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Exalted Redux:Combat
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==Combat Rolls== ===Initiative=== Initiative is rolled at the beginning of each round. The roll is DEX+WITS+d10. No weapon speed is included in this total. Ties are resolved by rolling a d10, high roll goes first. Re-roll any ties. :: ---------- :: ''I removed weapon speed for several reasons. First of all, weapon choice played too strong a role in determining combat capability, in my opinion. I prefer a system based more on the capability of the warrior, than the power of the weapon. Additionally, it neatly solves the problem of people using a fast weapon to get the initiative, then not using that weapon on their action. It also brings unarmed martial artists more in line with weapon users, allows sorcerers the possibility of going first, and doesn’t screw over bow users.'' :: ---------- ===Attack Rolls=== Unchanged, though there is no longer an accuracy bonus granted by weaponry. ===Defense Rolls=== Defense is not rolled. Instead, figure out how many dice are being allocated to the defense. Divide this number by two, rounding up. The resulting figure in the number of successes you are assumed to have rolled on the defense. If you have automatic successes in your defense total, add them after dividing. Only dice that would normally be rolled are divided. Increased difficulties on defense rolls are subtracted from the total successes directly. :: ---------- :: ''This is a change I used in a Solar campaign I ran for quite some time. While it reduces the randomness in defense, it greatly speeds up play. I found the resulting effect helped the game. It may not be necessary in a Dragon Blooded game, especially using these rules, as the number of attacks flying around will be much lower than that in a Solar game. For the higher levels of power, however, it helps a lot.'' :: ''Additionally, if the same attack is both Dodged and Parried, rather than apply two separate defenses, you simply total the defender’s Dexterity, Dodge ability, and Melee/Martial Arts ability. This leads to Dexterity only applying once in the defense. This change is to overcome the old Fivefold Bulwark Stance + Flow Like Blood problem, that led to characters being nearly unhittable barring an act of fate or perfect attacks (leading to a perfect attack/defense arms race).'' :: ''Finally, any skill that can be used for both attack and defense is treated as two separate skills for the purposes of charm use. When enhancing the skill, you must declare if you’re enhancing the attack or the parry of that skill. You may enhance both, and they ignore each other for charm maximums. This is an attempt to fix the problem of getting extra melee dice from a charm. If boosting the melee skill aids both attack and defense, it becomes too powerful.'' :: ----------
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