FrivYeti/WeaponRevisionRules

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Weapon Guidelines

Rule 1: I am not changing combat. Therefore, weapons continue to use Speed, Accuracy, Damage, Defense, Rate, and the various tags as usual.

Rule 2: Speed is stronger than Accuracy, Defense or Rate, which in turn are stronger than Damage. Weapon statistics will reflect this.

Rule 3: 'Bashing' is not the same thing as 'Blunt'. If a weapon is sufficient to shatter ribs and break skulls, it does not just do more Bashing damage. It does Lethal damage.

Rule 4: No weapon or armour will go above Resources 3 unless Excellent or Perfect. In the 1-3 range, weapons and armour will be appropriately powered.

Weapon Building

(Note: This is based off something that I saw recently, and I can't for the life of me recall where I saw it. Ah, well.)

Weapons will be built from Speed 6, Acc +0, Damage +0L, Defense +0, Rate 2. In general, 2 pts buys 1 Speed, to a minimum of 4. 1 pt each buy 1 Accuracy, Defense, or Rate, to a maximum of 3. 1 pt buys 2L or 3B damage, to a maximim of +8L or +9B. 1 pt buys the B, C, D, or R tags; 2 pts buys the O or P tag. The 2 or N tags gives one point. The F tag costs and gains nothing. Damage may be offset by 1 pt either way; this is eyeballed. Rate may be reduced to 1 for one point; Defense may not be reduced below +0.

Ranged weapons work the same, except as follows: Weapons default to 10 yards Range, and increase as follows: 20/30/50/100, which each point after this increasing range. Flame weapons default to 3L, as do any other weapons that deal base damage. Flame weapons are balanced based on their cost in the South, not their cost elsewhere. Weapons that add arrow damage cost 1 additional point to do so.

Resources 0 weapons have only 3 pts to spend. Resources 1 weapons generally have 5 points, spread around evenly. Resources 2 weapons generally have 7 points, and are fairly even but with slight edges. Resources 3 weapons generally have 9 points, and have the advantage of focus on certain areas.

Armor Guidelines

Armor starts at the following traits: +2L/+0B, Mob -1, Fat 1. Every point increases their soak by 1L/1B, or by 0L/2B (this option can be taken up to twice). Buying the x tag cost 1 pt, while the xx tag costs 2 pts. Mobility penalties add one point each, as do fatigue penalties. Hardness defaults to one-fifth of the armor's average soak, rounding down; additional Hardness costs 1 pt per two dots, and cannot be above 2/3 of the armor's soak.

Cost * Armor is worth 2 pts. Cost ** Armor is worth 4 pts. Cost *** Armor is worth 6 pts. More powerful armors almost always have higher penalties to balance their increased soak.

Artifact Guidelines

Artifact weapons will be slightly more powerful than their equivalent weapon's Perfect incarnation. In addition, they are unbreakable and have MM bonuses; however, they also have commitment. Artifact 1 = 3 commitment. Artifact 2 = 5 commitment. Artifact 3 = 6 commitment.

Artifat armors apply as Perfect armor, but with +2 Hardness, and have attunement. Artifact 1 = 2 commitment. Artfact 2 = 3 commitment. Artifact 3 = 4 commitment. Armor can have +1 commitment for +2B/L soak once only.

Comments

Regarding Rule 3, isn't that allready represented (at least partially) by the fact that Bashing wraps around to lethal? Would this possibly be better represented by having very high damage blunt weapons have some new kind of tag? Perhaps 'Crushing' weapons could have their overwhelm damage reduced to bashing, this would fit well with the fact that while smashing an unarmored man with a goremaul will be lethal damage (a lot of it too) someone wearing superheavy plate is just going to be bruised (even through his armor). - Rathmun

If you were going that route, you would likely want to do it through the armor, not the weapons. If you hit someone in Superheavy plate with a sword, it's not getting through. Heck, maybe that would be what Piercing is; ignores the tendancy of armor to turn Lethal into Bashing? As far as Bashing wrapping to lethal, that's fine, except that it means that to deal serious injury to someone with a mace, you have to first bludgeon them into unconsciousness. Maces just have a really, really easy time knocking people out as compared to a longsword. - FrivYeti
True, we may be onto something here. But what about the 'Gem of Adamant Skin? if armor is allowed to convert lethal to bashing it kind of steals the gem's thunder. - Rathmun I've started a new page for ideas in this vein. Rathmun/Weapon And Armor Revision
Bearing in mind that you're already talking about re-imagining the way combat is modeled in Exalted, I think that worrying about "stealing thunder" from published material is sort of irrelevant. Changing the dynamics of anything changes the dynamic of everything that keyed to the previous rules, so I think you shouldn't worry about stepping on published material if you're going to write a new system for this. Just write it to the best of your ability, and bend the game to suit. :) - David., who finds Exalted surprisingly pliable when the time comes to bend it into pretzels around my ideas