This wiki is dedicated to an ongoing community project to overhaul the Exalted roleplaying game system.
Overhaul Goals
General
Issues
There is a lack of explicit theme intent, which hampers charm development
Proposed Solutions
Explicit theme intent
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Solars
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Holy Lawgivers, Brute force, shining light
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Dragonblooded
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Elemental warriors, efficient, group oriented
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Sidereals
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Wise magicians, require preparation, strange effects
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Lunars
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Shapeshifters, focused on task, illusions
Dice probability spreadsheet
https://spreadsheets.google.com/pub?key=pVBtqyzkQXzD8gPLUulQ2Wg
Attributes
Issues
Appearance is weird
Dex is too good
Not a clear enough distinction between Wits and Perception
Proposed Solutions
Modified nWoD Attributes Proposal
Abilities
Issues
Thrown, Dodge and Ride are too specific
Socialize, Lore and Occult are muddled and too broad
Ride, Thrown and Socialize are under-utilized
Linguistics is weird
Proposed Solutions
Reduced Abilities Proposal
Modified Abilities Proposal
Ability Listing For Rebalanced Successes
Other Stats
Issues
Virtues are overly complex for what they do
The <=5 and >5 Essence breakdown is not fine-grained enough
Proposed Solutions
Players select either a Virtue and a Vice from a list like nWoD though expanded or they select a Virtue and have it be Tainted.
Tainted means that it is taken to such an extreme that it is not what we the audience would call good, or that it is the dark mirror of the Virtue but still viewed like the normal Virtue by the character.
Both Stalker's Prophet and Ben's Compassionate Corona have Tainted Compassion for example.
Tiers of Essence
Essence 2-3 Exalted
Essence 4-5 Potent Exalted
Essence 6-7 Elder Exalted
Essence 8-9 Ancient Exalted
These jive with the breaks in needed lifespan & training time
Each higher tier of exalt should be a challenge for a full circle of the next lower tier, +/- gear, preparation etc.
This would be accomplished by Charm minimums and Charms that change affect based on Tier
This is a little like the Scion Legend levels, but with more little steps (2 per tier) and less big jumps (4 tiers instead of 9)
Combat
Issues
Proposed Solutions
Health Track Proposal
Provide a fashion to speed combat along like one can do by just rolling off some stuff like when you just roll Charisma + Expression rather than doing Social Combat
Social Combat
Issues
Proposed Solutions
Other Systems
Issues
Needed successes are not in line with successes needed in Combat
Time scale is not clear
Proposed Solutions
Time And Success Rebalance Proposal
Rebalance needed successes around the actual dice pools that people have
Be clear on time scale and how many successes to lower the time scale
Possibly integrate the timescale stuff with Mass Combat

