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Exalted by noob

Started by Spike, October 03, 2007, 06:31:32 PM

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dindenver

Hi!
  Try this:
http://edexalted.com/
  It is a computer automated chargen app. You have to download it and install it, but it works great! As the ST for my exalted group, I can't live without it, lol
Dave M
Come visit
http://dindenver.blogspot.com/
 And tell me what you think
Free Demo of Legends of Lanasia RPG

Mcrow

I've been looking over Exalted 2ed for quite a while but I just can't get over the complexity of it. Not that I don't understand the rules but it's just too meaty.

James McMurray

Quote from: DeadUematsuI don't know. In a game that supposedly harkens back to such epics like the Mahabharata and Ramayama and lists video games like Final Fantasy 7 and Dynasty Warriors amongst its inspiration sources, where heroes regularly get turn into pincushions but can recover in seconds, you would expect combat to play out like a CRPG. Perish the thought.

It sources them for ideas, but nowhere does it try (or claim that it tries) to emulate actual CRPG mechanics. The aim is to emulate anime and kung fu theater in a setting both diverse enough to handle any number of fantasy or sci-fantasy stories and focused enough to let one group travel the whole of Creation and beyond without any major jarring of ideas. Whether it succeeds at that is a matter of opinion.

Part of the (partially successful) attempt at breaking out of the stereotypical fantasy RPG mold was removing easy instant healing for everyone. If you don't like that, it's easy enough to add back in. Just increase the occurrences of one shot healing artifacts and thaumaturgical byproducts and remove the timing from the various charms that heal other people.

It's not a perfect fix, but shoehorning a game into a different playstyle rarely is. It'll change the game at a fundamental level and have some ripple effects, but it'll feel more video gamish.

DeadUematsu

Quote from: signoftheserpentI was thinking more arcade fighters, what with all the limit break stuff (from 1st ed at least).

Except Limit Breaks in Exalted don't work like they do in fighters and are effectively something else. Still you have a point. Exalted differs from fighting games in that you are punished for using your specials without having a defense to fall back on. In most fighting games, you are rewarded for using your special moves and using them enough allows you to use your supers and/or your combos. Therefore, in fighting games, you have some sense of escalation in a fight (as characters are busily hurling out specials so they can throw out a super or a combo) while in Exalted, you either having turtling or first to finish most of the time.
 

Spike

Well, the intent is to run the first actual game tonight, so we'll see how things play out. Honestly, aside from not having the time/energy to stat up bad guys every week (I will try out the links when I'm at home though...), I am sort of at a loss on how to start out a party of demigods.

It doesn't help that the players aren't exactly up on exalted either.

I've also noticed that the setting/rules have a disconnect of sorts. Everything I read seems to suggest that solars should be gallumping all over Creation, which is 'much bigger' than earth, yet I haven't seen any reasonable transportation that would allow them to do that level of gallumphing.  Long distance travel is problematic in my games as I am always reluctant to handwave 'time passes' but I don't want to have a 'significant encounter' every freekin' day!
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

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James McMurray

Look to sorcery for high speed travel.

For starting them out, did you check out the demo adventure? It ends with several different plot hooks available, some fairly mundane and some epic in scale. It also gives access to some rapid transit possibilities via a linked set of five teleporters.

signoftheserpent

Quote from: McrowI've been looking over Exalted 2ed for quite a while but I just can't get over the complexity of it. Not that I don't understand the rules but it's just too meaty.
I balked at it really; there ain't no way i'd remember all those charms and all the crazy shit that comes with it!

Some of the 2e art is way below WW's usual standards, which is a shame.

It's a mixed bag; Exalted has some great ideas but I find it hampered by a kitchen sink symdrome. It doesn't need to have options for so many character types, spirits, factions and worldviews.

K.I.S.S.! :D
 

KrakaJak

Quote from: SpikeWell, the intent is to run the first actual game tonight, so we'll see how things play out. Honestly, aside from not having the time/energy to stat up bad guys every week (I will try out the links when I'm at home though...), I am sort of at a loss on how to start out a party of demigods.

It doesn't help that the players aren't exactly up on exalted either.

Just a reminder about Exalted...it's turns gamers on their head. You cannot approach it like any other RPG. It's not "Epic Level" D&D because Epic Level D&D characters fight things of the same level as them (usually), Solars just win fights and solve problems. There's no such thing as balance.

Also, as a GM you need to remember one thing: The players WILL change the setting entirely. All the fluff is strictly backround: once play begins all bets are off and everything will change!

That's the point. Solar Exalts are the most powerful beings in creation. Players are supposed to KICK so much ass it's insane. Killing dragons in one hit, felling entire ARMIES in seconds (as starting level characters). Raising  and destroying entire Kingdoms and ruling Creation. That's what Solars do!  So let them be. The challenge comes not in combat (Dawn Caste Wins...Perfect!) but in deciding who to fight (Deathlords? Dragonbloods? Raksha?) and why!

That was the hardest part for me to figure out :)

QuoteI've also noticed that the setting/rules have a disconnect of sorts. Everything I read seems to suggest that solars should be gallumping all over Creation, which is 'much bigger' than earth, yet I haven't seen any reasonable transportation that would allow them to do that level of gallumphing. Long distance travel is problematic in my games as I am always reluctant to handwave 'time passes' but I don't want to have a 'significant encounter' every freekin' day!

