DMSCombat

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DMS Combat

Combat stages
  • Declare attacks- On any tick with characters that can act, all characters able to attack must declare attacks including charms and combos before defenses can be declared. Motes and tick costs are spent in this stage to power attacks.
  • Declare defenses- On any single tick in order to defend natually a character must expend a number of ticks equal to the defense rating of the weapon they are using or none if the dodge. All motes for defense must be spent at this time.
  • Roll Attacks- Total up all bonuses for the attacker subtract all penalties. If this number is positive the attacker can make an attack rolled as normal. The minimum dice is equal to the attackers essence or his maximum pool which ever is lower
  • Roll defenses- DV is totaled as normal all conditional dice are rolled and success added to the DV such as stunt or charm.
  • Determine results- If the attackers sucsesses are equal to or greater than the defenders DV the attack hits
  • Reroll Attacks- If the attacker may chose in this step to reroll the attack with charms
  • Reroll Defenses- After the attacker has rerolled or chosen not to the defender may use charms to reoll his DV
  • Determine Results- If the attackers successes equal or exceede the defenders the attack hits.
  • Determine Damage- Any extra sucsess are added to the defenders weapon damage plus strength if this number excedes the hardness of the defender subtract the defenders soak from the raw damage.
  • Roll damage-damge after soak has a minimum of the attackers essence unless that character is an extra in that case there is no minimum. 10 count twice
  • Counter Attacks- any counter attack charms are applied after the normal resolution of attacks following the normal path for any attack save that no counter attacks can be made
  • Apply damages- If the raw damage was greater that your sta+res your character is thrown back 1 yard for every point of difference. If the confirmed rolled damage was greater than your sta you mus roll sta+res at a difficulty equal to the damage inflicted or be stunned for a number of ticks equal to that damage.
Combat Moves

||Move Name||Speed||DV penalty||Flurry?||Mechanics|| ||Aim||3||-2|| ||Attack||weapon spd||-1|| ||Draw weapon||5||-1|| ||Defend|| ||Called Shot, Disarm|| ||Called Shot, Chink in the armour|| ||Called Shot, Maim|| ||Called Shot, Marking|| ||Called Shot, Powerful attack|| ||Called Shot, Quick attack|| ||Flurry|| ||Gaurd|| ||Jump|| ||Join Battle|| ||Move|| ||Run|| ||Ready/Set Weapon|| ||Rise from prone|| ||Staunch wounds||


Examples

Glorious Wind has just escaped from prison two armed gaurds block the egress. Glorious wind failed to move undetected and a join battle action was performed. Glorious wind is much quicker and acts on the first tick.

  • 1a Declare attacks- "I thrust my hands out connecting solidly with thier helms" Glorious wind
  • 1b Declare defenses- "The gaurds raise thier weapons to intercept your blows" ST
  • 2a Roll Attacks- 3dex +3MA +1Acc +1 stunt is 8 dice, glorious wind makes two attacks so the first attack is 6 the second is at five, unarmed her strikes cost her 4 ticks
  • 2b Roll defenses- 4 die extra dv 2 parrying with a weapon cost 1 tick
  • 3 Determine results- both attacks hit with 2 suscceses
  • 4a Reroll Attacks- none
  • 4b Reroll Defenses- none
  • 5 Determine Results- same
  • 6a Determine Damage- 3str + 2dam equals 5 beats the hardness of the armour the attack is not greater than the soak of the armour so Wind rolls her essence 3
  • 7 Roll damage- versus extras each takes 1 damage
  • 8 Counter Attacks-
  • 9 Apply damages- each gaurd smaks there head agains the wall

DMSolar501