I honor of the giant and long running Exalted 3e thread I was struck that the sorts of things that should be done, won't be... and yet it is simple to state. Exalted is not the only one, of course.
So here then is a thread to express those simple changes that might improve any venerable institution of a game.
Exalted: Rather than have five versions of Solars, Dragon Blooded et al, break the splats down into the core book as various exalts with distinct areas of expertise. Thus instead of a complex write up of 'Dawn Caste' you just have 'Solar', with the caste being a relatively minor detail in creation (as it winds up being in practice...), with the next entry being a different type of Exalt. This allows for a more unified Charm system as well and (shocking!) balancing between the types of Solars based on access to Charms, Power Level, drawbacks and Exalt Specific abilities. For example: Solars can still be the most powerful in raw terms (aside from all the other solar-level Exalts, such as Abyssals...), with the widest access to charms, but they also would have the biggest penalty in Limits and, perhaps, a big gaping lack of distinct speciality abilities (such as Sidereal Martial Arts/Divination, or the Elemental and Team powers of the DBs...).
Rifts: Strip out R.C.C from O.C.C., allowing for special cases, like dragon Hatchlings (who, really, haven't had a chance to learn a career...). If someone wants to play a Kwarla Headhunter, let them. Also: Establish a more unified scale for weapon damages. This way you don't see splat books with guns that break the world, while another (new west!) thinks a laser scalpel is hot shit. As an additional aside, vehicle mounted heavy weapons should hit harder than small arms. A more personal, less universal fix would be to tinker with the scaling of SDC/MDC, but I can see how that might actually break the appeal of the setting to a significant portion of the fanbase.
Dark Heresy and Kin: Seriously: Just put Talents on a diet. Maybe half as many as currently or something. I can see putting in some extra work to streamline combat a bit, at least in presentation. Currently there is nothing you can't do in other, better regarded, rule sets but it still is chunky and crufty and often hard to follow.
There, that should be enough to inspire ya.
So here then is a thread to express those simple changes that might improve any venerable institution of a game.
Exalted: Rather than have five versions of Solars, Dragon Blooded et al, break the splats down into the core book as various exalts with distinct areas of expertise. Thus instead of a complex write up of 'Dawn Caste' you just have 'Solar', with the caste being a relatively minor detail in creation (as it winds up being in practice...), with the next entry being a different type of Exalt. This allows for a more unified Charm system as well and (shocking!) balancing between the types of Solars based on access to Charms, Power Level, drawbacks and Exalt Specific abilities. For example: Solars can still be the most powerful in raw terms (aside from all the other solar-level Exalts, such as Abyssals...), with the widest access to charms, but they also would have the biggest penalty in Limits and, perhaps, a big gaping lack of distinct speciality abilities (such as Sidereal Martial Arts/Divination, or the Elemental and Team powers of the DBs...).
Rifts: Strip out R.C.C from O.C.C., allowing for special cases, like dragon Hatchlings (who, really, haven't had a chance to learn a career...). If someone wants to play a Kwarla Headhunter, let them. Also: Establish a more unified scale for weapon damages. This way you don't see splat books with guns that break the world, while another (new west!) thinks a laser scalpel is hot shit. As an additional aside, vehicle mounted heavy weapons should hit harder than small arms. A more personal, less universal fix would be to tinker with the scaling of SDC/MDC, but I can see how that might actually break the appeal of the setting to a significant portion of the fanbase.
Dark Heresy and Kin: Seriously: Just put Talents on a diet. Maybe half as many as currently or something. I can see putting in some extra work to streamline combat a bit, at least in presentation. Currently there is nothing you can't do in other, better regarded, rule sets but it still is chunky and crufty and often hard to follow.
There, that should be enough to inspire ya.
Quicky fixes to old problem games
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