Prefered House Rules?

I've got an urge to plan an exalted game soon, something new or a continuation of another SG's plotline. I've been wondering what house rules people use, I'm mainly curious about:


-Sorcery XP Costs:


-Charms tinkering


-physical / social combat tinkering


etc
 
Sorcery: I see no benefit in changing the cost or training times. Anyone who wants to play a sorcerer will take them anyway.


Charms: I re-word very few Charms. I do, however, disallow some Martial Arts (Ebon Shadow until I fix it, for example).


Combat: Social Combat is a rough guideline at best. It's usually check vs MDV to see if it works, unless they have an Intimacy (including a magic one, yay Integrity). I'm still working on what to do when an intimacy crops up (it rarely happens, oddly enough).


More here: http://rpg.wikia.com/wiki/Category:UtGS_House_Rules
 
I'm rather fond of reducing ping damage to [(Attacker's Essence) - (Defender's Essence) +1], minimum of 1..


Yes, combat is more drawn out, but my group never liked swarming or getting swarmed.
 
Combat speed can't get below 3, unless it's a charm or spell that specifically say it can.


1/3 of Essence to the Overpower tag for Essence users.


The 5 ghost crafts doesn't exist.


Passive weapons (like razor harness) stacks with other weapons.


Specialties for favorite or Caste abilities only cost 2xp instead of 3


I haven't had a need to change in any charms myself yet, if there is a problem with a charm I find some fix on the WW forum, or on Fixalted
 
Minimum damage is always 1.


I usually don't use social combat - instead I use one or two rolls of attribute + ability vs. the opponents MDV to see how the scene turns out.


I use Resolve and Composure instead of Perception and Appearance.


And I don't really keep track of training times. They learn what seems appropriate.
 
mods to DV:


- First, calculate your Defense Pool:


Pool = Base + Specialties + Bonus - Penalties + Dicecap(magic)


Notes:


* "Base" is always Ability + Attribute


* "Bonus" refers to any internal bonus that isn't from a charm: environmental bonus (ex: demesne), equipment bonus, artifact magic, astrology, etc.


* "penalties" refers to any internal penalties, magical or otherwise.


* charms that eliminate penalties (including the option that sidereals have to use their excellencies to do so) do not matter for purposes of capping.


* multiplicative effects work like adders based on "base". For example, anything that "doubles the pool" instead adds 100% of the "base".


* "dicecap" is the dice cap relevant to the type of user.


* "magic" is any pool-altering charm effect.


- When you have determined your pool, calculate your total DV (add the external elements):


* "bonus" refers to any external bonus that isn't from a charm: environmental bonus, equipment bonus, artifact magic, astrology, etc.


*"penalties" refers to any external penalties, magical or otherwise.


charms that eliminate external penalties do not matter for purposes of capping.


*multiplicative effects work like adders based on "result". For example, anything that "doubles successes" instead adds 100% of the "result".


Basically means: wound penalty are not considered as counting double for the purpose of determining DV :)
 
Zombie Rat's post about xp house rules reminded me of one my group came up with: bonus specified-use experience.


When the ST is awarding xp at the end of a session, she assigns an additional two to three xp. However, those xp can only be spent on certain attributes, skills, or characteristics. Usually, the xp are awarded for things the character should have learned during the session (through use of the attribute/skill/characteristic, or observing use). A way to promote breadth in character development, I guess.
 
strawberryleaves said:
Zombie Rat's post about xp house rules reminded me of one my group came up with: bonus specified-use experience.
When the ST is awarding xp at the end of a session, she assigns an additional two to three xp. However, those xp can only be spent on certain attributes, skills, or characteristics. Usually, the xp are awarded for things the character should have learned during the session (through use of the attribute/skill/characteristic, or observing use). A way to promote breadth in character development, I guess.
Not always...
 
Before my current era of solo games, we always gave out additional XP to anyone willing to take game notes during sessions. We had shelves of notebooks dedicated to various games we were playing. Now, I give out an additional 1xp for exceptional roleplaying during a session.


I allow characters in the first two or three game sessions to move around dots to better flesh out their characters as long as the stats from which they're moving dots or to which dots are being moved have not been already rolled in game.


Other house rules follow mostly in flavor and world setting, but I don't know if you'd really classify those as house rules, due to the vague and creative-inclusive nature of the setting itself. Mostly, this involves things like a few I-AM terminals still being active (if damaged or incomplete), tweaking various bits of canon timeline to fit my own setting ideas and adding in important gods like the Daughters of the First Day (four of which are in the character submissions forum).
 

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