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.
It's a dark and frosty night. The moon is full and I walked across a graveyard. It's time to start my blog. This is principally a place to put up all my writing about Exalted. I'll also be writing short stories, prose poetry, bitching about what I think is wrong with the world (starting with this damn template) and anything else of interest. 19/1/11
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.
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.
Showing posts with label Damage System. Show all posts
Showing posts with label Damage System. Show all posts
Friday, 16 December 2011
Wednesday, 15 June 2011
Lunar Excellencies (Damage System)
For the purpose of Excellencies the Attributes Strength, Dexterity and Stamina are known as Might, Grace and Fortitude.
Essence of Overwhelming Lunar (Trait)
The Lunar may spend up to Attribute x 2 motes. For every two motes spent they gain an extra dice.
Essence of Triumphant Lunar (Trait)
The Lunar learns to focus Essence from her Exaltation purely through her Attribute. A roll made with this Charm does not add their Ability but they suffer no penalties for conditions related to abilities such as not having one.
Just like the Wyld the Lunar Exaltation allows the creation of endless possibilities. Creation itself was shaped from the Wyld. Where Lunar Exaltations differ from others is that they were not transformed from Wyld energy but contain it. They are Wyld energy in an undeveloped form that can be changed according to the will of the host.
Every dice that results in a ten counts as a success regardless of the difficulty of the roll.
Indisputable Lunar (Trait)
Mins: Attribute 6, Essence 6
Prerequisite Charms: Essence of Triumphant Lunar (Trait)
This Charm expands Essence of Triumphant Lunar (Trait) making all the successes gained with it net successes that cannot be cancelled by external penalties. A Lunar with this Charm has a chance of fathoming the most incomprehensible mysteries of the Wyld, punching out a Yozi or singing a song so beautiful that even the Neverborn will stop screaming to listen to it.
Essence of Overwhelming Lunar (Trait)
The Lunar may spend up to Attribute x 2 motes. For every two motes spent they gain an extra dice.
Essence of Triumphant Lunar (Trait)
The Lunar learns to focus Essence from her Exaltation purely through her Attribute. A roll made with this Charm does not add their Ability but they suffer no penalties for conditions related to abilities such as not having one.
Just like the Wyld the Lunar Exaltation allows the creation of endless possibilities. Creation itself was shaped from the Wyld. Where Lunar Exaltations differ from others is that they were not transformed from Wyld energy but contain it. They are Wyld energy in an undeveloped form that can be changed according to the will of the host.
Every dice that results in a ten counts as a success regardless of the difficulty of the roll.
Indisputable Lunar (Trait)
Mins: Attribute 6, Essence 6
Prerequisite Charms: Essence of Triumphant Lunar (Trait)
This Charm expands Essence of Triumphant Lunar (Trait) making all the successes gained with it net successes that cannot be cancelled by external penalties. A Lunar with this Charm has a chance of fathoming the most incomprehensible mysteries of the Wyld, punching out a Yozi or singing a song so beautiful that even the Neverborn will stop screaming to listen to it.
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.
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.
Subscribe to:
Posts (Atom)