FixThePowerCombatRules/Rate

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Official Rule

A weapon's rate defines the maximum number of times a weapon can be used for attack or defense in a turn.

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I don't have a system running yet, but this just doesn't work for me. Nobody should Need dodge to contend with regular weapons just because they want to use a slashing sword, nobody with 10 Dex + Mel should be unable to block all the attacks of a guy with 6 Dex + Mel just because the one guy has a smaller sword and happened to win initiative. I need help on this one. I'm thinking perhaps rate affects attack and defense differently, or rate is based on ability, or both? Meep. - Morpheus

Maybe you could say that the Rate of each weapon is either the listed Rate, or (the wielder's Dexterity + Rate - 4), whichever is higher. Of course, that produces wierd results for weapons like sledgehammers. So maybe instead, you could say that the Rate of a weapon increases by 1 for every dot by which you exceed its minimum Strength requirement, up to a maximum of your Dexterity. (Ignore this if your Dexterity is lower than the weapon's Rate).

Just throwing some thoughts out there. - Raindoll

Good call. I love brainstorming. - Morpheus

How about applying a penalty to the dice pool if you exceed the weapon's Rate? Could be a flat penalty (-3 dice), or cumulative (-1, then -2, then -3, etc.), or based on the weap's Str minimum, maybe? I don't know. I'm uncomfortable with a flat rate amount, if we're not talking about firearms. It shouldn't take a charm to swing that grand daiklave through a big crowd, it should just take some serious str, or dex, or skill, or any combo of them. - ErykTheRed

Perhaps one could divide rate by 2(rnd up), and only apply it to attacks.(This is the way it works with ranged weapons, as you can't parry with them.). Thus having a large/slow weapon dishes much damage with a few attacks, vs less damage with many attacks. Which is better depends on the situation. -FlowsLikeBits

Right now, the rule I'm currently using to determine rate is this: "A character's rate is equal to (the rate of his primary weapon) + (1/2 the rate of the off-hand weapon, rounded down). No weapon may exceed its rate." Thus far, this has been working rather well.- Ambisinister

True, but that's more of a two-weapon fighting modification than a rate modification. ;) Anyway, my comment would be that, as a rule, someone with 10 dice WILL block someone with 6 dice every time, because rate doesn't help Mr. 6-die. Split two ways: 4, 3. Split three ways: 3, 2, 1. Any more, and 6-die can't attack. Rate only really comes up when you're using a really big and slow weapon or when you're a Charm-wielding Exalt. - FrivYeti
as a rule, someone with 10 dice WILL block someone with 6 dice every time This is true regardless of whether you are using Rate or not, unless the large dicepool character chooses a slow weapon. The fact is that this result derives from the multiple-action rules. - willows