This thread is to document changes between chapters, as rules within chapters will typically be consistent. Some will be mistakes I've made, some will be intentional changes.
Various errors:
Dragon-blooded backgrounds:
The Problem "The Backgrounds of the Dragon-Blooded differ from those available to the foul Anathema. A full explanation of those differences can be found on page 102-111 of the Traits chapter"
In the character creation chapter of The Manual of Exalted Power: The Dragon-Blooded there is little said on the subject of character backgrounds, as the chapter is supposed to give a broad overview on how to make a character, and refers to the chapter on traits for further details. On the page given, there are no listed differences. However, there are two important small lines regarding specific backgrounds:
Artifact: "The Artifact Background grants Terrestrials twice the number of dots worth of artifacts as normal, although any single artifact cannot exceed the Dragon-Blood’s rating in Artifact. (A character with Artifact 3 cannot buy a four-dot artifact, but he can buy two three-dot artifacts)" (p. 104).
Manse: It scales much harder per level in a fashion similar to Artifact (p. 105-106).
The Solution Awais took 6 points in the manse background under the assumption that he would require it to accumulate his hearthstones with a total value of 6 (3 + 2 + 1). He only actually requires 3 points in the background, such that he may take a single level-3 hearthstone in addition to an extra 3 points worth of stones less than level 3. He also took 5 points in the Artifact background under the assumption that he would require it to get his 5 dots worth of artifacts (Jade Hearthstone Bracers (2) and I assume the cape (3)). In truth, 3 dots in the artifact background is enough to grant him his cape and bracers, in addition to another 1 dot artifact.
Awais' Manse and Artifact backgrounds have both been lowered to 3. He has been granted 10 bonus points or 30 experience points to compensate (the direct value, with no interest). He may also choose a single 1 dot artifact to be taken immediately.
Minimum Damage:
The Problem I'm a big 'ol retard and forgot this. When you successfully land an attack on an opponent and the hardness stat doesn't come into play, your attack will deal a minimum damage equal to your essence value only if it was reduced to below that by the target's soak value.
Solution If an attack lands and has it's damage reduced by the target's soak (but not hardness), the attack deals a minimum damage of the attacker's permanent essence stat. This can never increase the raw damage of an attack.
Systems changes:
A problem of accuracy and damage:
The Problem Up to this point I have been using a modified battle system and am unhappy with the result. In the normal system, any action you take on your turn reduces your defensive values by a variable amount. This makes combat slower and harder to keep track of, but also provides a lot of the depth of the fighting system. I took this out of the intro intentionally to make it somewhat more straight forward, as the battles weren't meant to be long ones anyway, and this typically only matters in more-than-two-people fights. However, this made all characters dodgier, making Awais abnormally powerful and Andreas abnormally weak. This didn't come into play in Andreas' campaign, as all of his misses were likely misses anyway. In Awais' campaign however, it made him extremely difficult to touch unless I made his opponents so accurate that they could one-shot him with a lucky hit.
To compensate for this typical increase in defensive capabilities, I changed the way damage is calculated. Typically, you take the strength of your attack, and add it to the leftover number of accuracy successes of the attack, and then roll the sum of those two values to determine final damage before applying the opponent's soak. Essentially, we didn't roll for damage, meaning that we took the sum of the two values as the final damage.
On average, the dodge bonus cuts incoming damage by about half, depending on the types of characters, while the damage buff doubles damage on average. They do however, heavily favour characters with high dodge and soak (Awais) over characters with lots of health and damage (Andreas).
The Solution DV reductions (if you choose to act, your defense values take a penalty until your next action) are in. Minimum damage is in. Rolling for damage is in. The last two should make high-damage hits less common, but ones that don't get completely blocked much more common.
Edited by Lucas, Dec 3 2012, 08:24 PM.
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