Re: Exalted: something broken, or just different power level?
The system is probably more mechanical complex than would be desirable for a high-powered, semi-narrative game. It also has some obvious issues, like expecting people to routinely roll 15+ dice in their die pools. Weapon damage for even medium range weapons without charm usage is absurdly high compared to armor and health, making combat unreasonably deadly. There's a huge gap between what the fluff says a character's ability should be and the game mechanical representation. The charm trees are bloated, non-intuitive, and hard to remember, which leads to NPCs being nearly unplayable.
And all of that should be pretty obvious just from reading the core book, creating a few characters, and running some test encounters.
I'd say the game is difficult to play as it is. Supposedly, the errata is making things better, but there's a lot of fundamental concepts that make extended campaign play difficult.
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