SuturedDefenseValue/LikelyCanonical

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After quite a bit of study of what the rules say, it seems most likely that that the "everything modifies DV directly" method mentioned in DissectingDefenseValue was intended to be the final version of the DV system presented in the Core book. This variation assumes that this is true, in any case, so the changes made here are those that eliminate or ignore mechanics in the core book inconsistent with this view. The basic principle of this variation is that nearly everything that effects defense manipulates DV directly, rather than the computation that generates it. As such, the idea is that all DV mechanics work the same way, yet little concern is given to the fact that such mechanics may work differently than other game mechanics, nor that some mathematical oddities result when compared to other mechanics.

Within this system, the concept of a "defense pool" does not exist and there is explicitly no connection between successes and DV. Having no pools, this system ignores the Order of Modifiers chart and uses its own calculation order.

Calculation Order

For rationality's sake, all fractions generated in this sequence are retained until the very end. This is not explicitly canonical, but prevents a number of strange problems.

Step A: Determine your base DV

Each type of defense has its own equation. While these equations use Attribute + Ability as a base, these are not dice pools. For dodging the equation is:

(Dexterity + Dodge + Essence (if 2 or more) + applicable specialties (up to 3) + adjustments) / 2

For parrying, the equation is:

(Dexterity + combat ability + weapon's Defense rating + applicable specialties (up to 3) + adjustments) / 2

The "adjustments" mentioned here are very rare. The only one canonically is the bonus from Hearthstone Bracers (ex2e.381).

Step B: Adjust for Inapplicability

If a certain type of defense is considered inapplicable for some reason, its corresponding DV is now set to zero if it is greater than zero. DVs less than zero remain unchanged.

Step C: Apply Non-Magical DV modifiers

Apply any DV adjustments from non-magical sources. This includes:

  • Penalties from previous actions
  • Wounds
  • Mobility (Dodge only)
  • Shields (provide bonus to DV, but may also reduce it for dodges via extra mobility penalties)
  • Cover (if better than shield bonus)
  • Onslaught
  • Terrain
  • High or Low Ground. The person on high ground gets a external bonus to DV, while the person on low ground gets a corresponding external penalty to their own DV, unless using weapons that eliminate this penalty (ex2e.373).

At this point, any stunt die and/or dice from virtue channeling are rolled, and successes are added to DV. In lieu of virtue channeling, the character may spend a point of Willpower to add 1 to DV.

Note that certain charms may allow you to ignore certain penalties that apply here. These do not count against the cap in the step E.

Step D: Apply Non-Charm Magical DV modifiers

Apply the effects from any magical effect that is not a charm, such as artifact powers. Any charms that specifically ignore the DV cap (see next step) also apply here. Effects of this kind that multiply DV by some value (usually by 2 or 0.5) should be applied after the others. Keep track of the DV at the end of this step, calling it X.

Step E: Apply Charm DV modifiers

Apply all charms that alter DV directly, from any source. In some cases, the order in which charm or other effects are applied may matter. If necessary, apply charms in this order:

  • Charms that the defender is using on themselves that alter DV by a fixed amount.
  • Beneficial charms from others that add a fixed amount to DV.
  • Detrimental charms from others that subtract a fixed amount from DV.
  • Charms that multiply DV
  • Charms that divide DV

After all charms have been applied, determine the net change in DV from charms. Take the current DV value and subtract X (from the previous step). The result Y is the DV improvement from charms. Note that, in most cases, you can figure out Y just by adding up the additions and subtractions to DV from charms; however, in cases where charms multiply or divide DV, the answer is not so easy to see, so subtracting X from the current DV is a more reliable practice.

There is a limit on how large Y can be, based on half of the typical formula for calculating dice limits. For solars, for example, this is (Attribute + Ability)/2. If this limit L is less than Y, then the bonus from charms has exceeded the limit and must be capped. In such cases, set DV equal to X plus L. Remember that all fractions are retained during this process, including any from L.

Step F: Round and Use

If the result is less than zero, make the DV zero. Finally, round DV as normal. Reduce the incoming attack by that many successes.

Pros and Cons

This method should be both more consistent and faster than the odd hybrid suggested by the rules. Some penalties (wounds, mobility) are mathematically twice as bad as similar penalties when used for attacking. Also, unlike attacking, you cannot transcend dice pool limits by buying successes. Under this system, it is possible to transcend inapplicable defense with charms, or even stunts. This method is fairly fast, and the DV limit from charms is easy to calculate and apply, even in complex situations (such as charms that multiply or divide).

Examples

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