KSlash/Combos

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Official Rule

Combo XP Cost; The experience cost of Combos developed during play is equal to the sum of the minimum Ability values of the Charms.

Combo Use Cost; The character must also spend a point of temporary Willpower in order to activate the Combo, above and beyond the cost to activate the Charms that make up the Combo.

KSlash's Rule

Combo XP Cost; The experience cost of Combos developed during play is equal to the total number of the Charms multiplied by two. This allows players more freedom to mix, match and experiment and have a wider range of moves for different situations rather than using the same one over and over.

Example; John wants to give his character Akira a Combo that includes Excellent Strike and Hungry Tiger Technique. This would cost 2 XP x 2 to learn, for a total of 4 XP.

Combo Use Cost; The character must also spend essence equal to the number of Charms in the Combo, above and beyond the cost to activate the Charms that make up the Combo. This stops players from hoarding Willpower solely on Combos and encourages players to Willpower in other areas.

Example; Barbie wants her character Lilith to use Tempestuous Dragon Fist (Ferocious Jab, Thunderclap Rush Attack and Heaven Thunder Hammer) she uses 4 motes to power Ferocious Jab and pays for the cost for Thunderclap Rush Attack(3 motes) and Heaven Thunder Hammer (3 motes). On top of this she must pay 3 essence for using three different charms. This should cost 4 + 3 + 3 plus the sum number of Charms (3), which is a total of 13 motes.

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