Ok, what you guys aren't getting is that Dynamic Sorcecry doesn't have the same mystical underpinnings as awakened magick. Magik is direct alteration of the status quo through direct use of willpower, in other words: imposing your will on reality.
Dynamic sorcery DOES work within the...
There's also a side note, somewhere about when Deliberative members turn to not-so-civil ways of coercion... (from manipulation+performance to dexterity+brawl)
Quite amusing...
Maybe eliminating him would be more problem than it's worth. Perhaps he was mantaining stability in some region the Realm had problems with, or something. Or he could have access to some hidden First Age stash, which the Empress disired. Also, there's the issue of him being powerful; sending out...
Yep, it does, I guess.
Thats why I would do things differently. If a character becomes used to making a certain alteration to one of his spells, he wouldn't have to roll to design the changes again, and wouldn't even need to roll to see if he performed the steps correctly. However, it would be...
Maybe it's a bit of a cliche, but you could introduce the whole "captive" moral dilemma. As your players capture the Anathema/Anathemas, they have to decide what to do with him, and he may also try to talk his way out, by explaining his side of the story. So, what do they do: hand the anathema...
I still think it sounds interesting. And I very much liked your explanation. You really should go on and finish the entire system and post it here as an essay or something...
Maybe the players might have problems with th Wyld Hunt, as it tries to compete bureaucratically and physically with the players, since they think it is THEIR responsability destroying the Anathemas.
Thing is, (fortunately) I don't have much of a power gamer group, so game balance's not an issue. My players always try using whichever concept they find most entertaining, even if its a lowly terrestrial. Besides I always try to go with what seems more logical to the world in question. In this...
Oh, dang... Let's start:
First of all, I'm quite familiar with mage, but thanks for the suggestion Jakk. Also, M:tA's system for magic is probably one of the best ones I've ever seen. It is fairly simple, quite malleable, and very true to the scenario.
Secondly, even standard Solar casting...
It would be nice seeing an anti-Underworld, pro-Creation Deathlord; one who has forsaken his masters and decided to work on favor of the living, seeing the mistake in his actions.
Maybe his actions would have to be sutile, or maybe he's waging full all out war against some of his peers. Or...
What's exactly galmour sorcery? And where can I find it? (book, page, etc.)
And, considering you can have people with Intelligence on the 5+ range, and similar sats on the Occult ability, I don't think it is THAT difficult to give a little twist to some spells on the fly.
Beisdes, I'm no...
Although not as bad as D&D's magic system, Sorcery in Exalted does lack a lot of flexibility, since it falls on the same restrictive definde-spells system (fortunately, it has no stupid spell-slot system).
I think there should be a system for spells made "on the fly". Something similar to Ars...
WW should really put some effort on standardizing things, and on revision; so this kind of thing doesn't happen so often. It seems as if every author can write wahtever he/she wants, as long as its just slightly related to the original scenario.