Difference between revisions of "Trithne/Houserules"

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All houserules in effect in my game are here.
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=== Combat ===
== Experience ==
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Initiative rolls: Roll Wits+Awareness. The number of successes is your init count. This doesn't change, unless you use actions to make it do so. Additional information on this can be found at [[DarSys/Mechanics]]. (Kudos:[[Darloth]])
Changing Experience over for BonusPointExperience. Thank you DeathBySurfeit!
 
  
== Charms ==
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Attacking: You may split your attack up to your [Rate] times. The penalty on the attacks is worked out as normal, -[n]/-[n+1]/-[n+2]... where [n] is the number of attacks being made.
All charm changes listed on pages 206-209 of the Player's Guide.
 
  
I'm willing to allow a fair few charms from around the wiki. Some I've already passed, But in the interests of room, I can't post them all here. External page with expanded Charmtrees coming soon!
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Defending: Your defense pools are reduced by [n] after making your action. This penalty lasts only during your action. After your action, your defense pools are back to full. Each successive attack you defend against reduces your pools by [1], to a minimum of [0]. You always get a defense action, just at this diminished pool. (Kudos:[[Darloth]], mostly)
  
== Combat ==
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Weapons: All weapon's profiles are revamped, and can be found at [[DarSys/WeaponTable]]. (Kudos:[[Darloth]])
Power Combat changes in effect:<br>
 
*Attacks that are reduced to 0 damage by soak do Essence-ping.<br>
 
*Add Essence in dice to Dodge rolls. No bonus given if there is no roll to begin with.<br>
 
*Piercing-type weapons, which halve non-Natural Soak.<br>
 
  
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=== Social ===
Knockback changed again. Because I'm too lazy to do real maths in the middle of a game, we go with this:
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No Initiative rolls. No actions take Initiative. It's all role-play, with good dialogue being stunts. The mechanics are being used, but you'll find no Social Flurries here. Live with it.
  
Once hit, make a Stamina+Resistance check at a difficulty equal to (The amount of <b>Post-soak</b> damage done in excess of your Stamina+Resistance). For every point you fail this check by, you are knocked back 1 yard.
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=== Charms ====
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Charmslots: You get [1] Charm to use in your turn. This Charmslot refreshes when your initiative count comes around again.
  
<i>Reasoning: Soak provides a degree of stability against blows. If this current system doesn't see enough people getting thrown through houses,I'll revert to raw damage.</i>
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Combos: Combos that contain a number of Charms equal to or less than your [Essence] <i>([Essence*2], maybe?) may be activated without paying a point of Willpower.
  
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Perfects: Any Charm that is a "Perfect" effect, (i.e: It grants automatic success without a roll), may only be used with a stunt that validates a virtue channel.
Initiative system separates your general speed and your weapon's speed now.
 
  
Work out Base Initiative as 1D10+Dexterity+Wits. This is hereafter referred to as "Base Init".<br>
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'''Infinite (Ability) Mastery''': This is broken with regards to Melee and Martial Arts. Being Essence 4, I don't need to touch it for now, but later, when my games threaten to get to that stage, I'll have to.
Melee Initiative is your current Base Init+Weapon Speed. Hereafter referred to as "Melee Init".<br>
 
  
Once all players have rolled Base Init, working from the lowest value up, players decree how many splits they plan to make. They do not have to allocate actions to these. Once all players have allocated splits, the players with the highest Base Init goes first, and may act as normal. If at any time, a player wants to make a defensive action before their Base Init, they can, but it will use their highest split level, with penalty worked out as normal.
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=== Solars ===
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'''Will to Power''': The Chosen of the Sun are not restrained by the limitations of lesser Exalts. Essence leaps to their command readily, regardless of resistance. From Essence 3, a Solar Exalt may pay [1] Willpower to free up their Charmslot after they have used a Charm already.
  
If a player engages in melee combat, compare Melee Init. Whichever player has a higher Melee Init will act first, regardless of Base Init.
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=== Experience and Training times ===
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Training: [[DeathBySurfeit/PowerTrainingTimes|PowerTrainingTimes]]. The summary is that you do not need to spend the day training and doing nothing else, instead every day you may count one day of training for any purpose. Stunting a montage may net you faster training. (Kudos:[[DeathBySurfeit]])
  
== Training ==
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Experience: I would like to use [[BonusPointExperience]]. Instead of getting Experience Points and buying them at Experience Point rates, you are given Bonus Points, spent as usual from the Bonus Point table, with some modifications. (Kudos:[[DeathBySurfeit]])
Using the [[DeathBySurfeit/PowerTrainingTimes|PowerTrainingTimes]] system, also by DeathBySurfeit. The rules are his bitch ^_^
 
