Difference between revisions of "ThreefoldStrategicMethodology"

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=Threefold Strategic Methodology=
 
=Threefold Strategic Methodology=
 
'''''Or: Land Air And Sea Understanding'''''
 
'''''Or: Land Air And Sea Understanding'''''
 
This system uses the [[CrunchyMeritMethodology|Crunchy Merit Methodology]] rules.
 
  
 
This is a system that abstracts together dramatic military, horseback, airship, or naval battles. If you are using this system, '''do not use the rules for''':
 
This is a system that abstracts together dramatic military, horseback, airship, or naval battles. If you are using this system, '''do not use the rules for''':
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Mortals and other nameless hordes act, instead, as a backdrop for the excitement of Exalt-on-Exalt combat.
 
Mortals and other nameless hordes act, instead, as a backdrop for the excitement of Exalt-on-Exalt combat.
 +
 +
This system uses the [[CrunchyMeritMethodology|Crunchy Merit Methodology]] rules.
  
 
===Strategy Rolls===
 
===Strategy Rolls===
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Strategy rolls are made before forces join battle. To make a strategy roll, you must be the commander of your side, be aware that conflict is going to break out, and qualify:
 
Strategy rolls are made before forces join battle. To make a strategy roll, you must be the commander of your side, be aware that conflict is going to break out, and qualify:
  
* Your side is bringing the Command merit to bear on a land battle (Command).
+
* Your side is bringing the Command merit to bear on a land battle ('''Command''').
* All of your side is mounted (have the Mount merit) in a land battle, or have flying mounts in a sea or air battle (Mounted).
+
* All of your side is mounted (have the Mount merit) in a land battle, or have flying mounts in a sea or air battle ('''Mounted''').
* Your side control at least one ship in a sea battle (Naval).
+
* Your side control at least one ship in a sea battle ('''Naval''').
* Your side control at least one flying ship in an air battle (Naval).
+
* Your side control at least one flying ship in an air battle ('''Naval''').
  
 
Each commander decides on a desired stratagem, then makes a strategy roll. Strategy rolls are subject to the following modifiers:
 
Each commander decides on a desired stratagem, then makes a strategy roll. Strategy rolls are subject to the following modifiers:
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: +1 Difficulty if you do not know what forces the opposing commander is bringing.
 
: +1 Difficulty if you do not know what forces the opposing commander is bringing.
  
The highest result subtracts their result from the highest result from a hostile commander. If they have enough remaining successes to meet the threshold of their desired stratagem, it is applied to the subsequent battle.
+
The highest result subtracts theirs from the highest result from a hostile commander. If they have enough remaining successes to meet the threshold of their desired stratagem, it is applied to the subsequent battle. If not, no stratagem is in effect.
  
 
If you do not qualify for a strategy roll, you may not make one; your opponent's roll, if they qualify for one, will go uncontested. If you qualify for more than one type of strategy roll, you may choose which one to make.
 
If you do not qualify for a strategy roll, you may not make one; your opponent's roll, if they qualify for one, will go uncontested. If you qualify for more than one type of strategy roll, you may choose which one to make.
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===Merits===
 
===Merits===
  
Command strategy rolls are made with Intelligence+War. Anyone can contribute their Command merit(s) to their Commander, and the bonuses stack (up to the normal maximum of five Merit dice). If you apply a Command merit and are subsequently forced to flee the battle, the Command merit is reduced by one due to casualties and desertions.
+
'''Command''' strategy rolls are made with Intelligence+War. Anyone can contribute their Command merit(s) to their Commander, and the bonuses stack (up to the normal maximum of five Merit dice). If you apply a Command merit and are subsequently forced to flee the battle, the Command merit is reduced by one due to casualties and desertions.
  
Mounted strategy rolls are made with Intelligence+Ride, and allow you to attempt a Mounted Stratagem (see below). Use the highest applicable Mount merit on the commander’s side to determine merit bonuses.
+
'''Mounted''' strategy rolls are made with Intelligence+Ride. Use the highest applicable Mount merit on the commander’s side to determine merit bonuses.
  
Naval strategy rolls are made with Intelligence+Sail, and allow you to attempt a Naval Stratagem. Use the highest Ship merit on the commander’s side to determine merit bonuses.
+
'''Naval''' strategy rolls are made with Intelligence+Sail, and allow you to attempt a Naval Stratagem. Use the highest Ship merit on the commander’s side to determine merit bonuses.
  
 
===Stratagems===
 
===Stratagems===
  
Stratagems (and their thresholds) are listed below:
+
Stratagems (and their thresholds) are listed below. You '''must''' stunt a stratagem to make it clear how you are accomplishing the effects described.
  
* '''Cornered (1)''': If the opposing forces flee the battle, any Command merits they have brought have their ratings reduced by two. Alternatively, you may steal a Mount or Ship from them.
+
* '''Pinned (1)''': If the opposing forces flee the battle, any Command merits they have brought have their ratings reduced by two. Alternatively, you may force them to leave behind a Mount or Ship.
 
* '''Strategic Placement (1)''': The commander dictates where in the vicinity the battle takes place, for environmental advantage and stunting benefits.
 
