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The hidden joke is mostly that I'd rather people do such things because they want to and because it expresses something important rather than for a handful of motes.
The hidden joke is mostly that I'd rather people do such things because they want to and because it expresses something important rather than for a handful of motes.
The hidden joke is mostly that I'd rather people do such things because they want to and because it expresses something important rather than for a handful of motes.
In terms of specifically combat balance, first two that spring to mind are Blinking Eye of Chaos and Spreading The Wyld Roots.I'm the ST in this case, and my purpose actually IS to let Lunars use Wyld-only Charms. This presents serious balance concerns, you say? I'll have to review the Wyld Charms, myself, but in the interests of not missing anything, what stands out as potentially broken about it? I am far from perfect at detecting balance problems when reviewing things I haven't spend a ton of time with.
Due to the idea being based somewhat on Chaos-Repelling Pattern and how it's sometimes used in crossovers to ensure the Solar has all the respiration and such he needs in a setting where ambient Essence and the laws of nature working with his Charms are questionable, I don't like (for this purpose) the idea of long-term claims over areas being necessary, nor restricting it to Shadowlands. I do see the attraction as a thematic element if I had a different purpose.
Has anyone written or know about Solar Lore charms that have to do with knowledge and information or the sciences? The kind of charms than enhance what you typically roll lore for?
Don't worry, soon we will have Exalted Essence and all the warring tribes of the editions shall join together in one harmonious union.This is a long-running, established game, not a game I need to balance against chargen and the like, and none of my players are optimizing particularly hard. (Still very effective in combat, because I'm not optimizing very hard, either.) We play a bit loose with the rules, but my "rules-lite system of choice" rips out the flavor of the game provided by the system, so I am using 2E. I...don't like 3e, for all that it has some nice innovations. The rules get even fiddlier in places that are harder to gloss over without throwing out the system entirely, and the charm bloat for utterly boring dice manipulation charms is hideous in the extreme. Heck, I want to like the crafting system, but its complications are followed by Charms that obviate them, rather than by Charms that exploit them, and they lead to weirder behavior than stunting-for-motes.
I have a Lunar player (by far the least optimized in the already unoptimized party) who is idly considering Wyld Charms for humor value, but doesn't want to spend XP on Charms he'll use as rarely as the Wyld comes up. Hence my musing on a Charm to let him bring the Wyld with him. That said, the next session is taking place in an Unshaped.
(I wish I could find the writeup of it that I put on the old 2E wiki, but even the archived versions of said wiki seem to lack the pages I added, sadly. I was quite proud of the Isolated Youths' Academy, but sadly I lost my own copy of it two or three computers back.)
Has anyone written or know about Solar Lore charms that have to do with knowledge and information or the sciences? The kind of charms than enhance what you typically roll lore for?
Any edition. And I'm hoping for something more engaging than just an excellency or fact introducing charms.For which edition? In 2E that sounds like just an Excellency and in 3E it would be any charms having to do with introducing facts.
I had forgotten about those, thanks! I don't suppose you've made any more along those lines?Remember these?
In retrospect, I should've said that Technique Resurrection Prana also lets you use history books as tutors more broadly. A Solar historian reading about Queen Merela should be able to learn Brawl as though they spent their reading time being trained by an expert fighter.
I think mass summoning is only possible with a spell ES wroteNope.
Because people HATE playing Lunars, for some reason. They love the ability to make weapons that hit them disappear into pocket dimensions, and turn into an animal-human war-beast a la Werewolf the Apocalypse/Forsaken, but having to choose between charms and knacks for the listing of 10 to start being for both combined leads to real-life flame wars, and houseruling it to 10 charms and 4 knacks just doesn't cut it for some people.
Anyways. Now that I've finished griping, I'd like to ask for help. Namely, I can't find the Demon Mass Summoning Rules for 2e, and I could have sworn they were in Oedanal's Codex... but I still can't seem to track them down. Anyone remember where they were?
Anyways. Now that I've finished griping, I'd like to ask for help. Namely, I can't find the Demon Mass Summoning Rules for 2e, and I could have sworn they were in Oedanal's Codex... but I still can't seem to track them down. Anyone remember where they were?
There should something in Roll of Divinity 2, I think, about how to go about summoning an army.Anyways. Now that I've finished griping, I'd like to ask for help. Namely, I can't find the Demon Mass Summoning Rules for 2e, and I could have sworn they were in Oedanal's Codex... but I still can't seem to track them down. Anyone remember where they were?
There should something in Roll of Divinity 2, I think, about how to go about summoning an army.
So one of my friends is just getting me into Exalted. We're running 2e with the Scroll of Errata, but when I'm googling around for advice and tips I see that 2.5e is sometimes thrown around. This seems to be 2e with the Scroll of Errata and sometimes something called Ink Monkey? What is this, and do we need it for our game to be considered 2.5e? Just want to know if any of the advice I saw for 2.5e would still work with our campaign as is.
Well any advice for a complete newbie making his first character? Chargen tips, essential Charms/Abilities, common pitfalls? Not too sure what I'm gonna go with so far besides maybe a basic Dawn Melee build or maybe a Night/Twilight Archer...
Edit: Typed the wrong Caste for the Archer idea. Starting at Essence 2, 15 Bonus Points, the whole shebang.
He knows, we're just running it for fun. That being said... I should take Dodge and Athletics charms and make them favored or Caste abilities at the least. Maybe I should just make that Archer lmao.So, I'm going to be a killjoy and recommend you not play Exalted 2 because the system is broken - is it reasonable for you convince your GM to use a rules-light system he knows instead?
If not, E2 paranoia combat breakdown. The numbers change around a bit in 2.5, but the lethality doesn't go anywhere.
Well any advice for a complete newbie making his first character? Chargen tips, essential Charms/Abilities, common pitfalls? Not too sure what I'm gonna go with so far besides maybe a basic Dawn Melee build or maybe a Night/Twilight Archer...
Edit: Typed the wrong Caste for the Archer idea. Starting at Essence 2, 15 Bonus Points, the whole shebang.
For fuck's sake Jon, no one wants or needs you to rant about this shit yet again.Given that threats that require the use of the p-combo triad to survive include no cost ambushes/surprise attacks, poisoned anything, five guys with brawl and hammers and similar extremely simple things (this is not an Exalt-class entity problem, it's an everything problem), unless the guy's GM has precomitted to never using any of the paranoia triggers against the guy's party (in which case anything is fine, but it requires the GM to know the meta intimately), advising him not to get them is irresponsible.
Remember, it's not the best defense build, it's the only defense build that works, unless your GM proactively avoids using paranoia-inducing threats or you're unreasonably lucky.