jaydude
Five Thousand Club
So, the last of the Essence manuscripts has come out. Are we still planning to change systems, or has that on hold for the time being? I'm fine either way.
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Please don't hurl my tyrant lizard. I haven't even named it yet.I like what I've seen of Essence so far. I think the Getimian and Liminal charmsets are by far the most interesting, but with the exception of Infernals, which I found a bit lacking, all the others are middling to good. It fixes some of the problems I think 3e has with character creation and combat balance (or at least it's clear it tries to, I won't know if it succeeded without playing, but people who have played suggest it does), and the focus on specialization over every character being able to do everything is probably a good one.
The hardest part about switching to Essence is going to be not making a new character better aligned with the new system. Though after re-reading how difficulties work in Essence, I think it's possible Sigrdrífa is still almost as strong. Difficulty 10 is lying to the Unconquered Sun's face, and difficulty 7 is punching a hole in a fortress wall instantly. Sigrdrífa can get 5 + 5 + 4 dice for feats of strength, plus two more for stunting, for a total of 16 dice. Ten Ox Meditation reduces difficulty by 2, so she has a 50/50 chance of succeeding on a feat of strength as difficult as deceiving the Unconquered Sun, and a very good chance of smashing a hole in a fortress wall instantly. I don't know if 'deceiving the UCS' is equivalent to 'hurling Tyrant lizards', but it conceivably could be. Then the main difference would be old Sigrdrífa could do it reliably, while new Sigrdrífa has coin toss odds. I think I should drop either crafting or stealth or something else from her concept - fighting, super strength, survival, and a fourth thing is already really pushing the limits of a starting Essence character. Sticking to 3 or fewer things is probably best.
I like what I've seen of Essence so far. I think the Getimian and Liminal charmsets are by far the most interesting, but with the exception of Infernals, which I found a bit lacking, all the others are middling to good. It fixes some of the problems I think 3e has with character creation and combat balance (or at least it's clear it tries to. I won't know if it succeeded without playing, but people who have played suggest it does), and the focus on specialization over every character being able to do everything is probably a good one.
The hardest part about switching to Essence is going to be not making a new character better aligned with the new system. Though after re-reading how difficulties work in Essence, I think it's possible Sigrdrífa is still almost as strong. Difficulty 10 is lying to the Unconquered Sun's face, and difficulty 7 is punching a hole in a fortress wall instantly. Sigrdrífa can get 5 + 5 + 4 dice for feats of strength, plus two more for stunting, for a total of 16 dice. Ten Ox Meditation reduces difficulty by 2, so she has a 50/50 chance of succeeding on a feat of strength as difficult as deceiving the Unconquered Sun, and a very good chance of smashing a hole in a fortress wall instantly. I don't know if 'deceiving the UCS' is equivalent to 'hurling Tyrant lizards', but it conceivably could be. Then the main difference would be old Sigrdrífa could do it reliably, while new Sigrdrífa has coin toss odds. I think I should drop either crafting or stealth or something else from her concept - fighting, super strength, survival, and a fourth thing is already really pushing the limits of a starting Essence character. Sticking to 3 or fewer things is probably best.
Haven't had the chance to even download the manuscripts either, but I can't say I'm thrilled at the prospect of discarding a build with a satisfying degree of adaptability. So bias noted.
Who knows, perhaps there are new tricks I'll find appealing in what amounts to a new edition. That said, Toun's capability informs a lot of his history and overall concept as a character. I hope that isn't lost from the migration.
While I’m fine with whatever we end up doing, system wise, I’m in the camp that’ll be hard pressed not to form a new character up with the newer rules. Don’t get me wrong, I love all of our characters but seeing some of the lore and abilities of the other exalt classes is making me want to try them out.
Teh Frixz Dream-Souled made it into the Companion, and between their Chosen-of-an-Unshaped-Raksha Charms and the Exigents guidelines, I think you'll have a lot to work with as far as homebrewing playable Raksha. I wouldn't be surprised if we see some homebrew released to do just that, both before and after the Companion comes out.
My gut is to go with RAW: you have to do the training times along with the spend.WlfSamurai
What is your ruling in learning charms and using xp? Do you want us to use training times and spend in game time developing our abilities and techniques?
Disclaimer, I've yet to be in a 3E game that paid an iota of attention to training times after they were dismissed at the beginning of a campaign. I'll let that speak for itself.Oh hey, coupla things.
- We aren't planning on changing the system. I don't like a lot of 3e. But, we wouldn't have considered changing until "Exalted Essence" was actually published.
- Along with that, the fact that the already created characters would have to change to fit the new rules is a deal-breaker. I like your characters. You put a lot of work into them. The story is as-is already. If it made it easier to tell stories with the characters we already have, then we'd go with it. But, I don't want it to change characters.
- For D. Rex 's question about spending XP and training times:
My gut is to go with RAW: you have to do the training times along with the spend.
But you guys have more experience in 3e. Have you found it's more fun or better in some way to go with no training times?
Esbilon Epiphany Rykon Sherwood D. Rex Random Word Teh Frixz jaydude