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== Combat ==
 
== Combat ==
The Combat rules for Exalted Lite are similar to, but not identicle, to the 2nd Edition rules:
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The Combat rules for Exalted Lite are similar to, but not identicle, to the Core rules.
* Tics are a bit less than a third of a second.  (.3, or 200 tics to the minute).
 
* 'Called shots' exist both for maiming and bypassing armor
 
* Damage is not rolled.  It is calculated by:
 
** (Attack Successes - Defense Value)*(Damage Rating - Soak) - Soak cannot normally reduce the DR of an attack below half the attacker's permanent Essence.
 
  
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Turns last for three seconds, as usual.  See the [[/Prowess|Prowess]] section for movement rates and other athletic feats that may be used in combat.
 
=== Pre-Combat ===
 
=== Pre-Combat ===
<B>Determine Ambush:</B> The would-be victims make a Reflexive Wits+War (or appropriate Awareness skill) versus the attacker's Dexterity + Subterfuge (or appropriate Stealth skill).  If the ambushers succeed, they add the amount of net successes they have gained to their Initiative rolls.
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<B>Determine Ambush:</B> The would-be victims make a Reflexive Intelligence+War (or appropriate Awareness skill) versus the attacker's Desterity + Subterfuge (or appropriate Stealth skill).  If the attackers succeed, then the defenders may not take any non-Reflexive actions such as attacking during the first Turn.
* Surprised characters must make another roll, Dexterity+War to try and get whatever successes they failed with their first roll.  If this fails, they do not gain the benefit of their defensive values at all for the number of tics that they failed byAmbushes, like most Subterfuge attempts, do not typically benefit from [[/Cooperation]] rules.
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: Surprised characters must make another roll, Wits+War to try and get whatever successes they failed with their first roll.  If this fails, they are totally defenseless and may take no actions whatsoever during the First Turn.
* In the case of opposing teams, the ambusher with the lowest Dexterity + Subterfuge total rolls and sets the default difficulty for the Ambushed.  Each Ambushed must make the roll (though the victims can use [[/Cooperation]] rules normally).
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=== During a Turn ===
* Environmental penalties and bonuses may apply to either side, as set by the Storyteller.
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<B>Determine Initiative:</B> Characters roll Wits + Prowess (if any, Initiative is the relevant skill)The player with the higher success total goes first.
* This can also reflect general surprise rules.
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* In the case of a tie, it is resolved: Major Characters before Minor before Extras, then compare Dexterity, then War.
  
<B>Determine Initiative:</B> Characters roll Wits + War (if any, Initiative is the relevant skill)If this has been a successful ambush, the winning team adds the relevant successes to their total.
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Some weapons, manuevers, and Charms will allow for 'Strike First, Strike Last' rulesFor such resolutions, Charms take first precedence, then weapon abilities.
* The tic counter begins on tic zero.  The character or characters with the highest Initiative result go on this total.
 
* The character with the next highest score goes on tic (Highest result - character's result).
 
* Rinse and repeat.  Every character begins acting on tic (Highest initiative - their initiative)
 
  
* In the case of a tie on a given tic count, it is resolved: Major Characters before Minor before ExtrasOtherwise, actions are simultanious.
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<B>Movement:</B> Characters may move their walking distance without penaltyRunning counts as a single action - Characters must split their die pool to take additional actions, though they can still abort to a full Dodge or Parry.
  
=== Battle is Joined ===
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<B>Abort to Full Defense:</B> Aborting to a Full Dodge or Parry is like splitting actions, except that the difficulty penalty begins at +0.  Characters may make no more Parries in this manner than their Dexterity+Wits.
Once battle begins, the characters keep track of which tic they and their familiars, followers, etc. go on.  The Storyteller keeps track of the current tic, and those her NPCs go on.  The characters take one of two types of actions:
 
* Focus actions are those which the character maintains until she decides to do something else.  Full defense, setting spears, sprinting and so on.    A character may stop the Focus action on any tic, but doing so negates the benefit of the focus action for that tic.
 
* Active actions are actual attacks, and things done singly like drawing weapons and so on.  These have a tic cost
 
* <B>Movement:</B> Characters are considered to be in constant motion, moving, jumping, dancing and whathaveyou.  See the [[/Prowess]] rules for specific movement rates, but unless someone is trying to run away, or is charging an archer or similar situation, it is wise not to focus overmuch on where a person is.  Characters can move up to their Running speed and act without penalty.  Sprinting is more intensive and is a Focus action.
 
