Shoggoth/CombatRolls

From Exalted - Unofficial Wiki
Revision as of 23:39, 15 May 2004 by Darloth (talk) (comment + suggestion)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Please place any comments, questions, or suggestions on my main page - Shoggoth

Combat Options

Sweeping
Attempting to sweep someone and knock them down reduces the attack roll by one success. A sweep attack does bashing damage equal to the strength of the attacker (unmodified by weapon or extra successes on the attack roll). If successful, the target must make a reflexive Dexterity + Athletics roll (difficulty 2) or suffer knockdown (see below).

Wrestling

Wrestling may be performed with Dexterity + Martial Arts or Dexterity + Brawl. Where a 'wrestling' roll is called for below, the character may freely use whichever combination suits him best at the moment.

Clinching

Starting a clinch requires a successful wrestling attack roll, which can be dodged or blocked. If successful, the target takes Strength + 2 Bashing damage (unmodified by attack successes). While in a clinch, each character may choose to inflict Strength + 2 Bashing damage on the other automatically, or may try to break the clinch, which requires an opposed wrestling roll. The roll is reflexive for the person not trying to break free (although he can choose to let go and no roll is required). Neither character in the clinch may take any other action.

In a clinch, characters cannot use any Charms except those that increase soak or specifically state they may be used in a clinch.

Holding

Identical to a clinch, except that no damage is done, and the attacker does not need to make a roll to end a hold.

Tackling

The attacker makes a wrestling attack roll and subtracts one success. If successful, the attack inflicts Strength + 2 bashing damage and both characters must make reflexive Stamina + Athletics checks (difficulty 3) or suffer knockdown (see below). Even if the target succeeds, he still suffers a -2 dice penalty to all his actions on his next turn.

Throwing

The attacker makes a wrestling attack roll and subtracts one success. If successful, the attack does no damage, but the target flies a number of yards equal to the Strength of the attacker in any direction the attacker chooses. The target must then make a reflexive Wits + Athletics roll (difficulty 2) or suffer knockdown (see below). He takes the attacker's Strength - 1 bashing damage on landing, with each two successes on the attack roll adding one damage to this. This damage assumes landing on normal ground. Soft ground like mud, dangerous ground like a field of glass, or a long fall could change this damage considerably.

Knockdown/Knockback/Stunning

Knockdown
Characters that take more raw damage than their Stamina + Resistance must make a reflexive Stamina + Resistance roll (difficulty 1) or be knocked down. Prone characters are at -2 dice to all dice pools until they stand up, which is an action.
Knockback
At the storyteller's discretion, a character who would be eligible for Knockdown (takes more pre-soak damage than their Stamina + Resistance) may instead be knocked back one yard for each 3 points of raw damage. This knockback never results in a lethal fall.
Stunning
Characters who take more health levels of damage than their Stamina in a single blow must make a reflexive Stamina + Resistance roll (difficulty equal to the difference) or be stunned for (6 - Stamina) turns. Stunned charactes are at -2 dice to all dice pools.

After Combat

Infection
Any time a character suffers lethal damage, he must make a Stamina + Resistance roll (difficulty 3 for mortals, 1 for exalted) or become infected. This difficulty can be increased under nasty environmental conditions (such as dirt or water).

Comments

As a quick suggestion, which may or may not count as a house rule, since both knockback/down and stunning use the same pool, have people that suffer both use the one roll for both. Speeds things up a little if you're using all the combat rules.\\ --Darloth