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Help with Exalted 1e combat


  Thread starterlegopaidi 
  Start dateYesterday at 7:43 PM 
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legopaidi
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Yesterday at 7:43 PM


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I'm sure I had it all down at some point but now I can't really remember
exactly...I'm re-reading Ex 1e and I want to be 100% sure on how combat works.

Could anyone summarize the way Ex 1e combat works? Preferably in bullet point
or flowchart format?

Of particular interest are stuff that clearly explain how and when actions are
announced (or is it that only the number of actions is announced? Can't
remember!), what are your options if you are attacked before your turn etc.

I am aware that the 1e rulebook has some kind of summary but I believe it's not
really complete and mostly depends on prior familiarity with cWoD (which I don't
have). So if anyone can remember how it works and wants to help, I'd be grateful
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This was a summary I created for my players:

COMBAT SUMMARY

1. Initiative
To determine initiative roll a d10 and add your Wits + Dexterity and your weapon’s
Speed (if any). Everyone gets a turn in descending order of initiative.

2. Before Your Turn


Before your turn, you are unable to decide to take multiple actions. Instead, you
may only take one of the following actions:
Abort to a Parry  – You may forgo your action this turn and perform one single
parry. Roll your Dexterity + Melee/Brawl/Martial Arts + your weapon’s Parry (if
any).
Abort to a Full Dodge –  You may forgo your action this turn and perform a full
dodge. A full dodge allows you dodge multiple times. Roll your Dexterity + Dodge.
For each successive dodge after the first, your dice pool reduces by 1.
Use a Persistent or Reflexive Charm  – If you have a Charm with a persistent
effect, then its effects apply. Also, if you have a reflexive Charm, this can be
activated.

3. On Your Turn
When it is your turn, you must first decide how many actions you wish to take this
round. You perform all your actions on your turn unless you delay actions for later
in the round. If you take more than one action then your first action is reduced by a
number of dice equal to the total number of actions you have chosen to do. Each
action thereafter is reduced by one dice more than the action before it. If you roll
no dice on an action then you cannot perform the action.

You may move your Dexterity +12 yards per round if you take no other actions.
You may move half this distance and still make other actions.
When performing an action or series of actions, you may be awarded 1 to 3 bonus
dice to each action for using an inspirational narrative, incorporating surrounding
items or otherwise making combat more colourful and fun. This is called
performing a stunt.

The actions you may take on (or after) your turn are:
Attack  – Roll your Dexterity + Melee/Brawl/Martial Arts/Archery/Thrown + your
weapon’s Accuracy (if any). You add the aggregate number of successes on your
attack to your damage. To determine Damage, roll your Strength + weapon’s
Damage + successes on attack – your target’s soak. Each success equals a wound
level of damage.
Defend –  You may either parry or dodge attacks. For Parry, roll your Dexterity +
Melee/Brawl/Martial Arts + your weapon’s Parry (if any). For dodge, roll your
Dexterity + Dodge.
Use a Charm  – You may only use 1 type of Charm or Combo per turn, except
Reflexive Charms that you may use freely. A Charm can never add more dice to a
roll than your appropriate Ability + Specialities. A Simple Charm is considered an
action. A Supplemental Charm supports another action that uses the same Ability.
An Extra Action Charm grants multiple actions and you may not otherwise split
your actions when using such a Charm.
Cast a Spell  - You may begin to cast a spell. The spell takes effect on your turn in
the next round. You may do nothing else whilst casting a spell. If you are harmed
while casting a spell you may loose concentration and fail to cast the spell.

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