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exalted2.5:start

Exalted 2.5

This is the design namespace for all things related to Exalted 2.5.

Social Influence

The current social system offers only a binary choice: succeed at convincing someone, or fail completely. This does not represent the subtleties of influencing someone. The system also throws in Unnatural Mental Influence as the primary method for Charms to interact with social situations.

This page presents a different approach to social influencing.

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Static Excellencies

Normal excellencies bog down the game with needless choices about resource usage, and oversized dice pools. On this page you can find a different form of excellency: the static excellency.

This excellency replaces all the normal excellency-related Charms, unless stated otherwise.

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Crafting

The crafting system provides two sets of rules, one for crafting mundane items, and one for crafting artifacts. Together with the artificially imposed crafting minimums the system does not offer much in the way of interaction or cooperation to crafters.

This page presents an alternative system. Unless otherwise noted, no part of the original crafting system is maintained.

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Training Times

Current training times for attributes require either extended stretches of down time, or the use of dedicated training charms to improve a character's attributes: the default rules put attribute training time at (current rating) months when assisted by a tutor, or (current rating × 2) months without a tutor.

This house rule seeks to soften the requirements for attribute training.

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XP Based Character Creation

Since the original character creation rules allowed for too much difference in effective power in starting characters, a custom character creation scheme has been made. The new rules are based on the normal rules for experience costs when leveling a character, applied to a basic character template.

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Unfinished

These sections are still in the process of being written.

Infrastructure

The core book contains no abstraction to allow a group of exalts or others to maintain some infrastructure as a whole. The idea behind maintaining infrastructure is that it allows groups to build upon previous achievements in their domain.

The rules on this page describe a system that is based on a free-form approach to allow some tracking of infrastructure.

:!: This idea is still in the design phase.

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High Essence Theory

The core system's concept of “high Essence” effectively means that higher Essence means more power. This creates two effects. First, with exponential power growth high Essence charms effectively become finger-snap solutions to cool stories, and secondly the world's elders are also ridiculously powerful to the point of making any other entity irrelevant the moment they interact with the world.

This proposal aims to change the way high Essence is interpreted, and outlines the implications this brings.

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exalted2.5/start.txt · Last modified: 2016/05/14 16:03 by edwin