Difference between revisions of "Exalted Lite/What is Exalted Lite"

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== Core Rule Changes ==
 
== Core Rule Changes ==
 
* The TN is now 6, and 10's do not count double.  This means flipping coins, or any other method of rolling a D2, is perfectly valid for dice purposes.  To this end, Sidereals will do other things than modify TNs.
 
* The TN is now 6, and 10's do not count double.  This means flipping coins, or any other method of rolling a D2, is perfectly valid for dice purposes.  To this end, Sidereals will do other things than modify TNs.
* There are ten {{e|Attribute}}s{{e|Accord}}, {{e|Creation}}, {{e|Expression}}, {{e|Intellect}}, {{e|Might}}, {{e|Natural}}, {{e|Prowess}}, {{e|Socialize}}, {{e|Subterfuge}}, and {{e|Warfare}}.  These replace both Attributes and Abilities.
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* There are ten Attributes[[Accord]], [[Creation]], [[Expression]], [[Intellect]], [[Might]], [[Natural]], [[Prowess]], [[Socialize]], [[Subterfuge]], and [[Warfare]].  These replace both Attributes and Abilities.
* Willpower is rolled into the four Virtues.
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* Willpower is rolled into the four [[Virtue]]s.
* When rolling an Attribute, you add your Attribute to your success count.  So, when rolling a Might of three, and you net one 'success', your total success count is four.
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* When rolling an Attribute, you add your Attribute to your success count.  So, when rolling a [[Might]] of three, and you net one 'success', your total success count is four.
 
* Nearly everything is considered to be either a 'charm' or a 'mutation', though these specific terms are a bit unfortunate.
 
* Nearly everything is considered to be either a 'charm' or a 'mutation', though these specific terms are a bit unfortunate.
 
** Except for Arts (Sorcery, Necromancy, Martial Arts, etc), Charms are extremely basic, simple things.  Even Heavenly Guardian Defense is more complex than any given standard Charm.
 
** Except for Arts (Sorcery, Necromancy, Martial Arts, etc), Charms are extremely basic, simple things.  Even Heavenly Guardian Defense is more complex than any given standard Charm.

Revision as of 05:46, 29 April 2006

Overview

Exalted Lite began as a Lunar 'Reverse Vasectomy' and general Charm reduction project. Since then, it sort of grew into a complete rethink of the system. First I wanted a suitable set of rules for designing weapons. Then artifacts. Then Geomancy. I found the Jumping rules comical and annoying. Dexterity was all too clearly superior than Strength or Stamina. Perception as an Attribute and Awareness as an ability seemed a bit silly. Having several thousand Charms looked increasingly tiresome.

Core Rule Changes

  • The TN is now 6, and 10's do not count double. This means flipping coins, or any other method of rolling a D2, is perfectly valid for dice purposes. To this end, Sidereals will do other things than modify TNs.
  • There are ten Attributes. Accord, Creation, Expression, Intellect, Might, Natural, Prowess, Socialize, Subterfuge, and Warfare. These replace both Attributes and Abilities.
  • Willpower is rolled into the four Virtues.
  • When rolling an Attribute, you add your Attribute to your success count. So, when rolling a Might of three, and you net one 'success', your total success count is four.
  • Nearly everything is considered to be either a 'charm' or a 'mutation', though these specific terms are a bit unfortunate.
    • Except for Arts (Sorcery, Necromancy, Martial Arts, etc), Charms are extremely basic, simple things. Even Heavenly Guardian Defense is more complex than any given standard Charm.

Purpose

I have several goals for Exalted Lite:

  • Easier to run, especially when trying to include the entire setting
  • Easier to learn, especially for those unfamiliar with Storyteller-style systems
  • Faster to play, particularly combat
  • More scalable, running ten opponents should not take ten times the work
  • Better balance, fewer choices should be obvious
  • Better segueing into high-level play, both in terms of Essence 7-10 levels and running armies and nations.
  • A much higher focus on combos and related features.

Progress

It's a bit intertwined, but the steps I go through are roughly as follows

  1. Core Mechanics - Basic success resolution
  2. Detailed Mechanics - Combat, miscellanious rules, Mortal rules
  3. Advanced Mechanics - Geomancy, Enchanting, etc.
  4. Universal Charms - Talents and such
  5. Elemental Rules - For Dragon Kings, Elementals, Dragon-Blooded, Elemental-Blooded and Dragon-Touched
  6. Elemental Charms - And their Charms
  7. Celestial Rules - Rules for the Celestial Exalted
  8. Celestial Charms - And their Charms
  9. The Arts - Sorcery, Necromancy, Protocols, Martial Arts, and a segue for others.
  10. 'Other' Rules - Raksha, Mountain Folk, Alchemicals, Ghosts, and their halfbreeds
  11. 'Other' Charms - And such.

Gods and demons... Well this is a big project.

Overall, Exalted Lite is going to take itself a long while, even if people get crazy enough to help me. In any case, that's the nutshell. Xeriar