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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Dacke on May 12, 2006, 09:14:37 AM

Title: Exalted 2nd ed
Post by: Dacke on May 12, 2006, 09:14:37 AM
Two weeks ago, I bought Exalted 2nd ed. I figured I'd share some of my thoughts on it. This isn't a full-fledged review by any means, just some stuff that's popped into my mind.

Good stuff:Bad stuff:That's pretty much my thoughts so far. I think the good points outweigh the bad points. There are certainly more of them, but the bad points are pretty important things (especially the combat stuff).
Title: Exalted 2nd ed
Post by: Cyberzombie on May 12, 2006, 10:29:31 AM
Well, I haven't played 2nd edition yet (we have a VERY high experience Sidereals game that is approaching its last chapter, so there is no chance we're converting -- though my character would *love* to have access to War), but Carrot and Mad Hatter have.  Carrot is running a basic Solar game and they have said that combat actually moves quicker and more smoothly with the ticks.  I'll have to drag him over here to tell you more.  :)
Title: Exalted 2nd ed
Post by: Dr_Avalanche on May 12, 2006, 12:09:43 PM
Quote from: CyberzombieI'll have to drag him over here to tell you more.  :)
Yeah, what is this all about? Get 'em here right now!

I'm curious about how the system is in play. I think ticks is an idea that could work well, but I can also see how the combination of ticks and multiple actions (flurries) could become cumbersome. A guy I talked to (who promised to run a demo game at some point...) said they used glass beads to represent ticks - everytime you took an action that had a time requirement, you took that number of beads out of the jar on the table, then as the GM counted down ticks, the players returned bead for bead to the jar, until someone was out of them, and then it was their turn to act. Worked like a charm, according to him.

I have heard people describe social combat in a way that made it seem quite flexible. The two willpower limit says something along the line "unless you take the discussion in another direction using a stunt", which would allow quite a bit of maneuvering. There was a thread on That big successful forum that people come to here from when they are kicked from there about this... oh yeah, here (//http:///showthread.php?t=255126) it is. Beware that only a fraction of the thread is really about the social mechanics. Anyway, that's a secondary source that I don't know from before, so take it for what it's worth. I haven't had a chance to play the game yet, so I'll just go by what people say about the game.

Personally, I wish they would have simplified the game to make it run faster, but I can live with crunch too, as long as it works.
Title: Exalted 2nd ed
Post by: Dacke on May 12, 2006, 03:28:30 PM
The thing I would have expected from a social combat system would be ways to wear down the opponent (while at the same time likely being worn down oneself), different ways of "attacking" (quick retorts, long drawn-out arguments, etc.), and so on. Instead, it's just "hit, and get an effect or force willpower expenditure." The whole combat framework seems like it would mostly get in the way, since the results are so simple.