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    Default [4e] Exalted Conversion

    That's right, I'll be using 4e D&D rules to run Exalted!

    *Waits for gasping, muttering and jeering to die down.*

    Now I'm not an Exalted expert, and this conversion isn't intended to reflect all the canonical details of the Exalted universe. So if it helps, just think of this as a generic D&D homebrew project. Feel free to critique, use the material for inspiration in your own game, or just lurk. To see the pdf version, click here.

    Relevant House Rules:
    1. Being solar exalts, each PC has an anima banner on their forehead. Normally it's invisible, but when a PC uses an encounter power it creates dim light as a burst 5. When a PC uses a daily power it creates bright light as a burst 10. (Unlike in standard Exalted games, I don't want this to severely hamper stealth so I think I'll make exceptions when a PC uses explicitly stealthy powers.) PCs can also "turn on" their anima banners at will in order to create light as if they were using an encounter or daily power.
    2. I don't use ability scores; players will start with the +0, +0, +1, +1, +2, +3 array to assign to their abilities. Racial modifiers are +1 instead of +2.
    3. As a human-centric game, only humans are allowed as a PC race. Humans get a second +1 stat boost; you can't stack them to get a +2. Each PC knows Common plus one regional language.
    4. Ignore power source fluff; as solar exalts, PCs draw their awesome powers from their own personal essence channeled through their animas.
    5. Superior weapons are encouraged. I don't have an actual rule about this; I'll just point out how awesome they are to my players. Exalted is partly anime-inspired, so wacky weapons fit in perfectly!
    6. The 1/2 level standard will be replaced with the following rules, in regards to combat stats but not skills. At most levels beyond 1st, PCs get +1 to all attacks and defenses. Exceptions include 6th, 16th and 26th, when PCs add +1 to two abilities of their choice, and 11th and 21st, when PCs add +1 to all their abilities. At those five levels, PCs only get +1 AC if they wear heavy armor. (This rule is to make up for the fact that enhancement bonuses don't exist in my game, and to fix the game's math glitch.)

    Okay, on to the "monsters":

    The Mortals: These guys exist only in the heroic tier.
    Spoiler
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    Soldier, level 1 minion soldier
    Medium Mortal
    Initiative +3
    Senses Perception +3
    Hit Points 1; a missed attack never damages a minion
    AC 17; Fortitude 15; Reflex 11; Will 13
    Speed 5
    Long Spear (standard; at-will)
    Reach 2; +8 vs. AC; 4 damage.
    Alignment Unaligned
    Languages Common
    Str +5 Dex +1 Wis +3
    Con +0 Int +0 Cha +0
    Equipment Long Spear, Scale Armor

    Captain, level 6 minion soldier
    Medium Mortal
    Initiative +6
    Senses Perception +7
    Hit Points 1; a missed attack never damages a minion
    AC 22; Fortitude 20; Reflex 15; Will 18
    Speed 5
    Great Spear (standard; at-will)
    Reach 2; +13 vs. AC; 6 damage.
    Alignment Unaligned
    Languages Common
    Str +6 Dex +1 Wis +4
    Con +0 Int +0 Cha +0
    Equipment Great Spear, Scale Armor

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    Archer, level 1 minion artillery
    Medium Mortal
    Initiative +5
    Senses Perception +3
    Hit Points 1; a missed attack never damages a minion
    AC 13; Fortitude 11; Reflex 15; Will 13
    Speed 6
    Long Bow (standard; at-will)
    Ranged 20/40; +8 vs. AC; 4 damage.
    Short Sword (standard; at-will)
    +6 vs. AC; 3 damage.
    Alignment Unaligned
    Languages Common
    Str +1 Dex +5 Wis +3
    Con +0 Int +0 Cha +0
    Equipment Long Bow, Short Sword, Leather Armor

