Dragon-Blooded Charms -- General
Apr. 24th, 2012 08:23 amSpecial Rules -- The Terrestrial Exalted
Elemental Harmony: Dragon-Blooded General Charms are automatically learned when their prerequisites are met and do not consume the character's starting Charm slots.
Fifth Element: Dragon-Blooded do not pay a surcharge for out-of-Aspect Charms.
Editing History
23/04/12 - Removed a rule that allowed essence discounts. Typically, the removal of the surcharge should be enough. Removed Ox-Body Technique. It was added to Resistance as [Element]-Body Bulwark. Changed [Terrestrial] Essence Overwhelming to [Dragon's] Essence Overwhelming, this was done to differentiate it from the Solar version.
( Dragon-Blooded Charms -- General )
Elemental Harmony: Dragon-Blooded General Charms are automatically learned when their prerequisites are met and do not consume the character's starting Charm slots.
Fifth Element: Dragon-Blooded do not pay a surcharge for out-of-Aspect Charms.
Editing History
23/04/12 - Removed a rule that allowed essence discounts. Typically, the removal of the surcharge should be enough. Removed Ox-Body Technique. It was added to Resistance as [Element]-Body Bulwark. Changed [Terrestrial] Essence Overwhelming to [Dragon's] Essence Overwhelming, this was done to differentiate it from the Solar version.
( Dragon-Blooded Charms -- General )
Design Goals
Apr. 17th, 2012 08:51 amDesign Goals
I thought I'd make a short post about my design goals for my DB rewrite.
Eliminating XP Sinks
Even post-Errata, many Dragon-Blooded Charms are just bad or are prerequisites for very slight upgrades. In the original rules, Soundless Action Prana, was the prerequisite for Zone of Silence Stance, a Charm that had no new or interesting effects, other then extending the area of the first Charm by a few yards. This isn't the only example of such, but at 10XP (or 12XP!) a Charm, and at a suggested 4XP a session, it's best to eliminate XP sinks altogether.
Eliminating XP Sinks goes hand in hand with,
Interesting Charms
Every Charm should be interesting. Players should be able to see immediately the purpose for a Charm and think, 'Cool, my character would use that'. The early Charms in a tree should not just be a speedbump that keeps a player away from the Charms they want.
Good Charms
Charms should not be terrible. That is all.
Language
The language used to describe Dragon-Blooded in the original text and Errata is awful. Dragon-Blooded tend to be described in one of two ways, as dying in droves or as relates to their relationship with the Celestial Exalted. Dragon-Blooded are Exalted, and should be described as champions and heroes in their own right. Likewise, their Charms shouldn't mention the Celestial Exalted at all. Sadly, talking about the Celestial Exalted when writing about the Dragon-Blooded is so prolific that I've caught myself doing it many times.
Keywords
Dragon-Blooded should have a heavy focus on Elemental Charms. Supposedly the Dragon-Blooded are actually more like five different types of Exalt. This should mean so much more than just making different colors of arrows. The different Aspects should approach everything differently, from language to combat.
Dragon-Blooded need more Cooperative Charms. Teamwork should be a major theme and an important aspects of their powers. Working together should allow them to rival the Celestial Exalted in power.
Martyr effects should be rare. Your character is not supposed to randomly die.
I thought I'd make a short post about my design goals for my DB rewrite.
Eliminating XP Sinks
Even post-Errata, many Dragon-Blooded Charms are just bad or are prerequisites for very slight upgrades. In the original rules, Soundless Action Prana, was the prerequisite for Zone of Silence Stance, a Charm that had no new or interesting effects, other then extending the area of the first Charm by a few yards. This isn't the only example of such, but at 10XP (or 12XP!) a Charm, and at a suggested 4XP a session, it's best to eliminate XP sinks altogether.
Eliminating XP Sinks goes hand in hand with,
Interesting Charms
Every Charm should be interesting. Players should be able to see immediately the purpose for a Charm and think, 'Cool, my character would use that'. The early Charms in a tree should not just be a speedbump that keeps a player away from the Charms they want.
Good Charms
Charms should not be terrible. That is all.
Language
The language used to describe Dragon-Blooded in the original text and Errata is awful. Dragon-Blooded tend to be described in one of two ways, as dying in droves or as relates to their relationship with the Celestial Exalted. Dragon-Blooded are Exalted, and should be described as champions and heroes in their own right. Likewise, their Charms shouldn't mention the Celestial Exalted at all. Sadly, talking about the Celestial Exalted when writing about the Dragon-Blooded is so prolific that I've caught myself doing it many times.
Keywords
Dragon-Blooded should have a heavy focus on Elemental Charms. Supposedly the Dragon-Blooded are actually more like five different types of Exalt. This should mean so much more than just making different colors of arrows. The different Aspects should approach everything differently, from language to combat.
Dragon-Blooded need more Cooperative Charms. Teamwork should be a major theme and an important aspects of their powers. Working together should allow them to rival the Celestial Exalted in power.
Martyr effects should be rare. Your character is not supposed to randomly die.
Water Charms -- Investigation
Nov. 22nd, 2011 07:32 pmOptometry
Optometry exists in the Second Age of man. Glasses are a Resources ● expense or a Resources ●● expense outside of the Realm.
( Water Charms -- Investigation )
Optometry exists in the Second Age of man. Glasses are a Resources ● expense or a Resources ●● expense outside of the Realm.
( Water Charms -- Investigation )