  
== Comments ==
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=== Miscellaneous ===
Mucho kudos to [[Darloth]] and DeathBySurfeit for their various rules. Sorry for missing you first time around! -- [[Trithne]]
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Regaining Willpower: You roll your highest Virtue for regaining Willpower at the beginning of each new day, not Conviction, unless that is your primary Virtue. (Kudos:[[Shallows]])
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=== Magical Materials ===
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Moonsilver armour provides +1 Bashing and Lethal soak, and has no Mobility penalty.<br>
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Jade weapons reduce the Split Action penalty by 1 for flurries. (Kudos: [[Darloth]])<br>
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Jade armour provides +1 Bashing and Lethal soak, and has no Fatigue penalty.<br>
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Starmetal weapons reduce the successes rolled by their opponent to defend by 1. If the opponent does not roll or scores 0 sucesses, it adds one to the Sidereal's attack.<br>
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Starmetal armour provides +1 Bashing and Lethal soak, and reduces sucesses rolled to attack them by 1.<br>
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Soulsteel weapons have +3 damage. ''They do not drain Essence''.
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=== Notes ===
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Waiving WP cost on combos with =&lt;[Essence] combines with ''Infinite (Ability) Mastery'' to make Solars effective at Essence 4 onwards, due to a capacity to throw out a magically enhanced attack with defenses ready with a persistent pool boost every turn without burning WP needlessly, and Will to Power grants them flexibility in the event they still fuck up.
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'''Infinite (Ability) Mastery''''s issue is in that it's useless for non-combat Abilities, apart from possibly Craft, Sail, Ride, and Occult. It's also more efficient to use Melee or Martial Arts, as the 20m committed contributes to both offensive and defensive actions. On the other hand, an archer with Archery and Dodge, needs to take 2 Charms, (Double XP cost), Activate 2 Charms (Two turns unless combo'd), 40m to get the same benefit of +10 to attack and +10 to defense (Double mote cost committed), and they do not work concurrently unless the Solar uses a combo of both Ability's Excellencies. This is wrong.
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Martial Arts are broken. Still. Too many Martial Arts styles are overpowered, waive the need to have dots in another ability, or allow stupid tihngs such as Daiklaves as Form Weapons. MA are in need of a severe kick in the pants.

Latest revision as of 01:18, 6 April 2010

Combat

Initiative rolls: Roll Wits+Awareness. The number of successes is your init count. This doesn't change, unless you use actions to make it do so. Additional information on this can be found at DarSys/Mechanics. (Kudos:Darloth)

Attacking: You may split your attack up to your [Rate] times. The penalty on the attacks is worked out as normal, -[n]/-[n+1]/-[n+2]... where [n] is the number of attacks being made.

Defending: Your defense pools are reduced by [n] after making your action. This penalty lasts only during your action. After your action, your defense pools are back to full. Each successive attack you defend against reduces your pools by [1], to a minimum of [0]. You always get a defense action, just at this diminished pool. (Kudos:Darloth, mostly)

Weapons: All weapon's profiles are revamped, and can be found at DarSys/WeaponTable. (Kudos:Darloth)

Social

No Initiative rolls. No actions take Initiative. It's all role-play, with good dialogue being stunts. The mechanics are being used, but you'll find no Social Flurries here. Live with it.

Charms =

Charmslots: You get [1] Charm to use in your turn. This Charmslot refreshes when your initiative count comes around again.

Combos: Combos that contain a number of Charms equal to or less than your [Essence] ([Essence*2], maybe?) may be activated without paying a point of Willpower.

Perfects: Any Charm that is a "Perfect" effect, (i.e: It grants automatic success without a roll), may only be used with a stunt that validates a virtue channel.

Infinite (Ability) Mastery: This is broken with regards to Melee and Martial Arts. Being Essence 4, I don't need to touch it for now, but later, when my games threaten to get to that stage, I'll have to.

Solars

Will to Power: The Chosen of the Sun are not restrained by the limitations of lesser Exalts. Essence leaps to their command readily, regardless of resistance. From Essence 3, a Solar Exalt may pay [1] Willpower to free up their Charmslot after they have used a Charm already.

Experience and Training times

Training: PowerTrainingTimes. The summary is that you do not need to spend the day training and doing nothing else, instead every day you may count one day of training for any purpose. Stunting a montage may net you faster training. (Kudos:DeathBySurfeit)

Experience: I would like to use BonusPointExperience. Instead of getting Experience Points and buying them at Experience Point rates, you are given Bonus Points, spent as usual from the Bonus Point table, with some modifications. (Kudos:DeathBySurfeit)

Miscellaneous

Regaining Willpower: You roll your highest Virtue for regaining Willpower at the beginning of each new day, not Conviction, unless that is your primary Virtue. (Kudos:Shallows)

Magical Materials

Moonsilver armour provides +1 Bashing and Lethal soak, and has no Mobility penalty.
Jade weapons reduce the Split Action penalty by 1 for flurries. (Kudos: Darloth)
Jade armour provides +1 Bashing and Lethal soak, and has no Fatigue penalty.
Starmetal weapons reduce the successes rolled by their opponent to defend by 1. If the opponent does not roll or scores 0 sucesses, it adds one to the Sidereal's attack.
Starmetal armour provides +1 Bashing and Lethal soak, and reduces sucesses rolled to attack them by 1.
Soulsteel weapons have +3 damage. They do not drain Essence.

Notes

Waiving WP cost on combos with =<[Essence] combines with Infinite (Ability) Mastery to make Solars effective at Essence 4 onwards, due to a capacity to throw out a magically enhanced attack with defenses ready with a persistent pool boost every turn without burning WP needlessly, and Will to Power grants them flexibility in the event they still fuck up.

Infinite (Ability) Mastery's issue is in that it's useless for non-combat Abilities, apart from possibly Craft, Sail, Ride, and Occult. It's also more efficient to use Melee or Martial Arts, as the 20m committed contributes to both offensive and defensive actions. On the other hand, an archer with Archery and Dodge, needs to take 2 Charms, (Double XP cost), Activate 2 Charms (Two turns unless combo'd), 40m to get the same benefit of +10 to attack and +10 to defense (Double mote cost committed), and they do not work concurrently unless the Solar uses a combo of both Ability's Excellencies. This is wrong.

Martial Arts are broken. Still. Too many Martial Arts styles are overpowered, waive the need to have dots in another ability, or allow stupid tihngs such as Daiklaves as Form Weapons. MA are in need of a severe kick in the pants.