    Expert Archer, level 6 minion artillery
    Medium Mortal
    Initiative +9
    Senses Perception +7
    Hit Points 1; a missed attack never damages a minion
    AC 18; Fortitude 15; Reflex 20; Will 18
    Speed 6
    Great Bow (standard; at-will)
    Ranged 25/50; +13 vs. AC; 6 damage.
    Short Sword (standard; at-will)
    +11 vs. AC; 4 damage.
    Alignment Unaligned
    Languages Common
    Str +1 Dex +6 Wis +4
    Con +0 Int +0 Cha +0
    Equipment Great Bow, Short Sword, Leather Armor

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    Priest, level 1 minion controller
    Medium Mortal
    Initiative +0
    Senses Perception +0
    Hit Points 1; a missed attack never damages a minion
    AC 15; Fortitude 11; Reflex 13; Will 15
    Speed 6
    Staff (standard; at-will)
    +6 vs. AC; 4 damage.
    Dragonís Curse (standard; at-will)
    Ranged 10; +4 vs. Will; the target takes a -2 penalty to defenses until the end of the priestís next turn.
    Alignment Unaligned
    Languages Common
    Str +0 Dex +0 Wis +0
    Con +1 Int +3 Cha +5
    Equipment Staff

    Bishop, level 6 minion controller
    Medium Mortal
    Initiative +3
    Senses Perception +3
    Hit Points 1; a missed attack never damages a minion
    AC 20; Fortitude 15; Reflex 18; Will 20
    Speed 6
    Staff (standard; at-will)
    +6 vs. AC; 6 damage.
    Dragonís Curse (standard; at-will)
    Ranged 10; +9 vs. Will; the target takes a -2 penalty to defenses until the end of the bishopís next turn.
    Alignment Unaligned
    Languages Common
    Str +0 Dex +0 Wis +0
    Con +1 Int +4 Cha +6
    Equipment Staff

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    Bandit, level 1 minion skirmisher
    Medium Mortal
    Initiative +7
    Senses Perception +0
    Hit Points 1; a missed attack never damages a minion
    AC 15; Fortitude 13; Reflex 15; Will 11
    Speed 6
    Short Bow (standard; at-will)
    Ranged 15/30; +6 vs. AC; 4 damage.
    Short Sword (standard; at-will)
    +6 vs. AC; 4 damage.
    Shifty (minor; at-will)
    The bandit shifts 1 square.
    Alignment Unaligned
    Languages Common
    Str +3 Dex +5 Wis +0
    Con +0 Int +0 Cha +1
    Equipment Short Bow, Short Sword, Leather Armor

    Bandit Warlord, level 6 minion skirmisher
    Medium Mortal
    Initiative +11
    Senses Perception +3
    Hit Points 1; a missed attack never damages a minion
    AC 20; Fortitude 18; Reflex 20; Will 15
    Speed 6
    Long Bow (standard; at-will)
    Ranged 20/40; +11 vs. AC; 6 damage.
    Long Sword (standard; at-will)
    +11 vs. AC; 6 damage.
    Shifty (minor; at-will)
    The bandit shifts 1 square.
    Alignment Unaligned
    Languages Common
    Str +4 Dex +6 Wis +0
    Con +0 Int +0 Cha +1
    Equipment Long Bow, Long Sword, Leather Armor


    The Dragon-Bloods: For those of you not familiar with Exalted, these guys aren't actually dragon-like at all; they're just elementally-themed. Anyway I invented a new type of monster, the goon, for these guys because they're supposed to be more powerful than mortals but much less powerful than solar exalts [PCs]. Goons are worth half the XP of a standard monster; they have half HP, deal minion damage, have no encounter powers, but have slightly better effects than minions. In the case of dragon-bloods, I gave them each an ally-boosting aura.
    Spoiler
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    Young Fire-Blood, level 1 goon artillery
    Medium Exalt
    Initiative +0
    Senses Perception +0
    Flame Aura aura 2; the fire-blood and its allies within the aura deal 2 fire damage with each attack.
    Hit Points 11; Bloodied 5
    AC 13; Fortitude 11; Reflex 15; Will 13
    Resist fire 15
    Speed 6
    Flame Arrow (standard; at-will)
    Ranged 25/50; +8 vs. AC; 4 damage and 2 fire damage.
    Short Sword (standard; at-will)
    +6 vs. AC; 3 damage and 2 fire damage.
    Alignment Unaligned
    Languages Common
    Str +1 Dex +0 Wis +0
    Con +0 Int +5 Cha +3
    Equipment Great Bow, Long Sword, Leather Armor

