coyote6
Adventurer
Well, at least it's nice to know that I haven't missed Eric Noah's Unofficial Exalted 2e News . . . 

coyote6 said:Anybody know of a website with info on Exalted 2e? I have so far botched my Google Fu rolls . . .
JoeGKushner said:I mean seriously, I've got hundreds of dollars invested in it. This doesnt' count the time I've spent in the setting making up my own stuff or the miniatures I've painted or things I've converted from other systems.
MrFilthyIke said:And you WONDER why I won't buy Vampire:The Next Big Thing.
*eyes his bookselves full of WoD stuff*![]()
MoogleEmpMog said:Is Exalted 2.0 based on the new edition of the Storyteller rules?
I hope not. The new Storyteller rules seem geared more toward lower power than the old ones, whereas Exalted used a different variant (Storyteller 1.5?) that was more high-powered (For example, ST1.0 had variable target numbers for the dice, Exalted has a fixed TN of 7, and ST2.0 has a fixed TN of 8). They might incorporate some aspects of the new Storyteller rules (I've seen mention that you won't be rolling defenses, but that they'll be a penalty to the attacker's dicepool, sort of like soak), but I think it would be as different from ST2.0 as current Exalted is different from old Storyteller.MoogleEmpMog said:Is Exalted 2.0 based on the new edition of the Storyteller rules?
Crothian said:I'll save you the troublew and type out everything that is known:
it's coming in Febuary.![]()
*I was at the Exalted Q&A session at Origins, and I took some notes on what they have planned for the new edition:
* First of all, Brawl and Martial Arts have been combined, as have Endurance and Resistance. There are two new abilities: War, which is all about strategy and tactics and sees use in the mass combat system; and Integrity, which is about resisting persuasion and is important to the new social interaction system.
* Social interaction has been revised to quantify exactly how hard it is to convince somebody to sell you their firstborn, and how much of a fight they can put up. (Geoff fully expects some people to hate this, but says it had to be done.)
* Combat has seen some big changes. Turns are gone; they've been replaced with a system of "ticks," where different maneuvers take slightly different lengths of time to complete. (Another effect of this is that you only have to roll for initiative once, at the beginning of combat.) Instead of rolling Dodge, you get a fixed Defense Value -- when using a charm, however, you roll dice and add successes to this.
* Some charms have been changed or added -- there are now dice adder, extra success, and reroll charms for every ability. There are also a few more higher-tier Solar charms in the corebook, mostly from the castebooks. Oh, and the Dawn anima ability doesn't suck anymore.
* The core book is going to be in color, and will probably have an introductory comic instead of introductory fiction. Both of these may be carried over to supplements as well, but they're not sure yet.
* The setting is pretty much the same. They have a slightly tighter thematic focus for the Solars -- it'll be easier to tell that they were originally lawgivers and god-kings and things of that nature.
* Supplements coming in the first year:
- ST Companion, with a lot more detail on antagonists and their abilities than the first one
- Magitech book, which will concentrate all that stuff so you don't have to use it if you don't want to
- Direction Book on the Scavenger Lands
- New DB book
- Direction Book on the Realm, seperate from the DB book
And yes, they are going to revise Lunars.
cignus_pfaccari said:Try the White Wolf boards. They're at www.whitewolf.org.