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Expanded Crafts

By Flagg

Submitted on 11 Dec 2006 at 08:29:28 PM EST
Last updated on 23 Dec 2006 at 05:30:46 PM EST

Category: House Rules

Crafts: The Problem

I’ve never been happy with the way the official rules handle the Craft Ability. In First Edition it’s actually several Abilities, requiring a character to buy a new version of Craft for every possible esoteric activity they may want to accomplish. Second Edition is little better, only paring it down to five main Crafts, plus an unspecified number of miscellaneous others; the books are constantly introducing new, arbitrary Crafts with little warning. Sidereals need a special version of Craft (Fate) just to use their Astrology, and honestly, when the hell else would you use Occult Architecture, other than when building a Manse? Considering that Melee, which is one Ability, gives a character proficiency in every possible hand-to-hand weapon, I think buying dozens of separate Abilities in order to be a competent Craftsman is a huge waste of XP.

Crafts: A Solution

In my games, there is one Craft Ability, which is purchased and improved normally. However, by itself, it does nothing. In order to use Crafts, you must have a Concentration, such as woodworking, or agriculture. If a character possesses the appropriate Concentration for a task, he can then roll Ability+Craft normally.

A character may have an unlimited number of Concentrations, purchased for 3 XP each (2 if Crafts is favored). At character generation, a player may automatically select one Concentration for free, and purchase additional Concentrations with the Craftsman Background (see below).

Craftsman
• The character knows one additional Craft Concentration
•• The character knows two additional Craft Concentrations
••• The character knows three additional Craft Concentrations
•••• The character knows four additional Craft Concentrations
••••• The character knows five additional Craft Concentrations

Ratings
Submission Rating: Description: +1 | Rules: +0 | Originality: +0

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Description: +1 | Rules: +0 | Originality: +0 - Ker'ion (about 1 year)

I'm being liberal on the descrition rating as I know you can do better than that.
Rules wise, I believe that the 1E rules are closer to realistic than most. The five sections in 2E do not properly cover everything, as you shouldn't get a Craft 5 rating, plus a 1 point specialty (Woodworking) for a total of six when making a grand wood chest, just because you know how to whittle and are good with your hands. I'd go with the five sections, but allowing them to get to 3 or Permanent Essence -2, whichever is higher, with each specialty being able to go to as high as 5 (or Permanent Essence, if higher).

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Copyright White Wolf Publishing, Inc.

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