    Mature Fire-Blood, level 6 goon artillery
    Medium Exalt
    Initiative +3
    Senses Perception +3
    Flame Aura aura 2; the fire-blood and its allies within the aura deal 4 fire damage with each attack.
    Hit Points 26; Bloodied 13
    AC 18; Fortitude 15; Reflex 20; Will 18
    Resist fire 20
    Speed 6
    Flame Arrow (standard; at-will)
    Ranged 25/50; +13 vs. AC; 6 damage and 4 fire damage.
    Long Sword (standard; at-will)
    +11 vs. AC; 4 damage and 4 fire damage.
    Alignment Unaligned
    Languages Common
    Str +1 Dex +0 Wis +0
    Con +0 Int +6 Cha +4
    Equipment Great Bow, Long Sword, Leather Armor

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    Young Air-Blood, level 1 goon skirmisher
    Medium Exalt
    Initiative +7
    Senses Perception +0
    Wind Aura aura 2; the air-blood and its allies within the aura add 1 square to every shift.
    Hit Points 16; Bloodied 8
    AC 15; Fortitude 13; Reflex 15; Will 11
    Speed 6
    Wind Blade (standard; at-will)
    +6 vs. AC; 4 damage.
    Wind Bow (standard; at-will)
    Ranged 20/40; +6 vs. AC; 4 damage.
    Wind Step (standard; at-will)
    The air-blood moves its speed and makes a wind blade or wind bow attack at any point during that movement. The air-blood doesnít provoke opportunity attacks when moving away from the target.
    Languages Common
    Str +0 Dex +5 Wis +0
    Con +3 Int +0 Cha +1
    Equipment Long Bow, Long Sword, Leather Armor

    Mature Air-Blood, level 6 goon skirmisher
    Medium Exalt
    Initiative +11
    Senses Perception +3
    Wind Aura aura 2; the air-blood and its allies within the aura add 1 square to every shift.
    Hit Points 37; Bloodied 18
    AC 20; Fortitude 18; Reflex 20; Will 15
    Speed 6
    Wind Blade (standard; at-will)
    +11 vs. AC; 6 damage.
    Wind Bow (standard; at-will)
    Ranged 20/40; +11 vs. AC; 6 damage.
    Wind Step (standard; at-will)
    The air-blood moves its speed and makes a wind blade or wind bow attack at any point during that movement. The air-blood doesnít provoke opportunity attacks when moving away from the target.
    Languages Common
    Str +0 Dex +6 Wis +0
    Con +4 Int +0 Cha +1
    Equipment Long Bow, Long Sword, Leather Armor

    Spoiler
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    Young Earth-Blood, level 1 goon brute
    Medium Exalt
    Initiative +0
    Senses Perception +0
    Earth Aura aura 2; the earth-blood and its allies within the aura gain resist damage 2.
    Hit Points 20; Bloodied 10
    AC 13; Fortitude 15; Reflex 11; Will 13
    Resist 2 to all damage
    Speed 5
    Stone Maul (standard; at-will)
    +4 vs. AC; 5 damage.
    Stone Hammer (standard; at-will)
    Ranged 5/10; +4 vs. AC; 5 damage.
    Languages Common
    Str +0 Dex +0 Wis +0
    Con +5 Int +1 Cha +3
    Equipment Mordenkrad, Throwing Hammers, Scale Armor

