SuturedDefenseValue/NicerMathSpeedHybrid

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The Nicer-Math Speed-Hybrid variation for defense makes a number of small changes to theSuturedDefenseValue/NicerMathSpeedHybrid/LikelyCanonical version. It eliminates the mathematical differences for wound and mobility penalties between offense and defense. It also eliminates dice rolling for stunts and virtues, rolling them into the calculation.

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 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 common, but never come from charms. They include:

  • Wounds
  • Mobility (Dodge only)
  • Stunt "die" are added, giving +1 per die
  • Virtue "die" are added, giving +1 per die
  • In lieu of virtue channeling, a point of Willpower can be spent to add +2 to the "adjustments"
  • 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. If less than zero, it remains unchanged.

Step C: Apply Non-Magical DV modifiers

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

  • Penalties from previous actions
  • 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).

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 differs from theSuturedDefenseValue/NicerMathSpeedHybrid/LikelyCanonical version by making wounds and mobility less severe. At the same time, wounds, mobility, stunts and virtues are now trumped by inapplicable defense, where they are not in theSuturedDefenseValue/NicerMathSpeedHybrid/LikelyCanonical version. When heavily using stunts or virtues, this version should also be a bit faster.

Examples

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