* '''Strategic Placement (1)''': The commander dictates where in the vicinity the battle takes place, for environmental advantage and stunting benefits.
 
* '''Hidden Approach (1)''': The battle starts with both sides at short range from each other.
 
* '''Hidden Approach (1)''': The battle starts with both sides at short range from each other.
 
* '''Keep Your Distance (1)''': The battle starts with both sides at long range from each other.
 
* '''Keep Your Distance (1)''': The battle starts with both sides at long range from each other.
 
* '''Fortifications (2)''': The battle starts at long range, and the opposing force consider the battlefield to be difficult terrain.
 
* '''Fortifications (2)''': The battle starts at long range, and the opposing force consider the battlefield to be difficult terrain.
* '''Easy Getaway (2)''': If you are forced to flee the battle, your Command merits are not reduced.
+
* '''Mire Them (2)''': The battle starts at short range, and the opposing force consider the battlefield to be difficult terrain.
 +
* '''Skirmish (2)''': If you are forced to flee the battle, your Command merits are not reduced.
 
* '''Fusillade (2)''': Your opponents have their starting Initiative reduced by the rating of the merit used in your strategy roll.
 
* '''Fusillade (2)''': Your opponents have their starting Initiative reduced by the rating of the merit used in your strategy roll.
 
* '''Ambush (3)''': Your attacks in the first round of battle are considered ambush attacks.
 
* '''Ambush (3)''': Your attacks in the first round of battle are considered ambush attacks.

Revision as of 17:08, 12 April 2016

Threefold Strategic Methodology

Or: Land Air And Sea Understanding

This is a system that abstracts together dramatic military, horseback, airship, or naval battles. If you are using this system, do not use the rules for:

  • Ambushes, where at least one side qualifies for a strategy roll
  • Battle Groups, unless they are encountered on their own
  • Command Actions
  • Naval Combat

Mortals and other nameless hordes act, instead, as a backdrop for the excitement of Exalt-on-Exalt combat.

This system uses the Crunchy Merit Methodology rules.

Strategy Rolls

Strategy rolls are made before forces join battle. To make a strategy roll, you must be the commander of your side, be aware that conflict is going to break out, and qualify:

  • Your side is bringing the Command merit to bear on a land battle (Command).
  • All of your side is mounted (have the Mount merit) in a land battle, or have flying mounts in a sea or air battle (Mounted).
  • Your side control at least one ship in a sea battle (Naval).
  • Your side control at least one flying ship in an air battle (Naval).

Each commander decides on a desired stratagem, then makes a strategy roll. Strategy rolls are subject to the following modifiers:

+1 Difficulty if you do not know who the opposing commander is.
+1 Difficulty if you do not know what forces the opposing commander is bringing.

The highest result subtracts theirs from the highest result from a hostile commander. If they have enough remaining successes to meet the threshold of their desired stratagem, it is applied to the subsequent battle. If not, no stratagem is in effect.

If you do not qualify for a strategy roll, you may not make one; your opponent's roll, if they qualify for one, will go uncontested. If you qualify for more than one type of strategy roll, you may choose which one to make.

Merits

Command strategy rolls are made with Intelligence+War. Anyone can contribute their Command merit(s) to their Commander, and the bonuses stack (up to the normal maximum of five Merit dice). If you apply a Command merit and are subsequently forced to flee the battle, the Command merit is reduced by one due to casualties and desertions.

Mounted strategy rolls are made with Intelligence+Ride. Use the highest applicable Mount merit on the commander’s side to determine merit bonuses.

Naval strategy rolls are made with Intelligence+Sail, and allow you to attempt a Naval Stratagem. Use the highest Ship merit on the commander’s side to determine merit bonuses.

Stratagems

Stratagems (and their thresholds) are listed below. You must stunt a stratagem to make it clear how you are accomplishing the effects described.

  • Pinned (1): If the opposing forces flee the battle, any Command merits they have brought have their ratings reduced by two. Alternatively, you may force them to leave behind a Mount or Ship.
  • Strategic Placement (1): The commander dictates where in the vicinity the battle takes place, for environmental advantage and stunting benefits.
  • Hidden Approach (1): The battle starts with both sides at short range from each other.
  • Keep Your Distance (1): The battle starts with both sides at long range from each other.
  • Fortifications (2): The battle starts at long range, and the opposing force consider the battlefield to be difficult terrain.
  • Mire Them (2): The battle starts at short range, and the opposing force consider the battlefield to be difficult terrain.
  • Skirmish (2): If you are forced to flee the battle, your Command merits are not reduced.
  • Fusillade (2): Your opponents have their starting Initiative reduced by the rating of the merit used in your strategy roll.
  • Ambush (3): Your attacks in the first round of battle are considered ambush attacks.
  • Sea Of Blades (3): Your opponents have a -1 onslaught penalty for the duration of the battle.
  • Not Today (3): The battle is avoided altogether.
  • No Escape (3): The battle takes place in a three-by-three range band square, from which your opponents cannot escape without use of appropriate Charms.

Ride, Sail, and War Charms can be created and used to increase the effects of these. STs should allow players to invent their own stratagems, and agree the effects and threshold for them.

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