    Mature Earth-Blood, level 6 goon brute
    Medium Exalt
    Initiative +3
    Senses Perception +3
    Earth Aura aura 2; the earth-blood and its allies within the aura gain resist damage 4.
    Hit Points 46; Bloodied 23
    AC 18; Fortitude 20; Reflex 15; Will 18
    Resist 4 to all damage
    Speed 5
    Stone Maul (standard; at-will)
    +9 vs. AC; 8 damage.
    Stone Hammer (standard; at-will)
    Ranged 5/10; +9 vs. AC; 8 damage.
    Alignment Unaligned
    Languages Common
    Str +0 Dex +0 Wis +0
    Con +6 Int +1 Cha +4
    Equipment Mordenkrad, Throwing Hammers, Scale Armor

    Spoiler
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    Young Wood-Blood, level 1 goon soldier
    Medium Exalt
    Initiative +5
    Senses Perception +0
    Wood Aura aura 2; the wood-blood and its allies within the aura gain a +1 power bonus to AC.
    Hit Points 13; Bloodied 6
    AC 18; Fortitude 15; Reflex 13; Will 11
    Speed 5
    Thorn Spear (standard; at-will)
    +8 vs. AC; 4 damage and target is marked until the end of the wood-bloodís next turn.
    Vine Javelin (standard; at-will)
    Ranged 10/20; +8 vs. AC; 4 damage.
    Languages Common
    Str +5 Dex +3 Wis +0
    Con +0 Int +0 Cha +1
    Equipment Great Spear, Javelins, Scale Armor

    Mature Wood-Blood, level 6 goon soldier
    Medium Exalt
    Initiative +9
    Senses Perception +3
    Wood Aura aura 2; the wood-blood and its allies within the aura gain a +1 power bonus to AC.
    Hit Points 33; Bloodied 16
    AC 23; Fortitude 20; Reflex 18; Will 15
    Speed 5
    Thorn Spear (standard; at-will)
    +13 vs. AC; 6 damage and target is marked until the end of the wood-bloodís next turn.
    Vine Javelin (standard; at-will)
    Ranged 10/20; +13 vs. AC; 6 damage.
    Languages Common
    Str +6 Dex +4 Wis +0
    Con +0 Int +0 Cha +1
    Equipment Great Spear, Javelins, Scale Armor

    Spoiler
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    Young Water-Blood, level 1 goon controller
    Medium Exalt
    Initiative +3
    Senses Perception +0
    Water Aura aura 2; allies within the aura gain a +1 power bonus to Fortitude, Reflex and Will defenses.
    Hit Points 18; Bloodied 9
    AC 15; Fortitude 16; Reflex 14; Will 12
    Speed 6
    Water Blast (standard; at-will)
    Ranged 10; +4 vs. Fortitude; 4 damage and the target is pushed 3 squares.
    Long Sword (standard; at-will)
    +6 vs. AC; 4 damage.
    Long Bow (standard; at-will)
    Ranged 20/40; +6 vs. AC; 4 damage.
    Languages Common
    Str +0 Dex +3 Wis +0
    Con +5 Int +0 Cha +1
    Equipment Long Sword, Long Bow, Leather Armor

    Mature Water-Blood, level 6 goon controller
    Medium Exalt
    Initiative +7
    Senses Perception +3
    Water Aura aura 2; allies within the aura gain a +1 power bonus to Fortitude, Reflex and Will defenses.
    Hit Points 39; Bloodied 19
    AC 20; Fortitude 21; Reflex 19; Will 16
    Speed 6
    Water Blast (standard; at-will)
    Blast 3; +9 vs. Fortitude; 6 damage and the target is pushed 4 squares.
    Long Sword (standard; at-will)
    +11 vs. AC; 6 damage.
    Long Bow (standard; at-will)
    Ranged 20/40; +11 vs. AC; 6 damage.
    Languages Common
    Str +0 Dex +4 Wis +0
    Con +6 Int +0 Cha +1
    Equipment Long Sword, Long Bow, Leather Armor


