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Pattern Distortions (House Rules)

Posted by The Grand DesignFor group 0
The Grand Design
GM, 5 posts
Fri 9 Oct 2020
at 00:37
  • msg #1

Pattern Distortions (House Rules)

In general, we will be using Exalted second edition with all of the 2.5 errata. I will, however, be instituting a number of houserules to tailor the mechanics, not just to the modern nature of this shard, but to suit my own sensibilities as well.

Let's start with the easy ones.
  1. We will be using the drive and firearms abilities as presented in Shards of the exalted dream.
  2. We will be using simplified sidereal astrology as presented in Shards of the exalted dream, except that it will use a roll of (int+craft(fate)) instead of the usual (cha+performance). Weaving destinies is a matter of manipulating the grand probability matrix in this setting, not prayer.
  3. We will be using the rules for modern alchemicals, also from SotED, with the only edit being that, if they dismiss their exaltation/armor solely to go incognito (not to change out their charms), they can call it back early without the essence penalty. Also, calling it back early when they are changing charms only penalizes their essence for the scene.
  4. We will be using the alternate resonance rules for Abyssals from SotED.
  5. Ticks . . . we're not using them. They're lame and generally confusing. Use the alternate jade material bonuses. Join battle simply creates a turn order.
  6. All exalted receive every first, second, and third excellency they qualify for free of charge (and alchemical exalted do not need to install them). Buying excellencies is boring, and spending essence to empower yourself should always be an option.
  7. All characters use the xp and bp costs from the solar exalted table. No exalt type is restricted from raising a stat above 3 without BP.


Now let's look at the more interesting house-rules.

  1. When making a melee attack roll, a character may use either strength or dexterity, to a maximum of 5 or their essence, whichever is greater. Defense values and damage remain unchanged. This is meant to make dexterity slightly less of a god stat, while accounting for the various ways that characters can increase their strength more easily than other attributes.
  2. Appearance only serves to reduce a target's dodge MDV (to a maximum of -3). It does nothing to affect their ability to argue back, and a relatively higher appearance will not raise your own MDV. Appearance is a powerful stat in social combat, but while a one-trick pony, it's a very powerful trick, and one that creates an un-fun "you must be this pretty to debate" bar for entry.
  3. Essence is not purchased. It develops naturally over time. At certain xp thresholds (to be defined), it will increase on its own.


Now the really experimental stuff.

  1. After a successful attack, post soak damage is not rolled, but instead added to a pool of dice. This is called your doom pool. At the end of a scene, your doom pool is rolled, with any successes causing an equivalent number of health levels of damage of the most severe type inflicted. After the doom pool is rolled, it resets to 0. Before the doom pool is rolled at end of scene, the character may roll (stam+resistance), removing one die from the doom pool for every success. Excellencies may be used to enhance this roll as normal.

    Exceptions
    -An attacker may pay a 1wp during step 1. If this attack inflicts post-soak dice of damage, the doom pool is immediately rolled.
    -A successful attack that includes a 7,8,9, and 10 and deals post-soak dice of damage immediately triggers the doom pool.
    -Any successful attack that inflicts dice of aggravated damage immediately triggers the doom pool.
  2. Stunts. They're a great part of Exalted, especially combat. They're really annoying to adjudicate over Play-by-post. Here's my proposed house rule. Everybody has a "stunt pool" that can hold a number of dice equal to 2*essence. You earn stunt dice normally (but they'll be awarded after the roll along with other rewards like motes or willpower), and the stunt pool empties at the end of the scene. They can be spent 1-for-1 to add to any action you attempt, or 2-for-1 to add to a static value like a DV. Now I don't need to worry about evaluating your stunt before you post, and things can just keep moving. Oh, and obviously the maximum you can add to a roll is 3.

This message was last edited by the GM at 17:55, Sat 10 Oct 2020.
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