  
<B>Focus Actions</B>
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<B>Damage:</B> Damage is <B>not</B> rolledIt is applied raw, after soak, with a minimum equal to the attacking character's Essence.
* Sprinting: A character moves at her Sprinting rate.  This is typically a Chase or EscapeShe may only use her Dodge Defensive Value when Sprinting.
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=== Multiple Actions ===
* Full Defense: The character is making no attempt to attack.  For the purposes of calculating her DDV (Dodge Defensive Value) and PDV (Parry Defensive Value), she adds her full Ability, instead of half.  For example:
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Major Characters may split their die pool to take a number of actions (total, including the first one) equal to their Dexterity+Wits, without the use of Charms.  Each action imposes a <B>cumulative</B> +1 difficulty penaltyThus, the first action is at +1 difficulty, the second at +2, third at +3, and so on.
** A character with Essence 1, Dexterity 4, Combat 3 and Prowess 2 normally has a DDV of 3 and a PDV of 3.  If she enters full defense, her DDV becomes 4, and her PDV 5.  See [[/Derived]] for information on Defensive Values.
 
* Ready: Usually 'Ready Spear'.  A readied spear, polearm, or similar weapon whose business end is almost always closer to the opponent than the character and significantly longer (lumped under 'Reach' weapons), is very dangerous for an opponent without a similar weapon.
 
** If a character without a Reach Weapon attempts to strike a character with a readied weapon, the latter may instantly make a 1-tic attack with said weapon (regardless of how fast or slow the weapon is normally)If the readied attack deals damage, the initial attack is cancelled, with the tic cost still applying.
 
** If a character with a weapon (more than just gauntlets) is facing an unarmed attacker, she may also Ready against her opponent.
 
** Yes, spears are butch.
 
  
<B>Active Actions</B>
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Weapons may only be used so often in a Turn.  Weapons that need to be drawn (including most thrown weapons, arrows, and crossbow bolts) take a die action to ready without the aid of Charms
* Attack: Weapons have a recover time.  The strike normally occurs on the tic you declare on, and the remaining time is spent in recovery before you can strike again.  See below for 'called shot' rules.
 
** If you activate a supplemental Charm to aid your attack, you may not normally activate Charms until the recover time is over.  See the Combo rules for the exception.
 
** If the Storyteller wishes to deal with it, ranged attacks move at about 100 feet per tic.  So, a ranged attack from significantly more than 100 feet away strikes on the second tic instead of the first, and so on.  This is optional, and should be handled in a loose manner - Powerbows fire their projectiles significantly further, for example.
 
* Activate Charm: Simple Charms have a recover time just as Attacks do.  You may not normally activate other Charms while activating a Simple Charm.  See the Combo rules for the exception.
 
* Draw Weapon: Typically one tic.  Weapons that are too heavy for the character will take additional tics equal to the amount of Brawn by which they fail.
 
* Disengage: Takes your opponent's (Wits + War) minus your (Wits + War) in tics, minimum 1.  Safely disengage from melee from an opponent so that you may flee or run to the aid of another, for example.
 
* Press: If someone is using a Reach weapon and you are lacking, you may spend a tic to Press before your attack to get inside their guard.  This forces their readied attack to face your Defense Value as if you were Fully Defending.
 
* Clinch: Initiative a Clinch is an unarmed attack that normally takes two (2) tics.  See the Clinch rules, below, for details.
 
  
For example:
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How fast a character can weild a weapon depends on her Brawn compared to the weapon's Minimum Brawn.
* On tic 0, Amerae goes first. Waaay first, for this example.  She draws her weapon, which takes her a single tic.
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* If her Brawn is less by 3, she may not weild that weapon.
* On tic 1, she strikes with her weapon, and her recovery time with it is 2 tics.
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* If her Brawn is less by 2, both readying and swinging the weapon is a die action that may not be split - it takes the full turn, forcing a 1/2 rate.
* On tic 3, she goes again.
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* If her Brawn is less by 1, readying the weapon is a die action as if it were being drawn.
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* If her Brawn is the same, readying the weapon is a Reflexive action useable once per Turn.
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* For each dot her Brawn exceeds the Weapon's minimum Brawn, she may make an additional reflexive ready action in a Turn.
  
