Originally posted by The Unsung Hero
After a 3rd reading of it I think it works like this.
-Ash is a Fire-Aspect Dragon-Blooded
-Ash enters Water Aura
-Ash uses Currents Sweep to Sea and gains a bonus for being in Water Aura
-Ash wants to use Earth Bears Witness but cannot because he is in Water Aura.
-Earth Bears Witness has the Aura (Earth) keyword and cannot be used outside of Aura (Earth)
-Ash can purchase Earth Bears Witness a second time to get a variation with the Water Aura, OR can change to Earth Aura to be able to activate Earth Bears Witness.
I think every DB has access to every Aura. If Ash were in Fire Aura, the mechanics seem to imply that Ash would get a bonus using some Fire-Aspected charms because Ash is Fire-Aspected. We don't see any of those examples.
This is my take on it.
You've got the right of it.
A Dragon-Blooded of any Aspect is capable of entering all five Elemental Auras, although your own Aspect is the "best fit."
Originally posted by Ghosthead
3) Kind of seems like it is another variable to track though - Motes, Willpower, Health, Initiative, Anima Level, Charm Resets, now Aura. A lot of folk on here at least have talked about the desire to have a more lightweight Exalted experience from Dragonblooded, so wonder what their reaction is to it. As much as I think it's a cool idea.
This is a very important point, and one that we place great emphasis on. Any time we do something that increases the overall complexity of a Charm set, we also need to reduce complexity in other places throughout the Charm set so that the overall mental burden of tracking isn't just absurd.
Originally posted by serGregness
Some time before the changeover, it was mentioned someplace that Getimians would be a kind of 'hard mode' exalted, for people who actually wanted a more complex experience. I know it's waaay too far out for you to have anything locked in for them yet, but just speaking for myself I think there's room for one exalt type to cater to that type of player, and I was pretty excited by the prospect.
The structure of Getimians–yin and yang mote pools, Charms with variable effects based on which pool you use, and [REDACTED]—all lend themselves to a pretty high level of complex tactical decision making. That's not a problem. What we want to avoid is adding so much splat-specific mechanics on top of the core system that complexity becomes overwhelming and paralyzing.