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To struggle, to battle the odds, to gather your courage and stand against your foe, and at last, walk away victorious.  This, to many, is the most exciting part of any adventure, and living it, is the glory of RPGs.  Exalted is no exception.  Its battles are the stuff of legend and the outcomes of these often determine the fate of nations.
 
To struggle, to battle the odds, to gather your courage and stand against your foe, and at last, walk away victorious.  This, to many, is the most exciting part of any adventure, and living it, is the glory of RPGs.  Exalted is no exception.  Its battles are the stuff of legend and the outcomes of these often determine the fate of nations.
  
Like chess, the system for Exalted combat isn't difficult.  There are but a few moves to master.  However, there is a depth that can be deceiving.  There are many factors available to a fighter in Exalted that measure his chances for success.  It is the test of a warrior is to select the advantages he wants to exploit, while minimizing his opponent's advantages as much as possible.  Before a would-be hero can do this, though, he must understand WHAT the advantages are, and what they entail.  The basic concepts, the fundemental advantages and systems of Exalted, and how to exploit them, will be the focus of this article.
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Like chess, the system for Exalted combat isn't difficult.  There are but a few moves to master.  However, there is a depth that can be deceiving.  There are many factors available to a fighter in Exalted that measure his chances for success.  It is the test of a warrior is to select the advantages he wants to exploit, while minimizing his opponents advantages as much as possible.  Before a would-be hero can do this, though, he must understand WHAT the advantages are, and what they entail.  The basic concepts, the fundemental advantages and systems of Exalted, and how to exploit them, will be the focus of this article.
  
 
<i> A Note on Twinkery, Munchkinism, and High Power-gaming: </i> The bane of every would-be warrior is the twink label.  After all, if you're character is awesome in battle, he's not as "cool" as the angsty social characters, right?
 
<i> A Note on Twinkery, Munchkinism, and High Power-gaming: </i> The bane of every would-be warrior is the twink label.  After all, if you're character is awesome in battle, he's not as "cool" as the angsty social characters, right?
  
Bollocks.
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Bullocks.
  
 
A well rounded, fun character is a well rounded, fun character.  Do not assume that a competent, or even excellent, warrior is the sign of twinkdom.  If you want to avoid this label, a few pieces of advice:
 
A well rounded, fun character is a well rounded, fun character.  Do not assume that a competent, or even excellent, warrior is the sign of twinkdom.  If you want to avoid this label, a few pieces of advice:
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Dodge is typically defeated by hitting it with a single, high dice attack.  Dodge is strongest against many, small attacks.
 
Dodge is typically defeated by hitting it with a single, high dice attack.  Dodge is strongest against many, small attacks.
  
A good dodger needs a lot of Dodge, obviously.  The most important attribute for this sort of defense, obviously, is Dexterity.  This is typically the defense of choice for people who focused on ranged combat, where they must keep their hands free, and tend to be lightly armed so they can keep on the move.  Stealthy foes also favor this technique, as does anyone who typically eschews armor.  It's also a good defense for people who like heavy weapons like sledges, but don't want to wear alot of armor for some reason, as the defense penalty doesn't hurt your dodge at all.
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A good dodger needs a lot of Dodge, obviously.  The most important attribute for this sort of defense, obviously, is Dexterity.  This is typically the defense of choice for people who focused on ranged combat, where they must keep their hands free, and tend to be lightly armed so they can keep on the move.  Stealthy foes also favor this technique, as does anyone who typically eshues armor.  It's also a good defense for people who like heavy weapons like sledges, but don't want to wear alot of armor for some reason, as the defense penalty doesn't hurt your dodge at all.
  
 
<b> Parry </b>
 
<b> Parry </b>
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<b>Initiative</b>
 
<b>Initiative</b>
  
This advantage is all too often ignored but can be the most vital in many ways.  If you have initiative, your opponent cannot split his dice pool.  This means he must parry once, or abort to a dodge to defend.  If he wants to attack, he must suffer your attacks without defense, while you can freely split as you please.  This can be a devastating turn of events, especially against people that focus on parry.  A person who consistently takes initiative consistently owns the fight.
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This advantage is all too often ignored but can be the most vital in many wys.  If you have initiative, your opponent cannot split his dice pool.  This means he must parry once, or abort to a dodge to defend.  If he wants to attack, he must suffer your attacks without defense, while you can freely split as you please.  This can be a devastating turn of events, especially against people that focus on parry.  A person who consistently takes initiative consistently owns the fight.
  
 
It isn't a perfect tactic, though.  Dodgers can defend efficiently on full dodge and soak monsters can just wait for your puny attack to plink off their armor and then lay into you.  It's seldom a good idea to rely on this alone, but when augmented with other advantages, it can be deadly.
 
It isn't a perfect tactic, though.  Dodgers can defend efficiently on full dodge and soak monsters can just wait for your puny attack to plink off their armor and then lay into you.  It's seldom a good idea to rely on this alone, but when augmented with other advantages, it can be deadly.
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A few examples:
 
A few examples:
  
Fire Eyes, a southerner, is both wiry and strong.  He has a good dice pool (Dex 4 + Melee 3) and is strong (Strength 3) but lacks only stamina (Stamina 2).  He focuses on quick movements (High dodge), and eschews armor as a result.  His weapon of choice?  A Great Sword strapped to his back.  The result is a character that, when he loses iniative, can abort to a dodge to survive.  But when he wins, he can attack multiple times with a very powerful (9L) attack, which will typically cleave most extras in half.  Should he get hit, however, it's over.  His lack of initiative means he might have to be patient before he can strike.
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Fire Eyes, a southerner, is both wiry and strong.  He has a good dice pool (Dex 4 + Melee 3) and is strong (Strength 3) but lacks only stamina (Stamina 2).  He focuses on quick movements (High dodge), and eshues armor as a result.  His weapon of choice?  A Great Sword strapped to his back.  The result is a character that, when he loses iniative, can abort to a dodge to survive.  But when he wins, he can attack multiple times with a very powerful (9L) attack, which will typically cleave most extras in half.  Should he get hit, however, it's over.  His lack of initiative means he might have to be patient before he can strike.
  
 
Shala Wind Rider is an Marukani Mercenary.  She prefers to ride horseback, and wields the short bow.  Her horses speed allows her to keep out of range of most hand to hand fighters, and her arrows allow her to plink them from a distance.  While not great in damage, its difficult to hit her, or slow her down.  In close combat, she wields a short sword: not very effective, but good enough until she can get away.
 
Shala Wind Rider is an Marukani Mercenary.  She prefers to ride horseback, and wields the short bow.  Her horses speed allows her to keep out of range of most hand to hand fighters, and her arrows allow her to plink them from a distance.  While not great in damage, its difficult to hit her, or slow her down.  In close combat, she wields a short sword: not very effective, but good enough until she can get away.

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