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bloodfang
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Join Date: Feb 2010
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Old February 25th, 2010, 05:41 AM
Making this thread to discuss what we’d like to see done for Exalted.
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Molez
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Old February 25th, 2010, 05:47 AM
All the basic MoEP are a must, then adding other things in after that?
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Roadie
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Old February 28th, 2010, 11:41 PM
A few things that come to mind right off:
  • Artifacts from Wonders of the Lost Age, Oadenal's Codex, and Dreams of the First Age would be quite handy. This especially includes stuff that seems like it wouldn't be PC-usable—warstrider-scale weapons and so on, complete with their huge Strength minimums. For at least some of these (eg. implosion bows), the Hero Lab team would probably have to ask for some official errata from White Wolf on the measure of minimum Strength to use and so on. This-all, anyway, would be very handy for Lunars and Alchemicals, both of whom can pretty easily pump up their traits enough to use all manner of odd weapons and armor.
  • A way of tracking the effects of all hearthstones a character has, plus how those effects change from slotting them into different artifacts. A lot of artifacts would need to keep track of "powered" or "unpowered" status, whether the hearthstone being mounted drains the hearthstone benefits for the duration, how it interacts with "replacement hearthstone" items (eg. essence taps from Infernals, or elemental cores from Alchemicals), and so on.
  • Charm trees, separated out by Ability, Attribute, Yozi, Martial Art Style, or whatever is most pertinent for the character type at hand. Some kind of visual representation for each tree would be extremely useful for character planning.
  • Characters will need to be able to have separate sources of Attribute and Ability bonus dice and successes, as well as bonus dots, all of which might have differing caps. For one example, Blade of the Battle Maiden has an explicit dice bonus cap that's different from the normal dice bonus cap Sidereals have; for another, a Second Excellency adds bonus successes that count as a dice bonus, but no other Charms that add bonus successes count for the cap unless they say they do. Also, the Hero Lab team would probably need to confirm with White Wolf some of the details on how multiple multiplications stack together, and general order-of-operations stuff that's less-than-clear in the RAW.
  • Charms very much can't be entirely segregated by Exalt type, because Eclipses, Moonshadows, and Fiends can all learn the Charms of any other kind of being if they qualify for them. Plus, Martial Arts, initiation/enlightenment, and some sorcery Charms can be learned by any being who qualifies for them.
  • There should be a variety of house rule options one can enable; the first that comes to mind as something I've commonly seen is giving all characters (Stamina) or (Stamina + Resistance) free purchases of Ox-Body Technique.
  • The system will need to be able to handle adding dice, adding successes, changing dice target numbers (Sidereals, Infernals), changing whether 10s roll or don't roll again (damage, mortal rolls), multiplying dice pools (Solar damage multipliers, Alchemical stat multipliers I think), and any of a variety of other things I can't think of right now.
  • Alchemicals means that at least some basic support to "equip"/"unequip" Charms should be done in advance.
  • Including all the errata! Including all the Dragon-Blooded changes!
  • The broad variety of powers means that any effects panel with "turned on" Charm effects + Artifacts should probably be broken up by category. The categories in the Alchemicals book or something like them would probably work well, actually, with some Charms having effects listed in more than one category.
  • Artifact weapons and armor will need to be able to have multiple modes that can be switched between.

And... okay, that's all that comes to mind right now. I'll pipe up with anything else as I think of it.
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bloodfang
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Old March 15th, 2010, 06:06 AM
Any plans to actually get an Exalted version done?
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