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All original material is Copyright © John Hodson 2011-2012. If anyone wants to add any material to my Exalted section I''ll include their with name and copyright in the post notes unless they want to contribute anonymously.

The first section is basically my take on Exalted. Right now I'm just copying up my notes so everything's very raw while I put down my ideas. I'll work on editing everything and making it more coherent later. As a result things will contradict the in game canon and even be self contradictory especially since not all my notes are copied in chronological order. They've been typed up without editing to remain as close as possible to my original vision.

Tuesday, 14 June 2011

Damage System

    In the epic scale of Exalted if someone is hit (technically) then it's assumed it isn't just a scratch. The contravenes my previous idea about basing the damage dice pool on the attack bonus. I like my earlier idea more.
   To recap: In the Damage System each dice roll is the Attribute in dice.
   Threshold is the number scored by an individual dice. Difficulty is the number required to get a success. Because the dice pool is smaller than in normal White Wolf games dice rolls are resolved by the number of successes such as a damage roll (where every dice that meets the difficulty is a net success) or a number of successes to succeed by extra successes are not necessary like in Fatigue rolls.
    Add the character's Ability to each dice.
   This system requires reworking the Exalteds' Excellencies. I haven't worked them all out yet. The Third Excellency remains the same since it simply provides a reroll. In the First Excellency spend Essence up to Attribute + Ability for Solars, Essence for Sidereals or Ability for Dragon-Blooded. Every mote they spend adds to the threshold for the diceroll. I don't know what to do with the Second Excellency yet.
   Lunar Charms: For their first two Excellencies Lunars spend up to Attribute x 2 motes since channelling Essence through Attributes is more demanding than channelling through an Ability. In the First Excellency Lunars gain an extra dice for every two motes spent. Dice adders are much more powerful in this system.
   Indisputable Lunar (Trait) Lunar Attributes are known as Might, Grace and Fortitude for Strength, Dexterity and Stamina for the purpose of Excellencies. Every two motes spent doubles the result of a single dice, rolled seperately.

       Scale of Difficulty
    6 Basic difficulty. Someone with no skill has a reasonable chance of success. A master can do it with their eyes closed.
   10 A novice has a cat's chance in hell of success. This is no significant test for an expert.
   15 Impossible for a beginner without master crafted tools and expert help. The best in the field struggle to attain this level of perfection.
   20 A challenge for the greatest of all Exalted without helpful equipment or the use of Charms.
   21+ Truly supernatural feats worthy of the mighty heroes of the First Age.
   30 Paradigm of Celestial grace.
   40 Crowning glories of the Chosen of the Sun.