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==Actions==
 
  
===Multiple Actions===
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==Multiple Actions==
  
 
The extra action rules have been removed.  Instead, you may declare a number of different actions, up to your Action Limit (see below). Each additional action you take gives a +1 difficulty to all actions attempted.
 
The extra action rules have been removed.  Instead, you may declare a number of different actions, up to your Action Limit (see below). Each additional action you take gives a +1 difficulty to all actions attempted.
  
===Multiple Offensive Actions===
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==Multiple Offensive Actions==
  
 
Multiple attacks and multiple defenses do not qualify as different.  You may declare you are both attacking and defending.  This will give you one attack, at +1 difficulty, and one defense, also at +1 difficulty (effectively removing a defense success).
 
Multiple attacks and multiple defenses do not qualify as different.  You may declare you are both attacking and defending.  This will give you one attack, at +1 difficulty, and one defense, also at +1 difficulty (effectively removing a defense success).
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===Action Limit===
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==Action Limit==
  
 
The maximum number of Non-Defensive actions you may take in a single round is equal to your Permanent Essence.  This applies to charm-given actions, as well as normal actions.  Splitting your die pool to affect multiple targets does not count as extra actions, however.
 
The maximum number of Non-Defensive actions you may take in a single round is equal to your Permanent Essence.  This applies to charm-given actions, as well as normal actions.  Splitting your die pool to affect multiple targets does not count as extra actions, however.
  
===Multiple Defensive Actions===
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==Multiple Defensive Actions==
  
 
Defensive die pools are used the same way.  If you declare a defense (or abort to one), you may split your defending die pool among multiple attackers.   
 
Defensive die pools are used the same way.  If you declare a defense (or abort to one), you may split your defending die pool among multiple attackers.   
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Defenses declared on your action last until your initiative comes up on the next turn.
 
Defenses declared on your action last until your initiative comes up on the next turn.
  
===Cascading Defense===
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==Cascading Defense==
  
 
If you are the target of more than one attack by the same attacker, you do not need to allocate extra dice to them.  Instead, you remove a defense die for each defense after the first from your defense pool.  Note: This cascading defense applies to all defenses, even extra defenses granted by charms.  If you wish, however, you may allocate an additional defense (if you have one), to refresh the cascade, or to substitute a different defense.
 
If you are the target of more than one attack by the same attacker, you do not need to allocate extra dice to them.  Instead, you remove a defense die for each defense after the first from your defense pool.  Note: This cascading defense applies to all defenses, even extra defenses granted by charms.  If you wish, however, you may allocate an additional defense (if you have one), to refresh the cascade, or to substitute a different defense.
  
===Aborting to a Defense===
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==Aborting to a Defense==
  
 
If attacked before your turn, you may abort to a defense, sacrificing your action. You may still raise/lower your Power Level when your initiative comes up, and release committed Essence Pool.  However, you do not get your normal action.  Extra action charms may still be used for actions at this time.
 
If attacked before your turn, you may abort to a defense, sacrificing your action. You may still raise/lower your Power Level when your initiative comes up, and release committed Essence Pool.  However, you do not get your normal action.  Extra action charms may still be used for actions at this time.
  
==Combat Rolls==
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==Initiative==
 
 
===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.
 
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.
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===Attack Rolls===
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==Attack Rolls==
  
 
Unchanged, though there is no longer an accuracy bonus granted by weaponry.
 
Unchanged, though there is no longer an accuracy bonus granted by weaponry.
  
===Defense Rolls===
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==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.
 
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.

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