Toram/RevisedCombatSequence

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Revision as of 07:17, 20 March 2005 by Toram (talk)
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Modified combat sequence for Exalted:

Each character tracks an Action Penalty (AP); all APs are cumulative.

1) At the start of the turn

   a)  Reduce all APs to zero.
   b)  Roll initiative (Dex + Wits + 1d10) to determine order.

2) Act on your initiative:

   a)  Declare how many subactions you would like to take.
   b)  Before acting, add +1 AP for each subaction declared after the first.
   c)  Take your subactions; after each subaction, add +1 AP.
   d)  Special Declarations (Must be your only declared action)
       1)  Sprint (doubles movement allowance for the turn)
       2)  Full Defense (see "Defending", below)
       3)  "Simple" actions (anything else that must be your only declared action)

Breaking initiative ties:

- Extras always go after non-extras.
- Contested Dex + Wits rolloffs break ties.

Defending:

- Whenever you are attacked, you may defend with a parry, dodge, or both.
- If you did not declare full defense or use a saved subaction, add
-    +1AP before each roll, for using an unplanned defense.
- As with any action, parrying or dodging also adds +1AP after the roll.

Holding Actions:

- Delays a subaction for later use.
- If you want to act between other characters' actions, simply declare 
     what you want to do.
- If you want to interrupt another's action after it is declared,
     you must win a contested Dex + Wits roll.

Movement:

- Normal movement allowance is Dex + Athletics + 10 yards per turn.
- Some or all of this movement may accompany any action, or may be an
     action in its own right.

Special cases:

- Full Turn Actions resolve on the character's next action.
- Magically granted parries, dodges, or extra attacks are subactions with no AP cost.
- Magically granted fully-independent actions grant a second AP track.

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