How would you do exalted???

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....
 

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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.
 

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.

I also think that Exalted always has been pretty close to D&D at heart, with the tiered systems in power and so on.
 


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.

While this sounds great maybe its better if all characters start at level 1.Normal mortals are extras in Exalted or minions in this game so we dont need to scale then further in the heroic path.

I believe that even heroic mortals should be minions but of higher level than others normal ´´characters´´, this is because what makes the difference betwen mortals and ´´others´´(exalteds,gods,demons,etc) are the charms they can use.Since we are using powers to simulate charms ,it would look a litle ´´funny´ to a mortal(even a heroic one) to be using those powers.

But mostly is simple because I want to start the game at level 1, almost all the players I have dont speak english(and I just barely pass), so I dont want to overwherm then whith lots of stuff from the start.

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.

What your opinion about using the anima effects as powers?This way they can be used in a tatical way but will cost actions instead of motes.

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.

LOVE THIS IDEA :D

Consider stoled^^
 

I'd personally start fresh if I was going to do Exalted with the Power Sources. Solar, Dragon Blooded, Lunar, Sidereal, Abyssal, etc.

You could kinda mix and match from what exists:
Solar = Divine/Martial
Dragon Blooded = Elemental/Arcane
Lunar = Primal
Sidereal = Psionic/Ki
Abyssal = Shadow
Obviously with some tweaks here and there.

I'd then build the classes to have one Role per Power Source.. to start.

Races I would keep pretty simple. Maybe stretch humans out by region with some fey and beast folks thrown in.
 

Alright I finished the template for the solares^^

Here it go:

SOLAR

Chosen of the Unconquered Sun solars are called the Lawgivers.Whith the mandate of heaven and the worst great curse Solars are perhapps the best hope creation have to survive.

The Solar stick is leardearship and perfection, and they are considered the strongest of all the exalted.

Heroic tier: :

In addiction to the basic exalted template solars receive:

1-at a minor actiona solar can make his caste mark burn whith enough light to iluminate like a lantern, it lasts a scene.

2-at a standart action the solar can know the exactly time of the day and night in the place where he is in.

3-change alignament to motivation, every solar has a epic motivation that he strifes to acomplish.Solars are beings of great will and desires.

4-choose a caste(dawn, night,zenith, eclipse and twilight) and receive a anima power(descrited below.)All the anima powers activate automatically at 11+ level of anima banner.

Dawn> The warriors and generals of the sun can look terrible and fierce in batle striking terror in the hearts of their enemies.
Once per encounter as a standart action the dawn can activate this power and receive a bonus of +2 to atacks, resistances or damage(the dawn choose what gets the bonus when activating this power). this lasts for the remainder of the scene.Creatures immune to fear or mindlees are immune to this power.

Zeniths- The priests of the sun are more resistant to atacks of creatures of darkness and can burn then whith the power of the sun.
Once per encounter as a standart action the zenith can activate this power and make his anima burn like a gigantic bonfire.for the remainder of the scene the zenith gains resistance (1/2 level) against atack made by those creatures and all creatures in (close burst 4) receive vulnerability(1/2 level) against all melee atacks made by the zenith).

Twilights- whith the task of bringing knowledge to the world twilights are protected by their anima and so can walk unmolested against various hazards.
At will a twilight can spend a immediact action and for the remainder of the scene (sustain minor) they receive a resistance(1/2 level) against a type of damage.(chosen when the power is acrivated.).

Later the night e eclipse anima powers, the great curse , the paragon and epic solars.^^
Now unfortanilly...work
 



Has you my bucket?

Meck, it looks good in general. There are a few typos, but I date an English major so... yeah. Anyway, I think the caste's features are pretty sweet and useful. They're not too overpowered (and I think an exalted level 1 PC would be overpowered compared to a normal level 1 PC... but, not too much), which is a good thing.
 

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