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Anonymous /tg/96020354#96052937
7/10/2025, 9:56:17 AM
>>96052840
It's actually harder using guidelines than just sort of eyeballing it. I've made a lot of QE homebrew before, and sometimes it'll take me longer to convert a charm than to make a charm just because you need to fit within guidelines.

Most Exalted editions don't have that restriction, so it's easier...Individually. Holistically I think it's still harder to do charms without a guideline, because like 3e or not, the devs DO pay a keen eye to the sort of combinations players can get up to and where abouts they should be capped for certain things.

Another factor is that Solar charms didn't have guidelines, DB charms didn't have guidelines and likely Lunars didn't have as well. When I say no guidelines, I don't mean they literally asspulled everything, I mean there was no neat list of 1 to 5 with formulas and such for what min and max an Exalt can get up to. Making guidelines after the fact wouldn't have been reflective of the previous charms.

I don't think stronger guidelines were impossible, to be fair, and it's pretty clear they kind of needed more detail on dice probabilities laid out in Exigents more than they already did, but I can understand why they didn't want to overcommit to creating rules they didn't or won't abide by.

...realistically though each Exalted should have had 5 - 10 pages about advice for creating charms and explaining themes. I'm pretty sure most people would appreciate that over two artifacts being cut.