lowguppy
Junior Member
I know that sounds contradictory, but the more I mess around with Exalted chargen the more I realize that in order to build a well rounded character, you have to think twink about your combat abilities.
If you want to have a character that can do cool and useful not-necessarily-combat stuff like craft, socialize, stealth, ride, or take a couple charms purely for concept/aesthetics, and then not be a total gimp in combat, you have to pick your combat charms efficiently. The good and bad thing about this is that the combat charms, once you get 2 or 3 deep in a tree, are a lot better than the first two in that utility tree. There's a strong incentive to take that 3rd/4th combat charm and be that much more awesome, because its just better than the first two craft/perform/social/etc. charms, maybe even combined.
The real difference between this outlook and twinking, is that true twinks take all combat charms in order to maximize effectiveness in that field, whereas we're trying to maximize efficiency so that we can be compatent in several fields. This means finding the path of least prereq-resistance to a reflexive defense, and a good attack charm. Extra Action charms are usually what you want for an attack because they're good at whittling down defenses when you don't have a huge attack pool to split, or huge enough damage to roll more essence anyways. If you can, you want to try to get a charm that lets you buy extra dice/successes to hit along the way.
If you do it right you can have a solid offensive and defensive strategy with 4-6 charms, leaving you with enough charm slots to get 3rd tier charms for one or more of your other abilities, and/or a pure style charm or two.
...should I submit this as an article? Idunno, I'm really just musing about the game.
If you want to have a character that can do cool and useful not-necessarily-combat stuff like craft, socialize, stealth, ride, or take a couple charms purely for concept/aesthetics, and then not be a total gimp in combat, you have to pick your combat charms efficiently. The good and bad thing about this is that the combat charms, once you get 2 or 3 deep in a tree, are a lot better than the first two in that utility tree. There's a strong incentive to take that 3rd/4th combat charm and be that much more awesome, because its just better than the first two craft/perform/social/etc. charms, maybe even combined.
The real difference between this outlook and twinking, is that true twinks take all combat charms in order to maximize effectiveness in that field, whereas we're trying to maximize efficiency so that we can be compatent in several fields. This means finding the path of least prereq-resistance to a reflexive defense, and a good attack charm. Extra Action charms are usually what you want for an attack because they're good at whittling down defenses when you don't have a huge attack pool to split, or huge enough damage to roll more essence anyways. If you can, you want to try to get a charm that lets you buy extra dice/successes to hit along the way.
If you do it right you can have a solid offensive and defensive strategy with 4-6 charms, leaving you with enough charm slots to get 3rd tier charms for one or more of your other abilities, and/or a pure style charm or two.
...should I submit this as an article? Idunno, I'm really just musing about the game.