D20 Exalted Campaign

Post/Author/DateTimePost
#1

praedoran

Mar 14, 2010 14:32:46
I love the setting for Exalted, but unfortunately, I hate the system.  This thread is about my attempts at Houseruling some Exalted mechanics into the D&D 4th Ed system.  I'll provide some flavor first, then mechanics.  So without further ado, the Exalts!

Solars:  Heralds of the Unconquered Sun, but cursed by the Primordials they imprisoned to lose themselves to their own virtues.  They represent the embodiment of perfection, able to accomplish tasks most others would think impossible.  Simply put, Solars are the best at what they do.  They possess the largest Mote pool of any other Exalt.

Lunars: Creations of the fickle goddess Luna, they also remain cursed by Primordials to rage out of control under the light of the full Moon.  While their powers are not as focused as the Solars, Luna believed in adaptability and the ability to change in order to overcome adversity.

Terrestials:  Also known as the Dragonblooded, they served as the rank and file troops during the Great War, but the world looked to them for leadership when the Solars fell to their Curse.  Every dragonblooded epitomizes a certain element, wind, water, fire, earth, or wood.  They can use their charm as many times a round as they need, but are limited in how much they can spend and by their small Mote pool.

Alchemicals: Created by the Great Maker, they were created with the purpose of serving and protecting his faithful.  However, when the Solars and Lunars rampaged they allied with the Dragonblooded to fight them.  When the war was over, they returned to their duties or went into a great slumber, awaiting the day they'll be needed again.  Their power is the most efficient of all the Exalts, reliable as clockwork and almost never wasted.

Coming next: Excellencies and Anima Banners
#2

praedoran

Mar 14, 2010 15:04:36
Excellencies, these are house ruled bonuses given to a player for the Exaltation they chosen.

Solar Exalted: 6 Motes / Day.  As a free action, once per round, a Solar can use any number of motes he has in order to grant his next attack action (with a proficient weapon), or trained skill check, a +1D6 bonus for every mote spent.  If he did not use this power on his turn, before any attack rolls are made against him, he may declare its usage for Defense, gaining +1D6 to all defenses until the start of his next turn.  As an additional measure, if he spends 3 Motes on defense, he invokes what is known as a "Perfect Defense", negating all attacks on him until the start of his next turn.

Design and development: I chose this mechanic because I wanted to showcase that Solars are simply the best at what they do.  The +1D6 was there to make players feel encouraged to burn more than needed and fit a similar bonus equal to the Human feat, Action Surge.  The perfect defense feature is there to further help the notion that Solars are indeed, created to be Perfect.

Lunar Exalted: 5 Motes / Day.  As a free action, at the beginning of their turn, a Lunar can use any number of motes he has to gain a +2 bonus to all D20 rolls, as well as all defenses, until the start of his next turn.  As an additional bonus, once a Lunar has spent 3 or 5 motes, they are allowed to spend a healing surge (Spending 5 in one turn does mean they can spend 2 healing surges).

Design and development: Lunars have a simple mechanic, but it's application can be very broad and versatile.  It was also made to shine in adverse conditions and encourage a very impromptu fighting style.  Using the terrain (or in many cases, fighting with the terrain, like rain, ice, or wind), skill checks for stunts, and unorthodox weapons can mean a lot of rolls in a single round.  In order to further complete the Lunar image of Lycanthropes, I added in a healing surge bonus.

Coming Soon: Terrestial and Alchemical Excellencies
#3

praedoran

Mar 14, 2010 17:15:06
Terrestial Exalted:  3 Motes / Day.  As a free action, any number of times per round, a Dragonblooded can use 1 mote in order to grant his next attack action or trained skill check, a +2D6 bonus.  He or she may also declare this power used for defense, gaining the same bonus to all defenses until the start of his or her next turn.  In addition, once per day, they may use a single Genasi Racial power chosen at character creation.

Design and Development: The Terrestials in the original system had very efficient Reflexive charms, but also only had half the mote pool of Solars.  I tried to repeat this within the system, but also wanted to give the players an elemental feel of their character.  An Air Terrestial should be able to fly, a Fire type should be able to burn anyone who touches him, etc.  The Genasi already have a good foundation to work upon, so I gave their racials out as a Daily power.

Alchemical Exalted: 4 Motes / Day.  As a free action, once per round, an Alchemical Exalted can add a +1 bonus to any trained skill check or attack action.  If used for defense, they gain a +2 bonus to all defenses until the start of their next turn.  This bonus can be used after the result is known, using any number of motes in order to achieve success.  In addition, they may spend 2 motes to reroll any critical failure.

Design and Development: Alchemicals are supposed to have a very mechancial feel to them.  They don't waste their motes, but see a kind of perfection inherent within any constructed machine.  Their mechanics are mostly about timing, "When can I use this power?" moreso than, "Why should I use this power?"

Coming Soon: Anima Banners