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		<title>Thus Spake Zargrabowski/ExaltedCombat - Revision history</title>
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		<updated>2026-04-09T18:10:24Z</updated>
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		<id>http://exalted.xi.co.nz/w/index.php?title=Thus_Spake_Zargrabowski/ExaltedCombat&amp;diff=41132&amp;oldid=prev</id>
		<title>BrokenShade: *</title>
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				<updated>2003-11-27T11:58:54Z</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;&amp;gt;&amp;gt;&amp;gt;My apologies for starting a thread similar to many others. I'm mostly a wargamer so I've been hanging out in Other Games Open exclusively since it started. I heard so many good things about Exalted I had to check it out. It looks like its gonna be the game that gets me back into roleplaying after a 5+ year absence.&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
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Okay, Exalted's core is a gritty, somewhat abstract man-on-man combat system. Characters can die of bleeding and post-injury complications very easily. Weapons are differentiated, armor is very effective and important, combat turns are 3 seconds. I think it has a nice Ancient World feel and if you run it on its own, it tends to be a sort of dark fantasy / eldritch horror game. &lt;br /&gt;
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Exalted are demigods whose heroic stature is modelled by giving them lots of exceptions to the gritty core of the rules -- they use different infection rules, never need to worry about crippling injuries, can't bleed to death, etc. They have an intricate TCG-like duelling mechanic for fighting other Exalted and gods and so on. &lt;br /&gt;
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Combat can be quite crunchy, especially if you are focussing on doing large multi-Exalt fights with all the trimmings. &lt;br /&gt;
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Geoffrey C. Grabowski \\&lt;br /&gt;
Exalted Developer, WWGS\\&lt;br /&gt;
raindog@white-wolf.com&lt;/div&gt;</summary>
		<author><name>BrokenShade</name></author>	</entry>

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