Exalted Lite/What is Exalted Lite
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. Awareness, Creation, Expression, Harmony, Intellect, Might, Natural, Prowess, 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.
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
- Core Mechanics - Basic success resolution
- Detailed Mechanics - Combat, miscellanious rules, Mortal rules
- Advanced Mechanics - Geomancy, Enchanting, etc.
- Universal Charms - Talents and such
- Elemental Rules - For Dragon Kings, Elementals, Dragon-Blooded, Elemental-Blooded and Dragon-Touched
- Elemental Charms - And their Charms
- Celestial Rules - Rules for the Celestial Exalted
- Celestial Charms - And their Charms
- The Arts - Sorcery, Necromancy, Protocols, Martial Arts, and a segue for others.
- 'Other' Rules - Raksha, Mountain Folk, Alchemicals, Ghosts, and their halfbreeds
- '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