Wednesday, July 1, 2009

Big Numbers of the First Age

So, my friends have all been looking at Dreams of the First Age and shown a mutual disappointment in it. Basically, it's not that its bad, it's just that there is nothing in it that really surprises or 'pops'. It's just all the information someone who is a fan of Exalted expected to get, including ridiculously huge stat blocks for the First Age Solars. Including a page of so of Charms that may as well just be the Charm chapter from the damn book.

I firmly believe that in table top role playing games, big numbers tend to be a bad idea. They add excessive memorization, stat crunching, complexity, randomness, and a bunch of other elements that turn a game into a whirling pile of headaches. It most often happens at the upper limits of a game, where the numbers are sort of supposed to be big- but whats the point? With the sheer number of stats on a First Age Solar, one can barely begin to figure out just what you can do, because there are always more options- not to mention the combos.

My quick interpretation of how First Age Solars could be done is just simplifying everything and making some quick assumptions:
*Your character has almost a countless number of charms. Assume your favored traits are enhanced by crazy essence powers.
*You can stunt on anything, and may include crazy charm names and combos while doing so.
*You have a high amount of skill in your Caste abilities, with less so in the other Castes.

I figure, you get three main traits: Physical, Social, and Mental. You have five dice for the first pick, four for the second, three for the third. You get one specialty for each of these three traits, corresponding to one of the nine traits.

You get five skills, one for each of the Castes. Your Caste skill is five, you pick out two others to put at a 4, one at a 3, and one at a 2. You pick on specialty for each of these, corresponding to your greatest skill for each Caste section.

You get max health levels and may stunt as normal. Your Essence is considered high enough that 'lesser' Exalted can't even begin to challenge you unless they show up in numbers.

Skip on using charms and essence- assume their use in the flavor text. DV should be based on Physical+Dawn/Night/Zenith. Every round of combat is likely more intense then the next, so increase die pools every round. Set a time limit of rounds ahead of time for any battles and assume essence loss has finished them once it has been reached.

It's still a bit rough, and needs to be smoothed out a bit, but it's a hell of a lot easier than trying to stat out and play an entire book worth of crazy powers.

No comments:

Post a Comment