You wouldn't say that if you've seen some of the threads on RPGnet....Whizbang Dustyboots said:Why would you want to do this? I'm pretty sure Exalted is the best at simulating an Exalted game.
You wouldn't say that if you've seen some of the threads on RPGnet....Whizbang Dustyboots said:Why would you want to do this? I'm pretty sure Exalted is the best at simulating an Exalted game.
I think everything but the charms are good. The charms are too many with too many synergies for the game to playable unless everyone in the group is pretty hardcore into Exalted.Whizbang Dustyboots said:Why would you want to do this? I'm pretty sure Exalted is the best at simulating an Exalted game.
med stud said:Starting from the ground up, I would say that celestial exalts start at paragon tier and can go the whole way. Dragonborns start at level 11 and can go to level 20. Mortals start at level 1 and can go up to 10. That way, the most well trained and experienced heroic mortal can be a match for a newly hatched solar. An experienced dragonborn is something to be feared by young celestials but older celestials can mop the floor with them.
An exalted chose a class like normal. The caste gives a one-time bonus. The kind of exalt you are then becomes a Paragon Path, with the solar being the strongest, the dragonborn the weakest and so on.
I think a way to make distinctions between supernatural creatures and natural ones could be to give gods and exalts access to more action points. A solar, for example, starts every combat with a minimum of two action points plus the ones accumulated as usual. At epic tier, he starts with three action points plus the accumulated. Other celestials start with one action point and terrestrials have no bonus action points.
But I just bought a new bucket!cangrejoide said:To play Exalted without the 'Buckets of Dice' system.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.