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Exalted in general (and 1st vs. 2nd Edition)?
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<blockquote data-quote="Ao the Overkitty" data-source="post: 2865653" data-attributes="member: 9758"><p>I'll point our GM to this thread. He'll likely email me any responce he has, since he is too lazy to make a login for enworld.</p><p></p><p>Personally, I'd suggest you start them out as Solars and stick to the corebook. Learn the basic rules first before you branch out. Then they don't need to read 400 pages of gaming material. They don't even need to read all of the character creation section, just the parts that pertain to their character. Cuts down on a lot of reading time. You're the only one who needs to 'know' the setting. I've been playing for a while and still don't really know the setting.</p><p></p><p>As for second edition, the differences are both small and large. Solars got a few more points at character creation for abilities (they haven't come out with players rules for the other exalted types). A lot of charms got tweaked and a few 'speed bump' charms got dropped. Ride and Sail charms are now actually nifty and worth taking. Endurance has been folded into Resistance and Brawl has been folded into Martial Arts. There are now the War (mass combat) and Integrity (mental defense) abilities. Social combat rules were introduced. Physical combat was reworked to be more like Feng Shui in terms of turns. Oh, and the caste powers have been altered slightly. I'm sure there is more, but that's what I can think of.</p><p></p><p>I don't know of any actual conversion rules.</p><p></p><p>As for the last one, I keep the storyhour for our game (second link in sig). I'm actually taking a break from transcibing the most recent session to reply to this post. Our Gm keeps a thread on rules changes he makes <a href="http://www.randomlingshouse.net/viewtopic.php?t=5281" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="Ao the Overkitty, post: 2865653, member: 9758"] I'll point our GM to this thread. He'll likely email me any responce he has, since he is too lazy to make a login for enworld. Personally, I'd suggest you start them out as Solars and stick to the corebook. Learn the basic rules first before you branch out. Then they don't need to read 400 pages of gaming material. They don't even need to read all of the character creation section, just the parts that pertain to their character. Cuts down on a lot of reading time. You're the only one who needs to 'know' the setting. I've been playing for a while and still don't really know the setting. As for second edition, the differences are both small and large. Solars got a few more points at character creation for abilities (they haven't come out with players rules for the other exalted types). A lot of charms got tweaked and a few 'speed bump' charms got dropped. Ride and Sail charms are now actually nifty and worth taking. Endurance has been folded into Resistance and Brawl has been folded into Martial Arts. There are now the War (mass combat) and Integrity (mental defense) abilities. Social combat rules were introduced. Physical combat was reworked to be more like Feng Shui in terms of turns. Oh, and the caste powers have been altered slightly. I'm sure there is more, but that's what I can think of. I don't know of any actual conversion rules. As for the last one, I keep the storyhour for our game (second link in sig). I'm actually taking a break from transcibing the most recent session to reply to this post. Our Gm keeps a thread on rules changes he makes [url=http://www.randomlingshouse.net/viewtopic.php?t=5281]here[/url]. [/QUOTE]
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