    The Death Knights
    Spoiler
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    Young Death Knight, level 1 lurker
    Medium Exalt
    Initiative +9
    Senses Perception +0; darkvision
    Shadow Ward aura 2; the death knight and its allies within the aura gain concealment.
    Hit Points 22; Bloodied 11
    AC 15; Fortitude 13; Reflex 15; Will 11
    Resist necrotic 15
    Speed 6; shadow teleport 6
    Sly Blade (standard; at-will)
    +6 vs. AC; 1d4+4 damage.
    Sly Blade (standard; at-will)
    Ranged 5/10; +6 vs. AC; 1d4+4 damage.
    Hungry Blade (standard; encounter)
    +6 vs. AC; 1d6+8 damage and ongoing 5 necrotic damage (save ends).
    Combat Advantage
    The Death Knight deals an extra 4 damage to foes against which it has combat advantage.
    Alignment Evil
    Languages Common
    Skills Stealth +10
    Str +3 Dex +5 Wis +0
    Con +0 Int +0 Cha +1
    Equipment Jagged Blade, Leather Armor

    Mature Death Knight, level 6 lurker
    Medium Exalt
    Initiative +13
    Senses Perception +3; darkvision
    Shadow Ward aura 2; the death knight and its allies within the aura gain concealment.
    Hit Points 52; Bloodied 26
    AC 15; Fortitude 18; Reflex 20; Will 15
    Resist necrotic 20
    Speed 6; shadow teleport 6
    Sly Blade (standard; at-will)
    +6 vs. AC; 2d4+5 damage.
    Sly Blade (standard; at-will)
    Ranged 5/10; +6 vs. AC; 2d4+5 damage.
    Hungry Blade (standard; encounter)
    +6 vs. AC; 2d6+10 damage and ongoing 5 necrotic damage (save ends).
    Combat Advantage
    The Death Knight deals an extra 4 damage to foes against which it has combat advantage.
    Alignment Evil
    Languages Common
    Skills Stealth +14
    Str +4 Dex +6 Wis +0
    Con +0 Int +0 Cha +1
    Equipment Jagged Blade, Leather Armor
    Last edited by Tequila Sunrise; 2009-09-15 at 05:59 PM.

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    Dwarf in the Playground
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    Default Re: [4e] Exalted Conversion

    I don't really have anything to add... but I just wanted to say that not 5 minutes ago I was pondering the exact opposite of what you're pondering. The first time my players cause a lot of collateral damage (shouldn't take long, not when the first major conflict is going to be a giant battle crab the size of the Juggernaut) soon afterwards they're going to be engaged by a 4th Edition characters yelling about how Pelor's might will strike them down.

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    Titan in the Playground
     
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    Default Re: [4e] Exalted Conversion

    Know that for your transgressions against the Unconquered Sun and the rest of the Celestines, your hun shall never find Lethe nor Oblivion.
    I use black for sarcasm.


    Call me Rose, or The Rose Dragon. Rose Dragon is someone else entirely.

    If you need me for something, please PM me about it. I am having difficulty keeping track of all my obligations.

  4. - Top - End - #4

    Default Re: [4e] Exalted Conversion

    Quote Originally Posted by The Rose Dragon View Post
    Know that for your transgressions against the Unconquered Sun and the rest of the Celestines, your hun shall never find Lethe nor Oblivion.
    You'll never take Atila from me!

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    Troll in the Playground
     
    Yakk's Avatar

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    Default Re: [4e] Exalted Conversion

    I don't think that a split between the kinds of exalt needs reflect the kind of monster.

    A very powerful dragon-blooded could be a level 3 solo opponent, or a level 9 elite opponent, or a level 14 normal opponent, or a level 20 minion. Which mechanics you use for that very powerful dragon-blooded opponent would depend on what dramatic use the dragon-blooded is being put to.

    Instead of splitting opponents by type of monster, opponents should be split by what tiers they are considered worthy opponents.

    New solar players (fresh exalts) can start out at level 1 PCs, and gain levels from there. Using D&D advancement speed at 4 encounters/day, they are only 2 months(!) away from being level 30 -- that more than reflects "solars have insane potential".

    The biggest changes I'd make is maybe use some "attributes increase faster, magic items slower" rules, maybe hand out more of the PHB3 skill powers, and have high-DC skill checks scale in more crazy ways.

