anathema / anathema_legacy

Anathema is an exhaustive suite for all aspects of Exalted series management. This repository hold the code to support Exalted 1, Exalted 2 and Exalted 2.5.
http://anathema.github.com
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"Armor Lightening" Charm support #272

Closed Starmage21 closed 12 years ago

Starmage21 commented 12 years ago

There are a handful of charms out there that remove penalties for wearing heavy armor. Any chance a submodule can be added which recalculates available motes, and DVs based on having motes invested in an "armor lightening" charm?

These charms would be: Armored Scouts Invigoration (Solars) repurchase of Viridian Legend Exoskeleton (Infernals) Ghost Armor Prana (Abyssals) plus any of the other splats' charms.

UrsKR commented 12 years ago

Not sure. Can you go into a little more detail what the Charms actually do with the mote pools and DVs?

Starmage21 commented 12 years ago

As it stands, Anathema calculates your mote pools and DVs as if you have whatever equipment equipped or attuned. Orichalcum Superheavy Plate for instance costs 8 motes to attune and has a -2 to Dodge DV due to the mobility penalty.

The armor lightening charms reduce the mobility penalty by allowing you to commit extra motes during attunement. For each 3 extra motes you spend, you reduce the mobility penalty and fatigue rating by 1, so for 6 extra motes, your orichalcum superheavy plate does not hinder you at all (full Dodge DV and no fatigue rating). Admittedly that is how it works for Armored Scouts Invigoration and it's abyssal mirror Ghost Armor Prana. Viridian Legend Exoskeleton works slightly different.

smattox commented 12 years ago

I would suggest copying the armor equipment item, and modifying it as necessary for the changes applied by the Charm.

UrsKR commented 12 years ago

Thanks, perfect example.

@JMobius, does your chiming in indicate you are interested in adding the feature? I was wondering if we should add an entirely new screen for Charms that you can semi-permanently invest essence in, with these Charms as a prime example. For these, you can link a Charm to an Armor item and choose the number of activations, then modify the Armor item and register spent motes.

For the time being, I'm adding it to the list of unsupported rules, just to keep that current.

UrsKR commented 12 years ago

@JMobius, I understand, and I agree. That is the easiest way to go about it, no change to the program necessary.

As such, @Starmage21, I don't think we'll deal with it soon, as it is not easily added and we have several initiatives already running. Sorry about that.

smattox commented 12 years ago

It is something I might be willing to look in to in the future, but I'm kind of in wait-and-see mode with respect to adding new mechanical content until 3E comes out.

I do think that at some point we will need to explore a more robust framework for mechanical Charm effects. This sort of Charm would be a good one to add to that list.

Starmage21 commented 12 years ago

that is a great workaround for the time being. I appreciate the response.

UrsKR commented 12 years ago

@JMobius, agreed. I'm somewhat distracted currently, but I hope the new rules engine can help with problems like that once I get back into R&D mode.

Closing, as the immediate problem is solved.