=== Reasons #814 and #815 why it sucks to be [[UnExalted]] ===
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Dual-weilding may freely take advantage of this.
<B>Bleeding</B>
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=== Bleeding ===
* [[UnExalted]] characters who suffer Lethal or Aggravated damage bleed at a rate of one Bashing health level per minute.  A Wits + Natural (First Aid) roll will stabilize the Character.  The difficulty is the number of wounds suffered from any single blow, +1 if self bandaging.
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Characters who suffer Lethal or Aggravated damage bleed at a rate of one Bashing health level per minute.  A Wits + Natural (First Aid) roll will stabalize the Character.  The difficulty is the number of wounds suffered from any single blow, +1 if self bandaging.
* Exalted have no risk of bleeding.
 
  
<B>Infection</B>
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Exalted have no risk of bleeding.
* Combat is in some ways the first form of biological war.  The roll to resist infection from any given hit is Brawn + Might (Resist Disease), difficulty 3, plus any penalties from wounds or poor conditions (such as swamps, or intentionally dirtied weapons - common with arrows).  If wounds are left undressed, this roll must be made each time the character otherwise risks infection, though only at difficulty 1.  [[UnExalted]] characters who suffer from infection must make Brawn+Might (Resist Disease) rolls daily, or suffer the normal consequences without treatment.
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=== Infection ===
* Terrestrial Exalted subtract 2 from the successes they need to resist infection, and fight off the infection if they make their daily Brawn+Might roll, always at difficulty 1.  If they fail, though, they suffer +1 difficulty to all actions until they fight it off.
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Combat is in some ways the first form of biological war.  The roll to resist infection from any given hit is Brawn + Might (Resist Disease), difficulty 3, plus any penalties from wounds or poor conditions (such as swamps).  If wounds are left undressed, this roll must be made each time the character otherwise risks infection, though only at difficulty 1.  UnExalted characters who suffer from infection must make Brawn+Might (Resist Disease) rolls daily, or suffer the normal consequences without treatment.
* Celestial Exalted are immune to infection.
 
  
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Terrestrial Exalted subtract 2 from the successes they need to resist infection, and fight off the infection if they make their daily Brawn+Might roll, always at difficulty 1.  If they fail, though, they suffer +1 difficulty to all actions until they fight it off.
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Celestial Exalted are immune to infection.
 
=== Penalties ===
 
=== Penalties ===
 
Apply penalties to all appropriate actions.
 
Apply penalties to all appropriate actions.
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** Vicious (Too steep to climb without hands, scaling ladder, knee deep mud, waist deep water): +2 Difficulty
 
** Vicious (Too steep to climb without hands, scaling ladder, knee deep mud, waist deep water): +2 Difficulty
 
** Complications (Scree, Thorns): +1 Additional Difficulty.
 
** Complications (Scree, Thorns): +1 Additional Difficulty.
=== Called Shots ===
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=== Maiming ===
Although called shots for say, headshots do not exist, outright killing might not be the goal of the player.  Or beating one's way through armor may be impractical.  There are four kinds of 'called shots':
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Although called shots do not exist in terms of bypassing armor and trying to actively kill, that is not always the goal of the player.
 
 
* <B>Non-lethal damage:<B> Making a lethal attack bashing typically only adds one to the difficulty.  The Storyteller may rule that certain situations are harder because of the nature of the weapon and/or opponent.
 
* <B>Lethal damage:</B> Making a normally Bashing attack deal Lethal damage halves the DR, and faces a .
 
* <B>Limb Removal:</B> Targetting an arm, leg, or similarly sized appendage (but not the head) lets the target use their full Dexterity and Essence for their DV.  In order to remove the appendage, the target's full, normal HP in lethal damage must be dealt.  Only half of this damage applies to the victim.  Limb removal either bypasses armor (if it does not protect the limb in question) or it doesn't - no armor bypass rules allowed.
 
* <B>Bypassing Armor:</B> Armor has chinks.  Some of it covers quite well, others...  less so.
 
** Armor has a Cover rating.  This is the Difficulty penalty required to reduce the Armor's soak by 1.
 
** If the Cover rating is -, 0, or Not Applicable, then there is no bypassing the armor.
 
** Natural Soak, such as that derived from Brawn, cannot be bypassed.
 
 
 
* <B>Maiming:</B> Targetting a finger, toe, eye, nose, ear, hand, groin, and such depends on the victim:
 
** Characters without a rank in Combat (including all Extras and minor Characters) require a difficulty penalty identicle to Limb Removal.
 
