StarJaunter/ExaltedRewriteExcellency Dice

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Excellency Dice

Spending for Basic Dice Manipulation

Every Excellency dice spent before the round's roll can have these effects:
Use to add two normal dice to the roll per Excellency Die
An Excellency Die may be set to any number (only one Excellency dice may be set to a given number)
Two dice of penalty or two levels of difficulty may be ignored
May add the Excellency Die's power level to another Excellency Die
May ignore a number of Wound Levels equal to the Excellency Die's Power Level
May allow the action the roll describes to be a Supernatural Effect rather than a normal action
May be used to buy 2 damage worth of effect from Fluid Combat, if effect is chosen before roll

Every Excellency Dice spent after the round's roll can have these effects (some of these are per Exalted Type):
Solars may set to be equal to the highest number rolled with normal dice
Lunars may set to be any number as long as no Excellency Die equals another Excellency Die
Sidereals may be set to any number as long as they can remove a normally rolled die
Dragonblooded may be set to match any naturally rolled set
May increase the height of an existent set by Die's Power Level
May allow the normal dice of the roll to be re-rolled
May be used to increase the width of any set but only for purposes of timing
May be used to increase the width of any set but only for purposes of damage/effect
May be used to increase the width of any set but only for purposes of resisting gobble dice

Spending for Supernatural Actions

Supernatural effects cost a number of dice spent on them to implement. If using the Exalted book the rule of thumb
is an effect costs a number of dice equal to Essence of Charm minus one. The the Core Exalted Melee charm tree
the branch that starts with Call the Blade and ends with Blazing Solar Bolt, is are all examples of Supernatural effects.


Committing Excellency Dice

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