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Exalted Battleque for d20
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<blockquote data-quote="HeavenShallBurn" data-source="post: 3250176" data-attributes="member: 39593"><p>As the d20 games I DMed and played began to reach higher levels I noticed that combat became increasingly static with the increase in attacks when arguably as power increased it should have gotten more open. So I got the Exalted 2e book on the advice of a friend, and while it's a beautiful game and its designers made a masterpiece I've never really been able to get into the Storyteller system, but I love the way their combat system works. So I've been working on converting it to d20. This is the third revision, the first and second were on the right track but needed adjusting. I think this one still needs adjusting too but it seems to work so far in the playtests.</p><p></p><p>*The system is based on ticks each tick is equivalent to 1 second. </p><p></p><p>*Initiative is replaced with a Reflex Save, the highest reflex save rolled counts as 0 and acts first on tick 0. All the other reflex saves are subtracted from the highest save and that result is how many ticks until their first action, any result greater than 6 is rounded down to 6.</p><p></p><p>Action Types</p><p>*Not an Action (0)- these don't even take any time, basically there for those little things that nobody thought to spell out and the DM judges aren't worth worrying about.</p><p>*Reflexive (0)- these don't take any time and you can take them whether it is your tick to act on or not but you can only take one in any given tick.</p><p>*Free Action (0)- like a reflexive action but can only be taken on your tick to act.</p><p>*Partial Action (3)- taking a partial action sets the next action back 3 ticks and cannot be reduce below 1 by high BAB and only one may be taken per tick without flurrying.</p><p>*Move Equivalent Action (3)- standard DMG definition, takes 3 ticks and cannot be reduced by high BAB</p><p>*Standard Action (4)- taking a standard action sets the next action back 4 ticks and cannot be reduce below 1 by high BAB and only one may be taken per tick without flurrying.</p><p>*Full round action (6)- taking a full round action sets the next action back 6 ticks and cannot be reduce below 1 by high BAB and only one may be taken per tick without flurrying.</p><p></p><p>Combat Actions-Not complete(can't find the next page)</p><p>*Aim (3)- can be used with melee and ranged attacks. For each sequential tick of aiming adds a +1 bonus to attack bonus and increases the critical threat range of the character's next attack by the same amount. </p><p>*Attack (4)- standard action- a single attack</p><p>*Flurry (varies)- a quick series of attacks or other actions rolled on a single tick. Any creature can flurry a number of actions equal to half its number of natural attacks without penalty, afterward penalties acrue. Base speed is equal to the fastest action speed taken, modified if over the limit by a cumulative +1 for every action after this point. The penalty for flurrying more than 1/2 of a creature's natural acctacks on a single tick is applied to the attack bonus or skill check and is equal to the number of actions in the flurry for the first action increasing by one for each subsequent action.</p><p></p><p>Movement Rate Adjustment</p><p>*As combat time is now measured in ticks so is tactical speed which must be converted from standard D&D speed per round. </p><p>*Speed per tick = (normal speed/5) x size modifier !!if you get a fraction round up!!</p><p>*Size modifier to speed - assumes medium size as baseline for creatures and characters, this equals 1 for each size category above this add .5 to the modifier.</p><p></p><p>BAB modifies action speed</p><p>*for every 6 BAB subtract 1 from all action times except those that specifically aren't reduced by high BAB</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 3250176, member: 39593"] As the d20 games I DMed and played began to reach higher levels I noticed that combat became increasingly static with the increase in attacks when arguably as power increased it should have gotten more open. So I got the Exalted 2e book on the advice of a friend, and while it's a beautiful game and its designers made a masterpiece I've never really been able to get into the Storyteller system, but I love the way their combat system works. So I've been working on converting it to d20. This is the third revision, the first and second were on the right track but needed adjusting. I think this one still needs adjusting too but it seems to work so far in the playtests. *The system is based on ticks each tick is equivalent to 1 second. *Initiative is replaced with a Reflex Save, the highest reflex save rolled counts as 0 and acts first on tick 0. All the other reflex saves are subtracted from the highest save and that result is how many ticks until their first action, any result greater than 6 is rounded down to 6. Action Types *Not an Action (0)- these don't even take any time, basically there for those little things that nobody thought to spell out and the DM judges aren't worth worrying about. *Reflexive (0)- these don't take any time and you can take them whether it is your tick to act on or not but you can only take one in any given tick. *Free Action (0)- like a reflexive action but can only be taken on your tick to act. *Partial Action (3)- taking a partial action sets the next action back 3 ticks and cannot be reduce below 1 by high BAB and only one may be taken per tick without flurrying. *Move Equivalent Action (3)- standard DMG definition, takes 3 ticks and cannot be reduced by high BAB *Standard Action (4)- taking a standard action sets the next action back 4 ticks and cannot be reduce below 1 by high BAB and only one may be taken per tick without flurrying. *Full round action (6)- taking a full round action sets the next action back 6 ticks and cannot be reduce below 1 by high BAB and only one may be taken per tick without flurrying. Combat Actions-Not complete(can't find the next page) *Aim (3)- can be used with melee and ranged attacks. For each sequential tick of aiming adds a +1 bonus to attack bonus and increases the critical threat range of the character's next attack by the same amount. *Attack (4)- standard action- a single attack *Flurry (varies)- a quick series of attacks or other actions rolled on a single tick. Any creature can flurry a number of actions equal to half its number of natural attacks without penalty, afterward penalties acrue. Base speed is equal to the fastest action speed taken, modified if over the limit by a cumulative +1 for every action after this point. The penalty for flurrying more than 1/2 of a creature's natural acctacks on a single tick is applied to the attack bonus or skill check and is equal to the number of actions in the flurry for the first action increasing by one for each subsequent action. Movement Rate Adjustment *As combat time is now measured in ticks so is tactical speed which must be converted from standard D&D speed per round. *Speed per tick = (normal speed/5) x size modifier !!if you get a fraction round up!! *Size modifier to speed - assumes medium size as baseline for creatures and characters, this equals 1 for each size category above this add .5 to the modifier. BAB modifies action speed *for every 6 BAB subtract 1 from all action times except those that specifically aren't reduced by high BAB [/QUOTE]
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