** Characters with a rank in Combat use a DV of (Dexterity + Combat + Prowess + Essence).  Full Defense doubles the relative Combat and Prowess scores.
 
** Severing or otherwise incapacitating the target requires the victim's Size Multiplier (3 for most mortals, 2 for small, 4 for large) in lethal or aggravated damage be dealt.  Ox Body counts towards this Size Multiplier.  The target receives up to this amount of damage directly, but no more.
 
** Some armors may render certain targets incapable of being maimed so.
 
  
=== Florentine (Two Weapons) ===
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Specifics are difficult, though the general pattern follows Artful Maiming Onslaught.
Weilding a weapon in both hands and using them effectively is somewhat tricky.  It imposes a difficulty penalty of (12 - Wits - Combat, minimum zero), +1 if the character does not have AmbidexterityThis -includes- the character's Parry Defensive Value, meaning PDV could easily go negative. However, it allows the character to choose one of the following 'modes':
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* Targetting an arm, leg, or similarly sized appendage is at +3 DifficultyIn order to remove the appendage, twice the target's Brawn in damage must be dealt.
* Twin attacks.  When the character attacks, she attacks twice in a row, using the averaged statistics of the weapons, but both of these attacks occur during the averaged tic cost.  All weapon statistics are averaged, rounding down.
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* Targetting a hand, eye, nose, and such is at a +6 DifficultyIn order to remove the appendage, the target's Brawn in damage must be dealt.
** Storytellers are free to penalize what appears to be abuse of this averaging.
 
* Guard and StrikeOne of the blades is used for defense, granting the character the benefits of a Full Parry defense, while she can still make attacks with her other weapon as normal.
 
  
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The target suffers no more damage than the minimum necessary to cut off the limb.  UnExalted characters also bleed profusely, 1 health level per -Turn- for a 'minor' maiming, and twice that for a loss of limb, until the bleeding is staunched at double difficulty.
 
=== Clinching (Grappling) ===
 
=== Clinching (Grappling) ===
Initiating a Clinch maneuver is an unarmed attack taking 2 tics that initially deals no damage, but if the clinch makes contact, both contestants roll (Brawn or Dexterity) + Combat (Wrestling) on the second tic.  The victor has the following options:
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Initiating a Clinch is a Strike Last maneuver, rolling either Brawn or Dexterity, plus the Combat (Wrestling) ability.  The defender gets to reflexively roll the same.  The winner of the roll controls the Clinch and has three options:
 
* End the Clinch, with the option of pushing the victim back her Brawn in yards, or knocking her victim prone.
 
* End the Clinch, with the option of pushing the victim back her Brawn in yards, or knocking her victim prone.
* Hold for ten tics, but do no damage
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* Hold, but do no damage
* Deal (Brawn + Extra Successes) bashing damage to the loser over the next ten tics.
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* Deal (Brawn + Extra Successes) bashing damage to the loser.
  
The (Brawn or Dexterity) + Combat (Wrestling) roll is made every ten tics, until the victor of a given round ends it in some manner.
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The (Brawn or Dexterity) + Combat (Wrestling) roll is made every Turn, until the victor of a given round ends it in some manner.
 
== Comments ==
 
== Comments ==

Revision as of 19:20, 10 June 2005

Combat

The Combat rules for Exalted Lite are similar to, but not identicle, to the Core rules.

Turns last for three seconds, as usual. See the Prowess section for movement rates and other athletic feats that may be used in combat.

Pre-Combat

Determine Ambush: The would-be victims make a Reflexive Intelligence+War (or appropriate Awareness skill) versus the attacker's Desterity + Subterfuge (or appropriate Stealth skill). If the attackers succeed, then the defenders may not take any non-Reflexive actions such as attacking during the first Turn.

Surprised characters must make another roll, Wits+War to try and get whatever successes they failed with their first roll. If this fails, they are totally defenseless and may take no actions whatsoever during the First Turn.

During a Turn

Determine Initiative: Characters roll Wits + Prowess (if any, Initiative is the relevant skill). The player with the higher success total goes first.

  • In the case of a tie, it is resolved: Major Characters before Minor before Extras, then compare Dexterity, then War.

Some weapons, manuevers, and Charms will allow for 'Strike First, Strike Last' rules. For such resolutions, Charms take first precedence, then weapon abilities.