    6. The 1/2 level standard will be replaced with the following rules, in regards to combat stats but not skills. At most levels beyond 1st, PCs get +1 to all attacks and defenses. Exceptions include 6th, 16th and 26th, when PCs add +1 to two abilities of their choice, and 11th and 21st, when PCs add +1 to all their abilities. At those five levels, PCs only get +1 AC if they wear heavy armor. (This rule is to make up for the fact that enhancement bonuses don't exist in my game, and to fix the game's math glitch.)
    Careful, +1 to all at almost every level is too fast. It also makes the math more complex than +1/2 level.

    More later.

    ...

    Keep the "attributes are modifiers".

    At 4/14/24 add +1 to three modifiers.
    At 8/18/28 add +2 to two modifiers and +1 to two others.
    At 11/21 add +1 to all modifiers.

    New modifiers:
    +11/+11/+8/+5/+2/+2
    Standard D&D modifiers from leveling:
    +4/+4/+1/+1/+1
    Difference:
    +7/+7/+7/+3/+1/+1

    Magic items are a +6 gap. Masterwork/Feat patches is a ~+3 gap.

    That is a +9 gap. Which leaves +2 unaccounted for.

    Roll that +2 into magic items.

    A magic tool adds +1 to hit or +1 to AC or +1 to NADs.
    A legendary magic tool adds +2 to hit or +2 to AC or +2 to NADs.

    Allow characters to add 1/2 their Strength or Constitution modifier to their AC (round down) instead of their Dex/Int, in or out of heavy armor (in light or no, it is instead of dex/int). This fills the gap that heavy armor left behind.

    The only big remaining hole is "secondary" modifiers to powers. Powers that add more than 1 attribute to damage are now better under the above system, or that do things like "add int to someone else's attack roll". You could just ignore it -- or you could change it to "1/2 attribute modifier +2" or the like.

    But your system also works.
    Last edited by Yakk; 2009-09-14 at 08:54 AM.

  6. - Top - End - #6

    Default Re: [4e] Exalted Conversion

    Quote Originally Posted by Yakk View Post
    The biggest changes I'd make is maybe use some "attributes increase faster, magic items slower" rules, maybe hand out more of the PHB3 skill powers, and have high-DC skill checks scale in more crazy ways.
    PHB3 is out already? I'm so out of the loop.

    Quote Originally Posted by Yakk View Post
    Careful, +1 to all at almost every level is too fast. It also makes the math more complex than +1/2 level.
    Keep in mind that there are no enhancement bonuses. And though I didn't mention it, I'm very strict about feats that add to attacks or defenses -- I don't even allow Armor Spec, let alone Expertise and NAD boosters. Effectively my PCs get the same +1 to everything per level that monsters get.

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    Troll in the Playground
     
    ElfMonkGuy

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    Default Re: [4e] Exalted Conversion

    Quote Originally Posted by Tequila Sunrise View Post
    ThaRelevant House Rules:
    1. Being solar exalts, each PC has an anima banner on their forehead. Normally it's invisible, but when a PC uses an encounter power it creates dim light as a close blast 3. When a PC uses a daily power it creates bright light as a close blast 5. (Unlike in standard Exalted games, I don't want this to severely hamper stealth so I think I'll make exceptions when a PC uses explicitly stealthy powers.) PCs can also "turn on" their anima banners at will in order to create light as if they were using an encounter or daily power.
    A few points on this.

    First, animas are basically a type of halo. I'd make the light a burst, not a blast.

    Secondly, Dragon-Blood animas can deal damage (because their auras manifest as literally raging elements, fire, shards of ice, etc). Just an FYI, in case you're thinking of any ideas for Solo DB abilities - ongoing damage auras could work just fine.

