House Rules for Exalted
Feb. 24th, 2004 10:02 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I found these on the Exalted Wiki. Thinking about using them, looking for input.
http://www.lensmen.net/wiki/exalted.pl?Morpheus/CombatForMe
Aiming - I play that additional time may be spent aiming a ranged weapon to increase accuracy. Aiming is a simple action that requires the complete concentration of the character (no actions or charm activations at all), and my only be performed on a target that is either still or moving with utter predictability (ie a straight line, a slight rhythmic bob, or a constant curve, but not a falling leaf or an opponent in combat). Targets who notice the character and have any chance to act negate the aiming completely. For each round spent aiming this way, the character gains +1 accuracy on his eventual attack. Against immobilte targets less than the character's Dex+ (Arc or Thr) yds away, this bonus increases to +2 per round. No more dice may be gained in this way than the character's combat ability or perception, whichever is lower. An aiming action may be disrupted in a similar fashion to sorcery.
-This makes archery even more powerful. It also makes thrown a lot more useful. But you really can aim, and I strive for realism. Plus, this encourages aspects of archery and thrown like sniping an assassinations, which, in my opinion, are the greatest strengths of ranged attacks. And it helps to facilitate assassinations without charms or poison.
Full Parries - Characters in combat who win or lose initiative may revert to a full parry. This allows them to split their dice pools to attempt to parry all of one opponent's attacks. The dice pools for these parries work the same way as normal multiple action dice pools +1. This +1 is applicable only if the parrier makes multiple parries, and will not bring any parry pool above his normal, unsplit parry pool. For example, a character with 10 dice has won initiative over a character with 10 dice, and declared 4 attacks. The character who lost initiative reverts to a full parry, which is possible because all of the attacks came from one person, and decides to full parry with a full 4 parries. The attacker's dice pool is the normal 6,5,4,3 (10-4,10-5, etc). The defender's pool is 7,6,5,4. (10-4+1,10-5+1, etc). The defender could have decided to full parry only 3 of the attacks, in which case, his pool would have been 8,7,6 (10-3+1, 10-4+1,etc).
-For cinematic reasons, I prefer people to not have to either take dodge or win initiative. This allows actual swordfights between two people who are skilled and still don't want to be hit. It does lessen the necessity and value of dodge, but I believe that the restriction that one can only full-parry one person leaves dodge with easily enough value to balance it with the other combat stats for general usefulness. The +1 for the full-parry attempts to facilitate a slight advantage for the defender.
http://www.lensmen.net/wiki/exalted.pl?Morpheus/CombatForMe
Aiming - I play that additional time may be spent aiming a ranged weapon to increase accuracy. Aiming is a simple action that requires the complete concentration of the character (no actions or charm activations at all), and my only be performed on a target that is either still or moving with utter predictability (ie a straight line, a slight rhythmic bob, or a constant curve, but not a falling leaf or an opponent in combat). Targets who notice the character and have any chance to act negate the aiming completely. For each round spent aiming this way, the character gains +1 accuracy on his eventual attack. Against immobilte targets less than the character's Dex+ (Arc or Thr) yds away, this bonus increases to +2 per round. No more dice may be gained in this way than the character's combat ability or perception, whichever is lower. An aiming action may be disrupted in a similar fashion to sorcery.
-This makes archery even more powerful. It also makes thrown a lot more useful. But you really can aim, and I strive for realism. Plus, this encourages aspects of archery and thrown like sniping an assassinations, which, in my opinion, are the greatest strengths of ranged attacks. And it helps to facilitate assassinations without charms or poison.
Full Parries - Characters in combat who win or lose initiative may revert to a full parry. This allows them to split their dice pools to attempt to parry all of one opponent's attacks. The dice pools for these parries work the same way as normal multiple action dice pools +1. This +1 is applicable only if the parrier makes multiple parries, and will not bring any parry pool above his normal, unsplit parry pool. For example, a character with 10 dice has won initiative over a character with 10 dice, and declared 4 attacks. The character who lost initiative reverts to a full parry, which is possible because all of the attacks came from one person, and decides to full parry with a full 4 parries. The attacker's dice pool is the normal 6,5,4,3 (10-4,10-5, etc). The defender's pool is 7,6,5,4. (10-4+1,10-5+1, etc). The defender could have decided to full parry only 3 of the attacks, in which case, his pool would have been 8,7,6 (10-3+1, 10-4+1,etc).
-For cinematic reasons, I prefer people to not have to either take dodge or win initiative. This allows actual swordfights between two people who are skilled and still don't want to be hit. It does lessen the necessity and value of dodge, but I believe that the restriction that one can only full-parry one person leaves dodge with easily enough value to balance it with the other combat stats for general usefulness. The +1 for the full-parry attempts to facilitate a slight advantage for the defender.