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The Enworld Exalted Discussion Thread
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<blockquote data-quote="Tiberius" data-source="post: 1461518" data-attributes="member: 1376"><p>I'm not sure you'd have the trouble you think you would. As it happens, it seems many people try to argue that the Imbued are, in fact, the newest incarnation of the Solar Exalted. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Anyway, I think experience with Hunter, more than any other WoD game except Werewolf, would ease the transition to the Exalted ruleset. I've only a passing familiarity with the Hunter Edge rules, but IIRC you buy individual powers, rather than chains of them bundled together like the Disciplines, Arcanoi, or Spheres. If true, then the concept of buying up bunches of possibly entirely unrelated Charms will prove a low barrier to entry. Further, if they've played D&D, then the fact that the Charms are organized in chains should make it easy to relate them to feats, if need be. Essence management is really pretty trivial, especially if you use the bead system advocated in the core rules. I have no doubts that you and your group would be able to master it with ease.</p><p></p><p>The biggest problem, I think, would be adjusting to the static target number, rule of 10, non-rolled soak, and the fact that "1"s no longer subtract from successes. Those were my biggest hangups, coming from the WoD 1.0 system. While not an insubstantial list, these are confusing for a session or two, but that's about it. I say give it a shot. Anyone who dislikes it is clearly broken, and needs to be sent in for repairs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Tiberius, post: 1461518, member: 1376"] I'm not sure you'd have the trouble you think you would. As it happens, it seems many people try to argue that the Imbued are, in fact, the newest incarnation of the Solar Exalted. :) Anyway, I think experience with Hunter, more than any other WoD game except Werewolf, would ease the transition to the Exalted ruleset. I've only a passing familiarity with the Hunter Edge rules, but IIRC you buy individual powers, rather than chains of them bundled together like the Disciplines, Arcanoi, or Spheres. If true, then the concept of buying up bunches of possibly entirely unrelated Charms will prove a low barrier to entry. Further, if they've played D&D, then the fact that the Charms are organized in chains should make it easy to relate them to feats, if need be. Essence management is really pretty trivial, especially if you use the bead system advocated in the core rules. I have no doubts that you and your group would be able to master it with ease. The biggest problem, I think, would be adjusting to the static target number, rule of 10, non-rolled soak, and the fact that "1"s no longer subtract from successes. Those were my biggest hangups, coming from the WoD 1.0 system. While not an insubstantial list, these are confusing for a session or two, but that's about it. I say give it a shot. Anyone who dislikes it is clearly broken, and needs to be sent in for repairs. :D [/QUOTE]
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