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Exalted Battleque for d20
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<blockquote data-quote="HeavenShallBurn" data-source="post: 3257541" data-attributes="member: 39593"><p><strong>!!!CHECK ABOVE HAVE REVISED SYSTEM IN LIGHT OF YOUR COMMENTS!!!</strong></p><p><strong>!!!5th Post Down From Top!!!</strong></p><p></p><p></p><p></p><p>*Yep there's something to fix, restrict it to attacks and maybe? standard actions</p><p>*Reclassify all the movement actions as immediate actions so that they don't occupy time and can be mixed freely with attacks. Might adjust speed slightly in that case so that Run goes back to a default x4 move without the feat.</p><p>*There are certain aspects of Exalted's freedom with the Flurry action that I like, the problem is that the systems are so different trying to translate across is a difficult gap to jump. I'd like to retain the ability to mix some different actions together rather than just attacks in a flurry.</p><p></p><p></p><p></p><p></p><p>*Yeah the action time penalty doesn't exist in Exalted, it was my concession to trying to keep the number of actions being flurried down to more reasonable levels. But now it doesn't seem like it was a very successful idea in its present form. </p><p></p><p></p><p></p><p></p><p>*I'll agree it looks like a problem to be fixed on the end of being overly breakable in number of actions when there isn't a limiting factor. I'm willing to let balance drift a little to accomplish fluidity, right now without a limit it's drifted too much though. </p><p></p><p></p><p></p><p></p><p>*This is probably the best solution to the problem, it would allow even low-level characters more fluidity and while it would let them get in two more attacks than normal the BAB and AC penalties would largely compensate. It would still be slightly more deadly but the wonkiness would be lessened.</p><p></p><p></p><p></p><p></p><p>*I've decided that's probably the best way to handle it after the latest testing and revision. Move, Hustle, and Run all Immediate actions and I think your Withdraw proposal looks balanced. It's basically the same speed as Total Defense.</p><p></p><p></p><p></p><p>*An overall limit on flurries to an Action Time of 6 would serve the same purpose without the hard limit. Overall I don't mind characters on either side getting a few extra attacks over the D&D standard even if it lets balance drift a bit, just so long as the difference doesn't get too extreme. With a time limit of 6 characters under 6BAB could still only manage the equivalent of 3 attacks per round which isn't two bad considering the BAB and AC penalty of it and avoids locking them down as much as the standard system.</p><p></p><p></p><p></p><p>*Holdover from Exalted, I think I'll drop it as a restriction.</p><p></p><p></p><p></p><p>*I think restricting the actions further is valid, by increasing the movement modes to Immediate actions this can still support fluidity. I'd still like to keep the posibility of flurrying a standard action in with attacks for the ability to mix attacks with other actions. Such as escaping a grapple+an attack, or dismissing a spell or issuing a command to an animated object. Even better mix healing a partymember with attacking.</p><p>*Also allow a flurry to be aborted if one of its actions becomes invalid. But not pick and choose, just end the flurry with the invalid action but keep its full penalties and time. </p><p>*(this is definitely house rule territory)-Under the standard system counterspelling is very difficult in combat, so much so that you don't see it used much. Perhaps make Counterspell an Immediate action so that you no longer have to ready exactly the right spell? Instead if you have the proper spell prepared at that moment you can react to the enemy spell with a counterspell.</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 3257541, member: 39593"] [b]!!!CHECK ABOVE HAVE REVISED SYSTEM IN LIGHT OF YOUR COMMENTS!!! !!!5th Post Down From Top!!![/b] *Yep there's something to fix, restrict it to attacks and maybe? standard actions *Reclassify all the movement actions as immediate actions so that they don't occupy time and can be mixed freely with attacks. Might adjust speed slightly in that case so that Run goes back to a default x4 move without the feat. *There are certain aspects of Exalted's freedom with the Flurry action that I like, the problem is that the systems are so different trying to translate across is a difficult gap to jump. I'd like to retain the ability to mix some different actions together rather than just attacks in a flurry. *Yeah the action time penalty doesn't exist in Exalted, it was my concession to trying to keep the number of actions being flurried down to more reasonable levels. But now it doesn't seem like it was a very successful idea in its present form. *I'll agree it looks like a problem to be fixed on the end of being overly breakable in number of actions when there isn't a limiting factor. I'm willing to let balance drift a little to accomplish fluidity, right now without a limit it's drifted too much though. *This is probably the best solution to the problem, it would allow even low-level characters more fluidity and while it would let them get in two more attacks than normal the BAB and AC penalties would largely compensate. It would still be slightly more deadly but the wonkiness would be lessened. *I've decided that's probably the best way to handle it after the latest testing and revision. Move, Hustle, and Run all Immediate actions and I think your Withdraw proposal looks balanced. It's basically the same speed as Total Defense. *An overall limit on flurries to an Action Time of 6 would serve the same purpose without the hard limit. Overall I don't mind characters on either side getting a few extra attacks over the D&D standard even if it lets balance drift a bit, just so long as the difference doesn't get too extreme. With a time limit of 6 characters under 6BAB could still only manage the equivalent of 3 attacks per round which isn't two bad considering the BAB and AC penalty of it and avoids locking them down as much as the standard system. *Holdover from Exalted, I think I'll drop it as a restriction. *I think restricting the actions further is valid, by increasing the movement modes to Immediate actions this can still support fluidity. I'd still like to keep the posibility of flurrying a standard action in with attacks for the ability to mix attacks with other actions. Such as escaping a grapple+an attack, or dismissing a spell or issuing a command to an animated object. Even better mix healing a partymember with attacking. *Also allow a flurry to be aborted if one of its actions becomes invalid. But not pick and choose, just end the flurry with the invalid action but keep its full penalties and time. *(this is definitely house rule territory)-Under the standard system counterspelling is very difficult in combat, so much so that you don't see it used much. Perhaps make Counterspell an Immediate action so that you no longer have to ready exactly the right spell? Instead if you have the proper spell prepared at that moment you can react to the enemy spell with a counterspell. [/QUOTE]
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