Exalted Lite Hack

So I like Exalted, especially when I’m looking for some old school, GM based participationist play where the point is for the players to ride the roller-coaster and kill everything along the path anime style. However, at this point I don’t find myself having a lot of fun with many of the extended maneuvers, multiple stunt tree stacking, and many of the other things that used to draw me to Exalted. I find myself wanting a game with more emphasis on stunts and virtues, the things that sort of defined Exalted’s difference from all those other high-action games for me.

So I made up this little hack. It started off with the simple thought of “well, 2 bonus dice for a stunt on top of a pool of 44 dice isn’t that much, but 2 bonus dice on top of a pool of 2 dice is…” and then when I looked at the old Exalted demo on the WW site (from before 1st ed was released) it bloomed into my brain.

This is a fairly incomplete draft. I know, for example, that the charm section is an imbalanced mess. However, I’m hoping that you awesome people can help with that, as I’m bored with working on it alone.

Once again, cut for the longness: Show ▼

For those looking for a more thorough rewrite of Exalted, turning it into something awesome and different rather than just a refocused version, should check out Jonathan Walton’s excellent and ongoing hack.

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8 Comments »

Comment by Leo Lingas
2007-02-28 17:27:49

I like it. Let’s play at our house!

Comment by Brand Robins
2007-02-28 21:53:11

Yea, that way we can see how broken the charms are and work on them as we go.

What’re you up to next weekend?

 
 
Comment by thark
2007-03-01 09:30:28

And how many charms would you suggest to start with? With the need to take up less desirable ones on the way up trees removed, ten seems like a bit much. Depending on how specific they are meant to be in terms of applicability, I guess.

(I admit to having only limited familiarity with Exalted to begin with, mainly due to reasons of system. I hope we’ll see a playtested version of this eventually. ;-))

Comment by Brand Robins
2007-03-01 11:52:13

I’d say five. At least until I playtest it. (And if you want to be a little dull you could just buy a doubler for each of your abilities — and thus be able to do the ability+stunt+virtue+background overwhelm for all five, at the cost of not having the cool abilities or flexibility of other charms.)

I’ve added that suggestion to the text. Thanks for noting it.

 
 
Comment by JonathanWalton
2007-03-01 11:42:11

Nicely handled. I’d actually play that. Thanks for the props.

Comment by Brand Robins
2007-03-01 16:14:11

Are you at Nerdly? If so we can cross-playtest. Get you, me, Mo, Shreyas, and have a go at both systems.

 
 
Comment by Shreyas
2007-03-01 18:04:06

Hm. I like. I’d suggest, though, that all Charms are simultaneously numeric augments and esoteric or impossible abilities - as you said yourself, it’s a little dull to have naked numbers. Follow Borgstrom and avoid that pitfall.

Comment by Brand Robins
2007-03-01 18:10:50

The other thing I’d been considering was doing away with combos and set charm lists and just letting people string together charms in a more freeform way. So that way you can stack your esoteric attack adding dice multiplier — you’ll just pay a crap load of essence for it.

 
 
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