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As far as I understand it basically is the 1E charmset, adapted to 2E (for good or ill I'll leave up to other posters; I've not played enough Exalted to tell how well they did it yet.)Flagg said:So, from the perspective of someone who didn't like the 1E Charm set, how does 2E compare?
Considering they were aspects in 1st edition. That doesn't sound like cut and paste to me.Incidentally, WW put "aspect" in the "caste" spot at the top of the Sidereal character sheet. This error confirms the suspicion, long held by many of us, that a significant percentage of their printed matter is a cut-and-paste job.
Most WW base character sheets suck space wise, this is nothing new. Which is why it is nice that MrGone,etc make sheets.And while we're on the subject: five lines for Backgrounds? With 15 points to start and extra bonus points, any Siddie with fewer than six Backgrounds is probably min-maxing for gear.
Who's charm set and why?So, from the perspective of someone who didn't like the 1E Charm set, how does 2E compare?
Stephenls has mentioned that the Sidereal and Abyssals wouldn't be receiving much charm changes since they needed it far less than the Lunars did.As far as I understand it basically is the 1E charmset, adapted to 2E (for good or ill I'll leave up to other posters; I've not played enough Exalted to tell how well they did it yet.)
Take a look at the topic title.MrMephistopheles said:Who's charm set and why?So, from the perspective of someone who didn't like the 1E Charm set, how does 2E compare?
Yeah, that artist must have broken his hand the day before or something. I can't even tell who the other Siddy is. All the rest of the comics are great though.Haku said:The fluff is love. There are a great many comics... including a very perky Sad Ivory/Roseblack comic by Melissa Uran in the epilogue comic. There is also, a VERY poorly done comic with Ayesha being hit with an ugly stick... you'll know it when you see it.
The charms will require much looking into.
I'm not going to start another debate on the merits (or lack thereof) of the Sidereal Charms.MrMephistopheles said:so I reiteration the question to the poster. Why did you dislike the charm set?
I don't remember if you were part of the "sail charms should actually be about sailing, dammit" faction. If you were, you will be disappointed. Charm concepts and trees are basically the same sort of esoteric application of their abilities as before. (e.g. Performance still has one of the better dodges, etc.) I haven't compared the text to the 2E Storyteller's Companion, but the writing itself is tighter than 1E. In general, just as the DB charms in the 2ESC gave a good indication of what the final book eventually held, so it goes with the sidereals.Flagg said:So, from the perspective of someone who didn't like the 1E Charm set, how does 2E compare?
Outside the charms section, the flavor text is way better, even though the 1E version wasn't bad either. The Gold Faction, in particular, seems more believable in how it is presented, and the three versions of the Great Prophesy add more than I thought they would.If -- within his first two actions after Join Battle or Join Debate -- the Sidereal decides he would rather have been somewhere else, he can activate this Charm. Having done so, he vanishes from his current location and reappears in another location. The Sidereal cannot control his new location, but it’s someplace plausible for him to be if he'd decided to take a different course a few minutes before. Simultaneously, an Illusion effect blurs the memories of other people so they don't remember the Sidereal's presence. Wounds still bleed, traps remain sprung, Essence remains spent. However, other people in the aborted encounter receive vague notions of an alternate series of events to explain any evidence of the Sidereal's presence, which they soon confabulate into a detailed scenario that they believe completely. Spending two Willpower overcomes this Illusion.