Difference between revisions of "SuperPowerCrunch"
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− | + | = Super Power Combat Crunch = | |
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+ | So now I'll try and put together my completely untested ideas into something resembling solid crunchy mechanics, so they can be better criticized. | ||
+ | |||
+ | *Initiative | ||
+ | ** All characters have an Initiative value equal to Dex + Wits + Awareness. This is used to determine order of actions. Highest initiative value goes first. Ties are broken by character importance (PCs before NPCs, NPCs before extras). Your combat turn is considered to begin when it is your turn to act. Your turn thus ends right before your next turn to act. I'm not sure yet how ambush affects the first combat turn. | ||
+ | |||
+ | *On a character's turn: | ||
+ | **They may take that turn's actions freely, or they may hold actions to be used later in their turn, at any time. Regardless, the player must declare how many ways they wish to split their action for this turn. They then use however many of those actions they wish immediately, and the rest are held. | ||
+ | |||
+ | **Actions may be held until the end of the character's turn. Any remaining held actions are lost. | ||
+ | |||
+ | **Movement is as normal, may be split among actions, used before, during and after actions. | ||
+ | |||
+ | *Actions | ||
+ | **Attacks - Roll attack pool. If the attack is a Power attack, dice pool is Str + Ability; if it is a Finesse attack the dice pool is Dex + Ability. Weapons are defined as Power and/or Finesse (if both, character may choose), and stunts may allow a character to use one type as the other. Martial Arts attacks are normally Finesse. Brawl attacks are normally Power. Successes may be reduced by defense actions as normal. If the attack is successful, it deals raw damage equal to the weapon/attack's Base Damage. For each success rolled beyond the target's Wits rating, the raw damage is increased by an amount equal to the weapon/attack's Success Damage (still unsure about the name) rating. | ||
+ | |||
+ | **Holds - Special kind of attack that forces enemy to be stuck at a certain range from you. This can represent a clinch, maneuvering within the range of a long weapon (to escape its dangerous end) or even fending an opponent off with a longer weapon (to keep them out of range to fight). The attack causes no damage. The effect of the hold lasts until your next turn, after which you must make another hold action to maint. If the hold is successful, you have successfully held the opponent at a range equal to the Length of the weapon/technique used to perform the hold (remember, unarmed attacks have a base Length of 0). If the target makes an attack with a weapon/technique with a different Length than the Length/range of the hold, they suffer a penalty to their Accuracy equal to the difference. Holds may be parried or dodged as normal. Additionally, the held character may make further parries or dodges later in the turn to attempt to break the hold. Each success reduces the effective number of successes on the hold. This is cumulative. Once the effective successes are reduced to zero, the hold is broken. These attempts to break the hold can be resisted with a Hold action by the holding character, though his net successes do not increase the hold. Movement is limited, likely requires a dice action to try. Not sure how to handle that. May just say no movement occurs other than that afforded by narrative license. | ||
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+ | Unfinished........... |
Revision as of 03:02, 4 October 2005
Super Power Combat Crunch
So now I'll try and put together my completely untested ideas into something resembling solid crunchy mechanics, so they can be better criticized.
- Initiative
- All characters have an Initiative value equal to Dex + Wits + Awareness. This is used to determine order of actions. Highest initiative value goes first. Ties are broken by character importance (PCs before NPCs, NPCs before extras). Your combat turn is considered to begin when it is your turn to act. Your turn thus ends right before your next turn to act. I'm not sure yet how ambush affects the first combat turn.
- On a character's turn:
- They may take that turn's actions freely, or they may hold actions to be used later in their turn, at any time. Regardless, the player must declare how many ways they wish to split their action for this turn. They then use however many of those actions they wish immediately, and the rest are held.
- Actions may be held until the end of the character's turn. Any remaining held actions are lost.
- Movement is as normal, may be split among actions, used before, during and after actions.
- Actions
- Attacks - Roll attack pool. If the attack is a Power attack, dice pool is Str + Ability; if it is a Finesse attack the dice pool is Dex + Ability. Weapons are defined as Power and/or Finesse (if both, character may choose), and stunts may allow a character to use one type as the other. Martial Arts attacks are normally Finesse. Brawl attacks are normally Power. Successes may be reduced by defense actions as normal. If the attack is successful, it deals raw damage equal to the weapon/attack's Base Damage. For each success rolled beyond the target's Wits rating, the raw damage is increased by an amount equal to the weapon/attack's Success Damage (still unsure about the name) rating.
- Holds - Special kind of attack that forces enemy to be stuck at a certain range from you. This can represent a clinch, maneuvering within the range of a long weapon (to escape its dangerous end) or even fending an opponent off with a longer weapon (to keep them out of range to fight). The attack causes no damage. The effect of the hold lasts until your next turn, after which you must make another hold action to maint. If the hold is successful, you have successfully held the opponent at a range equal to the Length of the weapon/technique used to perform the hold (remember, unarmed attacks have a base Length of 0). If the target makes an attack with a weapon/technique with a different Length than the Length/range of the hold, they suffer a penalty to their Accuracy equal to the difference. Holds may be parried or dodged as normal. Additionally, the held character may make further parries or dodges later in the turn to attempt to break the hold. Each success reduces the effective number of successes on the hold. This is cumulative. Once the effective successes are reduced to zero, the hold is broken. These attempts to break the hold can be resisted with a Hold action by the holding character, though his net successes do not increase the hold. Movement is limited, likely requires a dice action to try. Not sure how to handle that. May just say no movement occurs other than that afforded by narrative license.
Unfinished...........