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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 06-11-2011, 05:32 PM   Top  -  End  -  #1
jjpickar
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RogueGuy
 
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Default Exalted Risus

I run a game of Exalted currently and have become increasingly unhappy with Exalted's mechanical system though I thoroughly enjoy the setting. There are many conversions out there and I have read a few but I think I will probably use Risushttp://www222.pair.com/sjohn/risus.htm and have done a considerable amount of work trying to convert the system to model a lot of the unique parts of Exalted while simplifying everything. Unfortunately, I have no idea if its any good. That's where you all come in. Feel free to criticize, abhore, or even adapt for your own use.

Basic Character Creation:
Spoiler


Exalts and other Fauna:
Spoiler


"Leveling up" and advanced Cliches:
Spoiler


Stunts, Prayer, Manses, Artifacts, and anything else I could think of that didn't fit in the above sections:

Spoiler
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Last edited by jjpickar : 06-12-2011 at 05:11 PM.
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Old 06-12-2011, 12:29 AM   Top  -  End  -  #2
DoomHat
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Default Re: Exalted Risus

It's a good effort but there are a couple problems. First, Risus makes difficulty variable depending on the nature of the Cliche being used. Do you plan to make are hard and fast difficulty chart?
Second, how do you distinguish supernatural effects presumed by Cliche from those granted by charms? If I took the Wire-fu Cliche, what would I need the Jump Charm for?
Also the Excellency's strike me as a little bland...

Here's a few things that come of using Risus in the first place. I'm not sure they can be fixed.
The massive dice pools in the original system, while a little obnoxious at times, was sort of an important tool the game used to communicate it's concept. That being "dear god, look at all those dice! This thing you're doing is HUGE".

Anama flare and lunar tells are aren't just fluff. They're actually a balance mechanic. A solar can't use to much juice at once or he'll broadcast his location to the legions of dudes who will quickly mobilize to murder off his face. I'm not sure how it implement that in Risus.

Another interesting element lost here, while ultimately born of the need to sell us as many separate core books as possible, is that each type of exalt is effectively playing a completely different game, yet all simultaneously interacting.
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Old 06-12-2011, 11:50 AM   Top  -  End  -  #3
jjpickar
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Join Date: Jan 2007
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Default Re: Exalted Risus

Yay! Feedback!

I believe there is a difficulty chart in Risus for actions and when I designed the system, I was under the impression that most of the superhuman feats were possible for exalts.

I believe you may be under a misapprehension in regards to charms. You mention deciding between a jump charm and a wire-fu cliche. However, due to the nature of charms, the decision is somewhat different. No one actually gets specific charms but rather what I call charm uses which function as a negotiation mechanic. The process I described begins with the player describing the charm effect, gaining storyteller approval, expending a charm use and then applying the effect of the charm. No dice are rolled in this process. While a wire-fu cliche might be too broad and not described in an exalted way, a player trying to decide wither or not to use a charm or the cliche to achieve the same effect is really deciding whether or not to roll dice or use an expendable resource. I hope that clarifies things somewhat and I will edit the rules some more to add detail to the charm mechanics.

I am all too aware of many things lost in this translation but thank you for pointing out a few that I had not thought of.

In regards to the buckets o' dice that generally feature in exalted games I must candidly say good riddance for the nuisance. In my opinion, its psychological effect is not worth saving.

While I thought a great deal about Anima Banners and the very issue you mention in regards to them I had forgotten Tells. I will edit those in. As for Anima Banners, I actually have tried to encourage their use to make them just that much more of an important decision as the consequences for a visible Anima banner have not changed. I tried to make anima powers more worth it and also not replicated by any other means. I also kept the mechanic where if two much essence is used (in this case 2 charm uses or an sorcery) it flares automatically.

The difference in games was one of the things I set out to eliminate. I'm glad you noticed.

Surely there are more issues. Keep the criticism coming folks!
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