Systems: Difference between revisions

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(Created page with "= Craft = == Project Slots == Project Slots are not a thing. Tracking them is not fun, and Charms which do little except give you room to make more things are a silly and bothersome tax. Note that this is not a license to have ten thousand unique Artifacts all in the works simultaneously. Any Charms which PURELY provide crafting slots, alter the cost of crafting slots, or enhance crafting slots in some way are removed/ignored. They are considered known for purposes of p...")
 
m (Made sure the venture system was accessible in google docs permissions, updated the craft link too just to be sure.)
 
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= Ventures =
[https://docs.google.com/document/d/1W2ACN5wN1OyqG3amqtmhaa8xJePkfCdQXu4ejWCUjkU/edit?usp=sharing Venture System by Sandact6]
= Craft =
= Craft =
== Project Slots ==
[https://docs.google.com/document/d/1PePhQj-QUWjAnclBTvZ1u36XtfEZNkxiuQYQKjOyC_4/edit?usp=sharing Universal Craft Revamp by Sandact6]
Project Slots are not a thing. Tracking them is not fun, and Charms which do little except give you room to make more things are a silly and bothersome tax. Note that this is not a license to have ten thousand unique Artifacts all in the works simultaneously.
 
Any Charms which PURELY provide crafting slots, alter the cost of crafting slots, or enhance crafting slots in some way are removed/ignored. They are considered known for purposes of pre-reqs, but need not be purchased. Such Charms should be noted on each character type's respective page. If you encounter one you're not sure about, please bring it to the attention of staff.


== Projects and XP Costs ==
== Craft Charms ==
When a Crafter is making something wholly mundane and routine, there is no cost in Crafting XP of any kind. The reason for this is simple: if one is a swordsmith, specialized in making military-grade weaponry, the majority of your time is going to be in making swords. It makes no sense that the swordsmith would be unable to just keep making swords. It is assumed that such an artisan is relying on proven previous designs and not trying anything fancy or special in such undertakings.
Because we are using the Craft Revamp, it replaces the Craft Charms for every Exalt Type. Most relevant canon Charms for Solars, Lunars, and Dragon-Blooded, exist as modes or Exalt-speccific Charms in the rewrite already.


Similarly, although creating a multi-deck seaworthy craft the size of a house such as a Cog, Caravel or Galleon is considered to be an Artifact 2 Superior Project with no terminus (see Exalted 3e pg 243), it does not cost Gold XP. Same goes for large, complex but ultimately mundane structures.
Individual Exalt types may have their own special Craft Charms, adapted to use this new system, and such will be listed on that Exalt type's wiki page.


There is an exception to this rule. If the artisan is attempting something above and beyond the norm, such as inventing a whole new type of weapon or creating a completely new and untested ship design, or perhaps creating a highly ornamental (but still battle-worthy) sword fit for a VIP, the relevant Craft XP must be paid to represent the inspiration and proven expertise needed to make it happen.
= Equipment =
Fighting Chains and their artifact equivalents Dire Chains have the Melee tag.

Latest revision as of 23:05, 26 January 2024

Ventures

Venture System by Sandact6

Craft

Universal Craft Revamp by Sandact6

Craft Charms

Because we are using the Craft Revamp, it replaces the Craft Charms for every Exalt Type. Most relevant canon Charms for Solars, Lunars, and Dragon-Blooded, exist as modes or Exalt-speccific Charms in the rewrite already.

Individual Exalt types may have their own special Craft Charms, adapted to use this new system, and such will be listed on that Exalt type's wiki page.

Equipment

Fighting Chains and their artifact equivalents Dire Chains have the Melee tag.