Movement: Characters may move their walking distance without penalty. Running counts as a single action - Characters must split their die pool to take additional actions, though they can still abort to a full Dodge or Parry.

Abort to Full Defense: Aborting to a Full Dodge or Parry is like splitting actions, except that the difficulty penalty begins at +0. Characters may make no more Parries in this manner than their Dexterity+Wits.

Damage: Damage is not rolled. It is applied raw, after soak, with a minimum equal to the attacking character's Essence.

Multiple Actions

Major Characters may split their die pool to take a number of actions (total, including the first one) equal to their Dexterity+Wits, without the use of Charms. Each action imposes a cumulative +1 difficulty penalty. Thus, the first action is at +1 difficulty, the second at +2, third at +3, and so on.

Weapons may only be used so often in a Turn. Weapons that need to be drawn (including most thrown weapons, arrows, and crossbow bolts) take a die action to ready without the aid of Charms

How fast a character can weild a weapon depends on her Brawn compared to the weapon's Minimum Brawn.

  • If her Brawn is less by 3, she may not weild that weapon.
  • If her Brawn is less by 2, both readying and swinging the weapon is a die action that may not be split - it takes the full turn, forcing a 1/2 rate.
  • If her Brawn is less by 1, readying the weapon is a die action as if it were being drawn.
  • If her Brawn is the same, readying the weapon is a Reflexive action useable once per Turn.
  • For each dot her Brawn exceeds the Weapon's minimum Brawn, she may make an additional reflexive ready action in a Turn.

Dual-weilding may freely take advantage of this.

Bleeding

Characters who suffer Lethal or Aggravated damage bleed at a rate of one Bashing health level per minute. A Wits + Natural (First Aid) roll will stabalize the Character. The difficulty is the number of wounds suffered from any single blow, +1 if self bandaging.

Exalted have no risk of bleeding.

Infection

Combat is in some ways the first form of biological war. The roll to resist infection from any given hit is Brawn + Might (Resist Disease), difficulty 3, plus any penalties from wounds or poor conditions (such as swamps). If wounds are left undressed, this roll must be made each time the character otherwise risks infection, though only at difficulty 1. UnExalted characters who suffer from infection must make Brawn+Might (Resist Disease) rolls daily, or suffer the normal consequences without treatment.

Terrestrial Exalted subtract 2 from the successes they need to resist infection, and fight off the infection if they make their daily Brawn+Might roll, always at difficulty 1. If they fail, though, they suffer +1 difficulty to all actions until they fight it off.

Celestial Exalted are immune to infection.

Penalties

Apply penalties to all appropriate actions.

  • Off-hand: +1 Difficulty
  • Stunned: +1 Difficulty
  • Blind: +3 Difficulty
  • Deaf-Blind: +6 Difficulty
  • Height Disadvantages:
    • Small (Stairs, slope, knee deep water, shallow mud): +1 Difficulty
    • Designed (Trick stairs, Abatis): +1 additional Difficulty
    • Vicious (Too steep to climb without hands, scaling ladder, knee deep mud, waist deep water): +2 Difficulty
    • Complications (Scree, Thorns): +1 Additional Difficulty.

Maiming

Although called shots do not exist in terms of bypassing armor and trying to actively kill, that is not always the goal of the player.

Specifics are difficult, though the general pattern follows Artful Maiming Onslaught.

  • Targetting an arm, leg, or similarly sized appendage is at +3 Difficulty. In order to remove the appendage, twice the target's Brawn in damage must be dealt.
  • Targetting a hand, eye, nose, and such is at a +6 Difficulty. In order to remove the appendage, the target's Brawn in damage must be dealt.

The target suffers no more damage than the minimum necessary to cut off the limb. UnExalted characters also bleed profusely, 1 health level per -Turn- for a 'minor' maiming, and twice that for a loss of limb, until the bleeding is staunched at double difficulty.

Clinching (Grappling)

Initiating a Clinch is a Strike Last maneuver, rolling either Brawn or Dexterity, plus the Combat (Wrestling) ability. The defender gets to reflexively roll the same. The winner of the roll controls the Clinch and has three options:

  • End the Clinch, with the option of pushing the victim back her Brawn in yards, or knocking her victim prone.
  • Hold, but do no damage
  • Deal (Brawn + Extra Successes) bashing damage to the loser.

The (Brawn or Dexterity) + Combat (Wrestling) roll is made every Turn, until the victor of a given round ends it in some manner.

Comments