Read the Ride Charms or Athletic Charms...or about Airships, or some of the Magic Spells. Travel is not difficult at all for an Exalt...for a Mortal, yes! An Exalt, no. Hell someone with Jump Charm specialization can leap the entire distance between cities.

If your players don't have such charms...there is plenty they can do in a local area to keep them busy.
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

James McMurray

Quote from: KrakaJakJust a reminder about Exalted...it's turns gamers on their head. You cannot approach it like any other RPG. It's not "Epic Level" D&D because Epic Level D&D characters fight things of the same level as them (usually), Solars just win fights and solve problems. There's no such thing as balance.

Odd. I've never handed my players any easily winnable fights (that weren't just background). They are challenged every step of the way. They certainly don't "just win fights and solve problems." They have to work for their victories.

We still seem to have fun though. :)

Spike

Well:

This isn't an AP exactly but this is what happened more or less on friday night.

we started late and were tired (oops), and I couldn't get any one motivated to actually do anything to start with, so we just ran a three way duel to get used to the combat mechanics.  My homework, sadly, only got me a C-, as I wasn't entirely up on damage mechanics as good as I thought I was.


No one stunted.  I needed to have a GM character available just to demonstrate stunting for them, but I just reffed the three characters going at it.

An 8 tailed molehound (the archer's pet) is seriously not a threat to an exalt with even a modicum of combat ability, the sorcerer, however, was terrified.

No one used their anima effect.

The Night caste Archer, despite being the loudest bitcher at the table (and possible the reason not to try to keep going in another week) whupped all sorts of ass and never spent a mote. Seriously, she kept her perfect dodge in reserve and refused to use her charms... ever.  The Dawn 'Sherlock Holmes'... don't ask... might have forced her hand, but he went down to poison snake sorcery spell thingy. (on that note,  I am unclear how to properly determine what spells a sorcerer knows to start with, I just had them bought as charms...).

the players just don't get the 'Charm' thing very well. So far everything spent was purely defensive (bulwark stance) except for the sorcereress, who emptied her motes as fast as she could, then again, she killed the Dawn, so....

Lessons learned:  Don't play late on friday night unless I sleep good on thursday?  

Teach these fools some stunts, somehow.

Learn 'em good on how to get dangerous with charms. I may just have another 'duel' situation with some statted DB's if everyone is willing to keep trying with a minimum of bitching.

Oh: And buy more d10's this week.

I won't (probably) run it this week, as I think I'm working friday night.  That gives me another week and a half to stat up my 'Wild Hunters' and their entourage. I intend to spank the hell out of the players at the start to teach 'em how to play, and give them the chance to win if they learn. Entourage should be easy enough to handle between the Death of Obsidian Butterflys and the 8-tailed molehound.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

James McMurray

Quote from: Spike(on that note,  I am unclear how to properly determine what spells a sorcerer knows to start with, I just had them bought as charms...).

You did it exactly right.

QuoteTeach these fools some stunts, somehow.

Did they ever say anything beyond "I attack?" If so, that's a one die stunt.

QuoteLearn 'em good on how to get dangerous with charms. I may just have another 'duel' situation with some statted DB's if everyone is willing to keep trying with a minimum of bitching.

Put them up against something that they can't hurt without using charms. that'll teach them the value of not holding back, and also the usefulness of sticking your perfects in a combo.

teckno72

Possible ways to make Exalted easier:

--limit self to the main book & deal with other things that come up on an improvisational basis

--limit players to playing only Solars or Heroic mortals or mortals

--use Antagonist information exclusively in the back of the book with slight alterations (if at all); Who's going to know?

--I'm thinking of running it with OWoD standard rules with some tinkering, but that might not work out.

--Go heavy on the story; players will soon learn they are generally at an advantage, except when other Exalted or large numbers of antagonists are involved.

--It is somewhat of an advantage that your group knows nothing about Exalted--you will educate them; And, if it's not the same as what's printed in the book, who's going to know?  It's your Creation, have fun with it.

--Take a break once in a while, if you need to look up something semi-important, etc.  Let everyone know that you may have to change your mind at some time but this is what your are ruling NOW.  It may be different in a future game, but you'll tell them about that before the game begins next time or in a future game.
Author of Picking Sides: The Seven Deadly Sins of Jonathan Sykes (fiction novel); for more information, see: //www.mynubook.com

Spike

Ah, but first I have to find an opponent they can't hurt without charms. Thus the DB's wild hunt. Full panolopy should resist ordinary attacks (even a powerbow) reasonably well.

And yeah, all they ever said was 'I attack X'.  :banghead:
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

James McMurray

It might also help to make it so the foes can't easily hit the PCs without stunting, then stunt left and right. If you use different colored d10s for your stunt dice, and roll in front of the players, every now and then they'll see those 2 stunt dice come up with enough successes to turn a miss into a hit, or a hit into a crunch. If that doesn't get them stunting, nothing will.

Trevelyan

Quote from: James McMurrayIf that doesn't get them stunting, nothing will.
In such an event, can I recommend Ptolus - not only a cracking campaign setting, but also the perfect way to influence the behaviour of your players. Just apply vigorously to their heads.