Who else here plays Exalted?

sotmh said:
In short, Exalted is preferable if you enjoy narrative combat, while D&D is preferable if you enjoy tactical combat.

I like my narrative combat and I play D&D. But If I really liked my narrative combat I'd play Feng Shui and not Exalted. You are focusing on one small aspect of the game and making them to important with the combat.
 

log in or register to remove this ad

Crothian said:
I like my narrative combat and I play D&D. But If I really liked my narrative combat I'd play Feng Shui and not Exalted. You are focusing on one small aspect of the game and making them to important with the combat.

Well, I enjoy other aspects too, but the very epic feel that the game's premise involves is a big one. However, I was tickled pink that first time the cowardly guy jumped into combat with the horriffic knights and failed his valor check. I was more impressed the time he stuck by his beliefs and fought of a mind domination spell. It's interesting that the charcter's personality brings strengths and weakness to the game, often dramatically in both cases.

I enjoy, though on occasion lament the fact that every charcter in the game is like a fighter 6 / Sorcerer 4. The charm system is fun, but also adds a layer of complexity. I do like the additional levels of control it offers. Also, the fact that you can run in 'high gear' for a short period of time and do a lot better fits some more of what I wanted out of combat.

I like the rules for fights, especially in the manners that it brings the players a little closer into the driver's seat, or just how benificial going first is.

I like that the setting has a reason for the party to stick together hard-wired into it.

I like that characters are fairly compotent, and can be passable in a decent array of things without feeling useless overall.

But I do also enjoy that the game brings out the active description of actions all over the place.

Not saying that it's a better game, but it does have its merits.
 

beepeearr said:
As a DM, that's why a reward karma so that the player has that option if he wants to use it. I award karma after the action that deserved the karma not before or during. As a Player sometimes failure is just the price you have to pay. I find that for some reason I tend to roll better when it's all on the line, as opposed to when I play it safe. So that may color my opinions, plus it's more fun to be reckless, If you are going to fail, might as well fail spectacularly

This I find interesting, since it sounds like you do keep a reward around to incite people to play a little more fast and loose.


beepeearr said:
Depends really, as long as it is something your character could realistically accomplish (in a cinematic sense of reality anyways) and that the outcome of which really would make a difference if you were successful, then no. But if you mean trying to perform epic stunts at 1st level then the answer would be yeah that would be silly. I'm not knocking other systems I've played my fair share of other sytems, some I like, others not so much.

And does that point come before or after the fighter in full plate tries to sneak past two guards? I get the feeling you're much less risk averse than a lot of the people I play with.

Are you asking if knowing the potential booty available to be pirated would help a pirate game, My instincts would be yes if the players were responsible for determing which ships to go after Ie if the were the captain and such. If they were just crew, I don't think it would matter much though.

Actually, I just wanted to see how you felt about rules that can help towards an available goal. While trade rules certainly aren't needed to do a pirate game, it is a good way to have loot available.


My turn now.

Does it ever reach the point where your chances of failure are slim enough that performing daring stunts becomes less daring and more common.

Somewhat. To me, a good chunk of the aspect of looking cool is simply in the realm of "This is what I can do". As long as everyone can't vanish into shadows at will, my ability to do so is pretty darn neat. And while the most dizzying heights are only accomplished when there is some risk involved, having the previous level of daring stunts be not so daring will only push me to try something else. Like doing the stunts while on fire! And if the universe itself recognises that what I'm trying is cool, well that's all the better.

It might be a mental device, but it's a mental device that says 'yes, you can do it!' rather than 'no you can't do it!'

Sorry for taking so long to get my replies in.
 


Besides the two games Ao mentioned I played in one that died right quick and one that lasted a summer, and they've all been enjoyable in their own way. I just wish they'd last longer.

Ao the Overkitty said:
One of the many things they learned was going into the Wyld is not an intelligent solution to a problem.

I don't know, never bothered me much.

This was during the brief stint when we had a Night caste Solar who exalted from a noble house accompanying us. The Lunar was getting more and more obvious about his tell

DBT will do that to you.

(the first animal heart he ate was a stag, so he had antlers).

My totem was an elk, thank you very much!

I still don't know why everyone gets so hung up on the antlers, it's not like it makes any difference what your tell is.

The lot of us ended up in the Wyld and the Lunar is the only one who stands immune. After fighting grass and talking to a cow, the monk ends up with a tentacle coming out of his stomach and another coming out of his back. The noble ends up with gazelle horns. Such a great plan.

I think it worked out fine.
 

Remove ads

Top