Navi

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.

Friday, 16 December 2011

Damage System

    This is an alternative way of resolving damage that tries to model realism rather than primarily being a player friendly method. My first idea was to create a completely new system of dice rolling where a player rolled a number of dice equal to their attribute and added their ability to each dice.

    This does not yet take into account Hardness as that will be considered later.

   Step 7: Calculate raw damage
   The base damage of an attack is equal to the number of successes scored on the attack roll, representing how well landed the blow was.

   Step 8: Roll Damage
   Roll one die per success and add the character's strength and weapon damage bonus to each die. If the roll scores higher than the target's armour then the roll is a success.

   Step 9: Apply Overwhelming Damage Bonus
   If the weapon has the tag Overwhelming Damage, add a number of successes to the damage roll equal to the weapon's overwhelming damage rating up to a maximum of the successes scored on the attack roll.

   Step 10: Apply Soak and Resolve Damage
   Reduce damage by the character's soak and apply remaining damage levels.

   This system was designed to differentiate between the accuracy of an attack and the consequent degree of injury (scoring a single success attack roll with a grand grimscythe resulting in a scratch would not necessarily cause a much greater injury than scratching an opponent with a dagger) and the likelihood of injury when the character is hit (reflected by the weapon's damage and the character's strength.) I think this system successfully models the difference between these two elements of attack. Although I have yet to play test it.