to your second question, yes.

A big chunk of the reason for slapping the 'no stacking stat boost' errata in was to stop people from stacking the Jade MM bonus with the Jade Hearthstone MM bonus, and thus getting speed 3 grand weapons (note one of the earliest bits of errata said speed 3 is as low as you can go to stop people from breaking the game more).
 
Questions on (Yozi) Yozi-Body Unity and (Yozi) Essence Eternal.

Do these charms (listed in RotSE) have different effects for different Yozi?

The Version in RotSE is only for the Ebon Dragon, and I was wondering If Any of these would have different effects based on learning a different Yozi's version.

The Ebon Dragon's body is simultane- ously material and dematerialized, allowing him to perceive and physically interact with beings and objects in either state as though he shared that state. He can walk through sanctum entrances like a dematerialized being but may ignore them as a materialized being. All the results of his actions likewise benefit from this unique nature. If another effect defines the character's state as exclusively material or incorporeal, he may ignore that effect at will to exist between states.

A second purchase at Essence 7+ removes the need for sustenance, air and sleep and grants immunity to non-mag- ical disease, plus lets him hear prayers from any realm of existence (but doesn't make him a spirit). This Charm may not be learned through the Eclipse anima power or equivalent effects, save for Primordial Prin- ciple Emulation

The Ebon Dragon cannot be killed by mere injury. If lethal or aggravated damage would reduce him below his last Incapacitated level, it is not applied, nor may an effect slay him outright. Effects that can permanently kill spirits bypass this protection and transform his Essence into a ghost (or Neverborn, if he knows Ebon Dragon Cosmic Principle).
 
Questions on (Yozi) Yozi-Body Unity and (Yozi) Essence Eternal.

Do these charms (listed in RotSE) have different effects for different Yozi?

The Version in RotSE is only for the Ebon Dragon, and I was wondering If Any of these would have different effects based on learning a different Yozi's version.
Its a question that has caused people to argue in the past. I've always counted them as having the same effects for all the Yozi, since there is nothing specifically ebon dragon about those charms. I also told Solars that tried to use PPE to go bugger themselves.
 
Its a question that has caused people to argue in the past. I've always counted them as having the same effects for all the Yozi, since there is nothing specifically ebon dragon about those charms. I also told Solars that tried to use PPE to go bugger themselves.
I Thought so, but I felt that should double check, and you guys are generally far better at judging this stuff than I am.
 
So my new RPG group is probably taking up an Exalted campaign/story for the next one up, I only have experience with Old VTM, it's still WW. What can I expect? :p
 
Hoboy. You found the reason that Jade Hearthstone Bracers are considered bullshit good.

In answer to you first question, it works on any weapon you use: melee, martial arts, firearms, thrown, -1 to speed. In answer to your second question, yes.

A big chunk of the reason for slapping the 'no stacking stat boost' errata in was to stop people from stacking the Jade MM bonus with the Jade Hearthstone MM bonus, and thus getting speed 3 grand weapons (note one of the earliest bits of errata said speed 3 is as low as you can go to stop people from breaking the game more).
Are there Speed 1 or 2 actions?

I can actually imagine that as a series of Elder Charms that allows you to move every tick rather than care about Speed.
 
GM will be experienced and two out of 5 players.
Do you know about Errata or splats?

Are there Speed 1 or 2 actions?

I can actually imagine that as a series of Elder Charms that allows you to move every tick rather than care about Speed.
Guard and Aim can be Speeds 1-2. Otherwise, not really, and for good reason: acting more often is really good.

Moving is complicated, due to poor editing. I generally run that it can be done every tick(unless specifically restricted).
 
How should I stat up a Hekatonkhire? I was thinking about digging out my copy of Compass Autochthonia, and using the Viator as a base for the stats.
 
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