Moxiane/ACME

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Revision as of 10:51, 14 July 2006 by Moxiane (talk)
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Abstract Combat & Movement for Exalted

Design

  • Uncontested movement has little or no tactical value. Therefore movement without tactical value (i.e.: with no mechanical effect) should be free.
  • All movement actions are Speed 3 (possibly excepting Reposition).
  • Movement & position should involve minimal bookkeeping, and allow for free flowing movement.
  • Query: Should position rolls be directly opposed or use a static rating? In either case – what combination of traits to use?

Requirements

  • For ACME to work any battlefield needs to be vividly described.

Mechanics

  • Timing: Weapon actions (Aim, Attack, Guard, Use Charm or Combo, most Miscellaneous actions) are considered to occur at the start of their Speed. Movement actions (Close, Intercept, Reposition, Withdraw) are considered to occur at the end of their Speed.
  • Range: Melee, Close, Moderate, Distant & Horizon.
    • Melee: Martial Arts or Melee attacks default to this range. Archery & Thrown attacks are also viable.
    • Close: The default distance between participants in a combat. Attacks using Martial Arts or Melee can occur at this range when boosted by Charms (i.e.: Iron Raptor Technique) or with some rare weapons. Archery & Thrown attacks are without penalty.
    • Moderate: Mid-Essence Martial Arts or Melee Charms can strike out to this range. Mundane Thrown attacks suffer a -3 internal range penalty. Archery attacks are without penalty.
    • Distant: High-Essence Martial Arts or Melee Charms can strike to this range. Thrown attacks require Charms to attack. Archery attacks suffer a -2 internal range penalty.
    • Horizon: High-Essence Martial Arts or Melee Charms can strike to this range. Thrown attacks require Charms to attack. Archery attacks suffer a -4 internal range penalty.
  • Movement actions: Close, Intercept, Reposition & Withdraw
    • Close: Characters use this action to reduce the range between themselves and another character and/or group of characters. This action must be used to initiate combat. Success reduces the range between character and target by one level – high success by two.
    • Intercept: Characters use this action to prevent other characters from moving. Identical to Close, except that it can interrupt the normal cycle of actions and has a DV penalty. The staple action of bodyguards.
    • Reposition: Characters use this action to gain tactical advantage. Advantage is usually expressed as a penalty to all opponents in Melee range.
    • Withdraw: Characters use this action to increase the range between themselves and another character and/or group of characters. This action is also used to end a combat. Success increases the range by one level – high success by two.