Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Monday, April 6, 2009

Issues I Have With Exalted and Their Fixes: Martial Arts

As I've explained previously, my current favorite tabletop RPG is Exalted. I started playing exalted back just before I graduated and fell in love with the epic setting and Wuxian feel. I've often gravitated to more restrictive rule-sets and settings where characters have to survive by their wits rather than any particular edge they might have, but Exalted is the exception to that, while you still need to survive by your wits, the main characters are often vastly more powerful than the average person in the game world, this new perspective was refreshing to me because it allowed me to escape into a power fantasy without feeling guilty for breaking the game. Over time I abandoned playing in Exalted games because those that I did play in felt like they were arbitrarily limiting what the characters were supposed to be doing with all that power, and I started running games that were as epic as I thought they should be.


One of the major Wuxian aspects of the game are the powerful martial arts available. Martial Arts meld mysticism and combat to create combat like Dragonball Z mixed with Crouching Tiger Hidden Dragon. Mechanically the different Martial Art Styles are available to a wider array of character types and offer exceptional versatility in combat while allowing for you to customize the style your character fights in with a particular weapon. The down-side is that the power trees are quite large and often to gain full effectiveness of a given martial art you need to spend more Experience Points to yield the same capabilities that would be gained from a more focused combat ability much cheaper.


Martial Arts are a pivotal part of the game and they add a lot of flavor, however Second Edition has a few anachronisms carried over from first edition that I think should have been addressed. One of them is the fact that a lot of Martial Arts effects step on other Ability's toes. There's a Martial Art that is based entirely on Singing, and some of the higher-level Martial Arts do Occult-Based abilities like countering magic far cheaper and more effectively than even the Occult charms can. The fact that Martial Arts also allows you to use particular "form" weapons with the Martial Arts ability means that it makes other combat abilities such as Melee, Thrown and even Archery and Dodge somewhat redundant allowing for min-maxing to an extent. There are also certain weapons that are deemed solely "Martial Arts" weapons for no reason other than common association rather than any particular ergonomic reasoning.


These issues though they might seem like they would require a vast overhaul of the Martial Arts rules are actually easily remedied with a few simple tweaks. One of the things I constantly preach is that game design needs to be based on solid fundamentals, and for the most part, Exalted's fundamentals are solid which means minor changes are often all that's needed. The first thing to do is change the Martial Arts ability to Unarmed and detach all the Martial Arts charms from any one particular ability. Martial Arts are depicted as versatile power sets that defy boundaries so we don't need to tie them to any one ability. With no Martial Arts ability anymore I have to reassign the Martial Arts weapons to other Abilities. I choose to make my choices based on ergonomics, any weapon that requires swinging like a staff or hook sword is now under Melee, weapons that are an extension of a fist or kick attack such as iron boots or tiger claws are still governed under unarmed, (knives too are part of this). And any rope or chain weapon are governed under the Thrown ability. Clinching attacks from rope weapons are rolled as unarmed attacks.


After those two solutions are implemented all that's left is to change the Ability prerequisites for the Martial Arts charms to whatever abilities are most applicable. If the charm supplements an unarmed attack then it's prerequisite is the Unarmed Ability, if it Supplements a Unarmed Attack and has an Occult-based effect as well then the prerequisites are Unarmed and Occult and so-on. The designations are pretty clear cut and don't require much interpretation, so they're quite easy to implement on the fly. Lastly while Melee, Archery or Thrown might not be part of the prerequisites, if the style has a "form weapon" that is governed under one of those abilities, to use the charms with that weapon the character must still roll the appropriate skill. This cuts down on min-maxing and allows for the ability charms melee, archery and thrown to be less obsolete and actually supplement the Martial Arts charms allowing to supplement the often more esoteric MA charms with the effective straightforwardness of the Ability specific charms, something the game designers always intended but has been a bit of a grey area within the rules.


These changes allow the Martial Arts to retain their significance and great Wuxian feel without making other abilities irrelevant but are by no means necessary to make the game fun. They do help though.


Issues I Have With Exalted and Their Fixes: Linguistics

As you might have guessed by now, I have a slightly inappropriate man-love for White Wolf's Exalted game which borders on the mildly obsessive. It's not the only game on my shelf, but it's the one I have the most experience with and feel most comfortable running. That's a big thing for a lot of GM's I know, comfort, it's why D&D is so popular, because people are comfortable with it, it's familiar and safe, and being that I've ran my longest running games in Exalted that's what it is for me.


However I do have some issues with the game, and some of those issues can be resolved with a few house rules. I don't usually house rule the games I run, my opinion is that if a game is so bad that I need to overhaul it, I should just run a different game. There are plenty of great games out there and I have money so why not spend it on a product that doesn't suck I say. So in-general my house rules aren't implemented because something doesn't work, but more about personal preference or that I believe my way might capture the feel of the game more effectively.


The first house rule I ever implemented in Exalted was to do with Languages. As written, the game makes it impossible to learn every language in the game. The number of Languages a character speaks is tied to the Linguistics skill which ranges from 1 to 5. You get 1 native language off the bat and 1 additional language per dot in Linguistics, meaning at Linguistics 5 (a legendary level) you know exactly 6 languages. Languages in Exalted are organized according to the overall geographical area they encompass while individual territories have their own dialects of these languages, it's assumed that once you know the main directional language of a region you can understand all the individual dialects. The main available languages are High-Realm and Low Realm (basically noble and peasant languages of the central continent), Skytongue, Seatongue, Forestspeak, Firetongue, Riverspeak, Guildcant, (a secret language of a worldwide merchant organization) and Old Realm (the ancient tongue of lost civilizations). Which means there are 9 languages that can be known in the game, not counting any of the barbarian languages or the secret claw runes of the beast people (not common but it does suck up a Linguistics dot).


So my solution was this, it makes sense that nobles and peasants in the realm would speak differently, but Exalted was a game about exceptional folks so for the High Realm and Low Realm languages I decided that if you had a dot in linguistics and spoke either High or Low then you spoke both. If a character had no linguistics training at all but was native to the Realm he would only speak one. To me this made sense. After that I decided that the 4th and 5th dots in Linguistics would be worth 2 additional languages respectively. That would mean that a character with linguistics 4 would know 6 languages, or 7 if one of them was a Realm Tongue, and a character with Linguistics 5 would know 8 or 9, which would effectively allow him to know every language in the game, which I think is appropriate for someone with an epic level of ability.