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All original material is Copyright © John Hodson 2011-2012. If anyone wants to add any material to my Exalted section I''ll include their with name and copyright in the post notes unless they want to contribute anonymously.

The first section is basically my take on Exalted. Right now I'm just copying up my notes so everything's very raw while I put down my ideas. I'll work on editing everything and making it more coherent later. As a result things will contradict the in game canon and even be self contradictory especially since not all my notes are copied in chronological order. They've been typed up without editing to remain as close as possible to my original vision.

Friday, 26 August 2011

Trait Minimums for Sorcery

    I was a bit (or maybe very) over the top when I suggested the Sorcery trait minimums should be increased to Occult and Essence 5 for Terrestrial Circle Sorcery, 7 for Celestial Circle and 9 for Solar Circle. Mainly it was just my megalomania and reacting to the low prerequisites that the games writes made. Having Occult and Essence 5 to be initiated into sorcery does make it an impressive achievement and maybe suitable to Call of Exalted where everything is far more occult. But in a normal game it makes it too exclusive and means you can't start the game as a sorcerer which would frustrate many players (including me.) However I think that the existent prerequisites are too low vis-a-vis other Celestial powers- all of the post-Form Charms for Border of Kaleidoscopic Logic Style are Essence 8. Considering Sorcery is supposed to be the apex of Exalted achievement, having Solar Circle Sorcery requiring no more than Essence 5 just isn't good enough, especially considering Solars gain Essence more easily.
   So to make sorcery appropriately powerful I think these new minimums should be used:
   Terrestrial Circle Sorcery: Occult and Essence 3
   Celestial Circle Sorcery: Occult and Essence 5
   Solar Circle Sorcery: Occult and Essence 7