    Quote Originally Posted by Tequila Sunrise View Post
    6. The 1/2 level standard will be replaced with the following rules, in regards to combat stats but not skills. At most levels beyond 1st, PCs get +1 to all attacks and defenses. Exceptions include 6th, 16th and 26th, when PCs add +1 to two abilities of their choice, and 11th and 21st, when PCs add +1 to all their abilities. At those five levels, PCs only get +1 AC if they wear heavy armor. (This rule is to make up for the fact that enhancement bonuses don't exist in my game, and to fix the game's math glitch.)
    Note also that Exalts aren't just awesome at combat - they're almost always awesome out of combat, even without trying (you have to really specialize in Exalted to be bad out of combat).

    You might want an ability houserule to reflect that.

  8. - Top - End - #8
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    Default Re: [4e] Exalted Conversion

    Quote Originally Posted by The Rose Dragon View Post
    Know that for your transgressions against the Unconquered Sun and the rest of the Celestines, your hun shall never find Lethe nor Oblivion.
    I agree here. Converting Exalted into 4e can't really end well.


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    Quote Originally Posted by Revlid View Post
    And so it was that Zaeed, Aang, Winry, Ezio, Sadoko and Snow White all set out on their epic journey to destroy The Empire.

    God I love Exalted.


    Desert Elf Druid by Akrim.elf. Thanks!


  9. - Top - End - #9
    Troll in the Playground
     
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    Default Re: [4e] Exalted Conversion

    Another flaw with your system is that it takes the already dead levels of 4/8/14/18/24/28 and makes them more dead.

    So to reflect the "utility awesomeness" of exalts, one approach would be to poach the PHB3 skill powers.

    There are skill power for level 2, 6, 10, 16, and 22.

    Hand out skill powers at level 1, 4, 6, 8, 12, 14, 18, 20, 24, 28. With the exception of the level 1 skill power (which is picked from 2nd level utility powers), the skill power you gain is of that level or lower.

    You end up with 3 level 2 skill powers, and 2 level 6, 10, 16 and 22 skill powers.

    It also does something small to help make up for the 'holes' at 4/8/14/18/24/28 you have in your progression.

    I still find your "gain +1 modifiers, except when I give you something else that gives you +1" very clunky. It will work, but it is very clunky. The 4e system where PCs had a myriad of ways to get their defence/attack/etc modifiers increased that "just happened" to hit +1 per level is a quite neat feature of 4e -- players get a mechanical system to play with when building characters, and the game remains balanced.

    Yours is ... well, sort of like removing the paint on a car. Sure, it still drives, but... :)

    This is, however, a matter of taste.

    (And yes, I agree that the expertise feats should be exiled -- they are blatantly too good.)

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    EvilClericGuy

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    Default Re: [4e] Exalted Conversion

    I don't really see a need to tweak the game mechanics that are supposingly already balanced.
    I prefer the add stuff and ban stuff aproach.

    For example,
    -you say superior weapons are encouraged. I would give one superior weapon proficiency instead of a bonus feat to humans.
    -humans are the only race. You do well to give them a +2 on stats, since most classes use 2 stats. You could also give them more choices. Instead of +1 on defenses choose one defense and choose a +2 boost on a skill.

    Stuff to add,
    -More superior weapons. Feats that specialize on superior weapons unique abilities. Like 19-20 critical when firing with a superior crossbow. Or -2 on attacks for an extra [W] when using a huge spiked hammer. That will give more variety on attacks which is really good.
    -More powers. Instead of replacing powers with skill powers, you can just take skill powers for free, as already noted
    -Add more daily powers, but only use one per encounter. This won't unbalance the game, just make characters be awesome more than once per day.
    -Optional class features
    -Paragon/Epic paths

    I believe you want characters not to depend on weapons and armors. Remove enchantment as you do. Add that to attack/defenses.
    +1 on 1-5
    +2 on 6-10
    etc etc
    If you still use masterwork armors then there will be absolutely no need for enchantment bonuses.
    Adding more character daily powers can also replace weapon daily powers.

    They are awesome outside the battle? Tweak the skills so you can do more awesome things. Like walking on walls with a high Acrobatic skill check.

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    Default Re: [4e] Exalted Conversion

    Quote Originally Posted by Indon
    First, animas are basically a type of halo. I'd make the light a burst, not a blast.
    Really? The illustrations and descriptions seem to depict animas as flashlight effects. I'll take you word for it though; I haven't studied this stuff in detail.

