Kyeudo
One Thousand Club
It seems plain to me that one of Exalted's problems is that your ability to use multiple Charms in the same action in combat is severely restricted. You only have one Charm activation and that one Charm activation has to be open to spam your perfect defense or you die, so you can either do nothing magic for the turn or use a Combo. The game developers even seem to agree with my opinion, with the mounting number of Charms with "activating this Charm does not count as a Charm activation" in them, the freebie clauses in Overdrive Charms, and the proliferation of always-active permanent Charm effects as evidence.
Not being able to use your Exalted super-powers is kinda lame. I mean, I want to slice buildings in half and launch bolts of sunfire from a bow! It's why I signed up! Being forced to always stick to the workhorse defensive abilities kind of lowers the cool factor. So, I've got a few ideas on what could be done to open things up a bit.
The first idea is the most extreme. Get rid of Charm activations entirely. You can use any Charm you want whenever you want as long as you obey the timing rules. This has the most severe downsides. First, you depower the Dragon-Blooded, Elementals, Gods, and Demons. Their only claim to fame was free Charm activations. Second, you lose Combos, which I always though were a pretty cool part of the setting.
My second idea was to allow characters to use one Charm per action (so you could use Seven Shadows Evasion or Solar Counterattack in any combination to any of five attacks, but only one Charm per attack). Combos would, of course, let you break the limit of only one. The downside to me seems to be that this would be alot of freed up Charm activations, so you really wouldn't have to do any sort of planning with them at all.
My third idea is to give characters two Charm activations per round, one for offensive abilities and one for defensive abilities. Then you can't go willy-nilly with different Charms in a round, but you can still do something to boost your attack while you prevent yourself from dying. Of the three, I like this idea the most.
What do you guys think would be best? Any problems you see that I don't?
Not being able to use your Exalted super-powers is kinda lame. I mean, I want to slice buildings in half and launch bolts of sunfire from a bow! It's why I signed up! Being forced to always stick to the workhorse defensive abilities kind of lowers the cool factor. So, I've got a few ideas on what could be done to open things up a bit.
The first idea is the most extreme. Get rid of Charm activations entirely. You can use any Charm you want whenever you want as long as you obey the timing rules. This has the most severe downsides. First, you depower the Dragon-Blooded, Elementals, Gods, and Demons. Their only claim to fame was free Charm activations. Second, you lose Combos, which I always though were a pretty cool part of the setting.
My second idea was to allow characters to use one Charm per action (so you could use Seven Shadows Evasion or Solar Counterattack in any combination to any of five attacks, but only one Charm per attack). Combos would, of course, let you break the limit of only one. The downside to me seems to be that this would be alot of freed up Charm activations, so you really wouldn't have to do any sort of planning with them at all.
My third idea is to give characters two Charm activations per round, one for offensive abilities and one for defensive abilities. Then you can't go willy-nilly with different Charms in a round, but you can still do something to boost your attack while you prevent yourself from dying. Of the three, I like this idea the most.
What do you guys think would be best? Any problems you see that I don't?