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		<title>MfGames/SingleRollCombat - Revision history</title>
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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MfGames/SingleRollCombat&amp;diff=29782&amp;oldid=prev</id>
		<title>MfGames: *</title>
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				<updated>2004-09-01T12:22:32Z</updated>
		
		<summary type="html">&lt;p&gt;*&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
White Wolf presented a new form of combat with the World of&lt;br /&gt;
Darkness series. This system uses only a single roll to determine the&lt;br /&gt;
results of combat. This enables combat to be faster and less roll&lt;br /&gt;
intensive, which is a good thing to many people. These rules are an&lt;br /&gt;
attempt to retrofit the defense ideas, but not exact mechanics, into&lt;br /&gt;
the Exalted game system while still keeping the general feel of the&lt;br /&gt;
game in place.&lt;br /&gt;
&lt;br /&gt;
= Defense =&lt;br /&gt;
&lt;br /&gt;
This is not the Defense of World of Darkness, but it is inspired by&lt;br /&gt;
it. If you want to see the original, pick up the book and send a&lt;br /&gt;
little money toward White Wolf.&lt;br /&gt;
&lt;br /&gt;
A character's base defense is equal to the &amp;lt;i&amp;gt;higher&amp;lt;/i&amp;gt; of their&lt;br /&gt;
Dexterity or Wits. This is a character's raw ability to get out of the&lt;br /&gt;
way or avoid the attack. Defense is added to soak, which is calculated&lt;br /&gt;
normally as per the main Exalted book. This includes Stamina and&lt;br /&gt;
armor.&lt;br /&gt;
&lt;br /&gt;
= Combat Skills =&lt;br /&gt;
&lt;br /&gt;
With the new system, there is only a single roll instead of an attack&lt;br /&gt;
and damage roll. Because of this, these rules uses the attribute that&lt;br /&gt;
inflicts the damage for the attack.&lt;br /&gt;
&lt;br /&gt;
* Dexterity + Archery&lt;br /&gt;
* Strength + Brawl&lt;br /&gt;
* Dexterity + Martial Arts&lt;br /&gt;
* Strength + Melee&lt;br /&gt;
* Strength + Thrown&lt;br /&gt;
&lt;br /&gt;
From the WOD book, all melee attacks (including Martial Arts) used&lt;br /&gt;
Strength, but the description of Martial Arts indicates that it is&lt;br /&gt;
combat based on precision and grace instead of raw physical power.&lt;br /&gt;
&lt;br /&gt;
This does lead to another problem, in Exalted, Brawl is pretty much&lt;br /&gt;
the second cousin to Martial Arts. Brawl gets only a few feats instead&lt;br /&gt;
of the endless chains of fighting styles of Martial Arts. It also gets&lt;br /&gt;
less weapons that can be used with the skill. To compensate, either&lt;br /&gt;
Brawl needs to be given more usefulness or there is no reason to have&lt;br /&gt;
it. This system treats Brawl as all &amp;quot;hard&amp;quot; martial arts and Martial&lt;br /&gt;
Arts as the &amp;quot;soft&amp;quot; styles. They both are identical, except for Charms&lt;br /&gt;
and Style chains.&lt;br /&gt;
&lt;br /&gt;
Weapons may only be used with Brawl or Martial Arts if they are&lt;br /&gt;
associated with the style. Otherwise, the weapon is considered a Melee&lt;br /&gt;
weapon with the same skill requirement. This means that any Melee&lt;br /&gt;
character can pick up a strange weapon and use it, which should be the&lt;br /&gt;
case.&lt;br /&gt;
&lt;br /&gt;
Lunars can use either Brawl or Martial Arts in their natural&lt;br /&gt;
forms. Since Dexterity doesn't change, using Martial Arts ensures a&lt;br /&gt;
constant ability in combat while Brawl changes based on the mouse form&lt;br /&gt;
or the twenty meter squid form (which probably has a Strength 7 or&lt;br /&gt;
higher). Also Strength is easier to improve in Deadly Beast Form.&lt;br /&gt;
&lt;br /&gt;
= Attacking =&lt;br /&gt;
&lt;br /&gt;
When attacking, a character determines the number of dice from their&lt;br /&gt;
attack (Strength or Dexterity plus an ability), plus the accuracy and&lt;br /&gt;
damage of the weapon. They subtract the defense of their opponent from&lt;br /&gt;
this number.&lt;br /&gt;
&lt;br /&gt;
If the attacker still has remaining dice, they roll it and every&lt;br /&gt;
success counts as 1 point of damage. A ten does not count as double&lt;br /&gt;
and the character cannot fail.&lt;br /&gt;
&lt;br /&gt;
If the defender has equal or more defenses then attacking,&lt;br /&gt;
i.e. defense plus soak is greater than attacking skill and damage,&lt;br /&gt;
there is a chance that they missed. If the attacking character's&lt;br /&gt;
ability plus weapon accuracy (but not attribute) is equal to or&lt;br /&gt;
greater than the defense (not including soak) of the defender, they&lt;br /&gt;
automatically do a single die of damage (plus any Willpower&lt;br /&gt;
expenditures).&lt;br /&gt;
&lt;br /&gt;
= Parrying and Dodging =&lt;br /&gt;
&lt;br /&gt;
A character may choose to parry or dodge as appropriate. Successes&lt;br /&gt;
from these rolls are added to their defense for purposes of that&lt;br /&gt;
attack.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
&lt;br /&gt;
Any charm that adds to Dexterity + Attack adds to the attack value. Charms&lt;br /&gt;
that double the dice from the attack roll, now double the dice from the attack skill (ability plus accuracy)&lt;br /&gt;
above the defender's Defense (but not soak).&lt;br /&gt;
&lt;br /&gt;
= Complications =&lt;br /&gt;
&lt;br /&gt;
Multiple attackers against a single defender reduce their defense by 1&lt;br /&gt;
for each attacker beyond the first. The first one attacking attacks at&lt;br /&gt;
full defense, the second character (not attack) is at -1 defense, the&lt;br /&gt;
third is at -2, and so on. Characters with a low defense and multiple&lt;br /&gt;
attackers may actually have have their soak &amp;quot;reduced&amp;quot;. This is done to&lt;br /&gt;
prevent a min/max character from creating an untouchable and also to&lt;br /&gt;
keep play interesting. Anyone can be dragged down, given enough&lt;br /&gt;
bodies.&lt;br /&gt;
&lt;br /&gt;
A character may spend a willpower on either the attack or the actual&lt;br /&gt;
damage roll. For an attack, it just adds +1 to the effective attack&lt;br /&gt;
skill. If spend through a virtue, it adds +1 for every dot of that&lt;br /&gt;
virtue. A character may also spend a willpower on the damage, assuming&lt;br /&gt;
they hit. This performs as normal, granting either extra dice or an&lt;br /&gt;
automatic success. A character may not spend willpower on both the&lt;br /&gt;
attack and the damage of the same attack.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;br /&gt;
&lt;br /&gt;
Comments welcomed and encouraged.&lt;/div&gt;</summary>
		<author><name>MfGames</name></author>	</entry>

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