    Quote Originally Posted by Indon
    Secondly, Dragon-Blood animas can deal damage (because their auras manifest as literally raging elements, fire, shards of ice, etc). Just an FYI, in case you're thinking of any ideas for Solo DB abilities - ongoing damage auras could work just fine.
    If I ever turn DBs into solos, I'll definitely do that. Not sure if I ever will though: I like the consistency of assigning a monster type to a monster 'rank' (minion, normal, solo, etc.). It's probably the simulationist in me, but does anyone else find monsters with similar in-game origins but with different 'ranks' weird? This is one of the reasons I'm psyched about this Exalted conversions; it gives me the opportunity to make monsters a bit more consistent.

    Quote Originally Posted by Yakk
    So to reflect the "utility awesomeness" of exalts, one approach would be to poach the PHB3 skill powers.
    If I can get my hands on a PHB3, I'll definitely check out those skill powers. They sound great.

    Quote Originally Posted by Yakk
    I still find your "gain +1 modifiers, except when I give you something else that gives you +1" very clunky. It will work, but it is very clunky. The 4e system where PCs had a myriad of ways to get their defence/attack/etc modifiers increased that "just happened" to hit +1 per level is a quite neat feature of 4e -- players get a mechanical system to play with when building characters, and the game remains balanced.

    Yours is ... well, sort of like removing the paint on a car. Sure, it still drives, but... :)

    This is, however, a matter of taste.
    Yeah, definitely a matter of taste. The RAW way of acquiring bonuses is like those overly verbose math equations that teachers made you do in school; they could have been ten times easier but she wanted you to suffer through learning the math rules. Except now it's ten years later, I've learned the rules, but I'm still using this overbearing equation that doesn't even quite work for nothing.

    Quote Originally Posted by Waargh!
    you say superior weapons are encouraged. I would give one superior weapon proficiency instead of a bonus feat to humans.
    Ah, but what about characters who don't use weapons? I suppose I could come up with 'superior implements.'

    Quote Originally Posted by Waargh!
    More superior weapons.
    I have a standing offer to invent new superiors if one doesn't exist to match a character's style, but I should probably sit down and write out a bunch of them.

    Quote Originally Posted by Waargh!
    I believe you want characters not to depend on weapons and armors. Remove enchantment as you do. Add that to attack/defenses.
    I don't allow masterwork armors; my house rule takes care of those bonuses plus all the others that PCs need.

    I like a lot of your suggestions, but I don't want to overwhelm my players with options; two of them take literally hours just to make a 1st level character. *sigh*
    Last edited by Tequila Sunrise; 2009-09-15 at 06:00 PM.

  12. - Top - End - #12
    Troll in the Playground
     
    ElfMonkGuy

    Join Date
    Jan 2007

    Default Re: [4e] Exalted Conversion

    Quote Originally Posted by Tequila Sunrise View Post
    Really? The illustrations and descriptions seem to depict animas as flashlight effects. I'll take you word for it though; I haven't studied this stuff in detail.
    At lower levels of power expenditure, yes.

    At higher levels, animas look more like this, and at the highest levels they manifest like the combat scene here.

  13. - Top - End - #13

    Default Re: [4e] Exalted Conversion

    In the interest of following Waaargh!'s advice, I've compiled the existing superior weapons, made a couple of changes, added seven superior implements and a couple of new weapons here. I'd appreciate help with the implements: I've assigned what I think are cool properties to five of them, but can't think of anything for the other two -- the Silver Symbol and the Darkwood Totem.

    Here's the rundown if you don't like pdfs:

    Bloodiron Dagger: Brutal 1 (works for both implement and weapon powers)
    Crystal Orb: User can add 2 squares to area powers and 5 squares to ranged powers
    Darkwood Staff: Defensive
    Jade Wand: Grants +1 prof. bonus to implement powers
    Ivory Rod: High Crit
    Silver Symbol: ???
    Darkwood Totem: ???

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