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dragon_blooded's Journal
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Created on 2011-04-05 14:41:41 (#715481), last updated 2014-07-28 (563 weeks ago)
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26 Journal Entries, 10 Tags, 0 Memories, 10 Icons Uploaded
Name: | dragon-blooded |
---|---|
Birthdate: | Nov 13 |
Location: | The Imperial City, The Blessed Isle |
Okay, so this is a rewrite of MoEP: DB I've been working on for a while.
In some places things have been cribbed directly from the books and errata (even the errata is pretty dire at times), much of what is written here is major rewrites.
Do I have design goals? Why, yes. I do.
1. Good Charms. Every Charm should feel interesting and be worth buying. You should look at a Charm and be all like, 'Man, my character would totally use that Charm'. No buying up bad Charms to get to the powers you want.
2. Elemental Effects. If Dragon-Blooded are really supposed to be five different Exalt types, there need to be more elemental effects. It's not good enough that you can shoot a fire arrow. A Fire Aspect and a Water Aspect should approach everything differently, from Socialize to Medicine.
3. No die-adder Charms (look at the original Stealth Charms for an example of what I mean). Die adders and success buying is for Excellencies. A Charm that adds dice should do something other then add dice.
4. Power increase. This rewrite makes no true attempts to be balanced with earlier material. Dragon-Blooded as presented here are more powerful then ones in MoEP: Dragon-Blooded. They are also the only player characters, and the game is centered around them.
In some places things have been cribbed directly from the books and errata (even the errata is pretty dire at times), much of what is written here is major rewrites.
Do I have design goals? Why, yes. I do.
1. Good Charms. Every Charm should feel interesting and be worth buying. You should look at a Charm and be all like, 'Man, my character would totally use that Charm'. No buying up bad Charms to get to the powers you want.
2. Elemental Effects. If Dragon-Blooded are really supposed to be five different Exalt types, there need to be more elemental effects. It's not good enough that you can shoot a fire arrow. A Fire Aspect and a Water Aspect should approach everything differently, from Socialize to Medicine.
3. No die-adder Charms (look at the original Stealth Charms for an example of what I mean). Die adders and success buying is for Excellencies. A Charm that adds dice should do something other then add dice.
4. Power increase. This rewrite makes no true attempts to be balanced with earlier material. Dragon-Blooded as presented here are more powerful then ones in MoEP: Dragon-Blooded. They are also the only player characters, and the game is centered around them.



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