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Exalted Conversion; d20? Coda? Feng Shui?
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 480320" data-attributes="member: 6533"><p><strong>I been trying to Post this for Two Days</strong></p><p></p><p>I think D20 Exalted give you the opportunity to add a lot of interesting deep game mechanics.</p><p></p><p>Here's my liist:</p><p></p><p>1.) Make Essence an adjective bonus and make it stackable like dodge. Charms are then simply means of applying the essence bonus. Essence itself would go up with level like BAB or HP.</p><p></p><p>2.) Rework the basic attitude of the game so that all actions are a d20 modified by various bonuses, rather than various bonuses modified by a d20 role. Stunts are then easy since you describe the action justify various modifiers to the DM and roll.</p><p></p><p>3.) Achieving certain DCs essentially lets you achieve magical results. So that rolling 45 check on picking locks, if you have an essence bonus, lets you reach through the chest to retrieve the treasure inside without disturbing the chest itself.</p><p></p><p>This represents the heroes using the high ambient essense level of the age of sorrows.</p><p></p><p>4.) Use armor as damage reduction rules.</p><p></p><p>5.) Give players AC 10 plus shield plus dex plus fighting defensively and then let them spend a point off of their MAB or RAB to roll for a defensive action. Ranged attack would be the exalted equivalent of dodging and melee of parrying. There would have to be some conversion between the roll and the AC bonus you recieved or the penalty you applied to the other guy's roll, but I think this is a good basic idea.</p><p></p><p>6.) Using the above as an example, let players divide up their MAB or RAB however they want in order to perform additional actions in combat. They can't take an action if they don't have a point left to assign.</p><p></p><p>Five and six are really brute force and primitive, but perfection is always in revision regardless.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 480320, member: 6533"] [b]I been trying to Post this for Two Days[/b] I think D20 Exalted give you the opportunity to add a lot of interesting deep game mechanics. Here's my liist: 1.) Make Essence an adjective bonus and make it stackable like dodge. Charms are then simply means of applying the essence bonus. Essence itself would go up with level like BAB or HP. 2.) Rework the basic attitude of the game so that all actions are a d20 modified by various bonuses, rather than various bonuses modified by a d20 role. Stunts are then easy since you describe the action justify various modifiers to the DM and roll. 3.) Achieving certain DCs essentially lets you achieve magical results. So that rolling 45 check on picking locks, if you have an essence bonus, lets you reach through the chest to retrieve the treasure inside without disturbing the chest itself. This represents the heroes using the high ambient essense level of the age of sorrows. 4.) Use armor as damage reduction rules. 5.) Give players AC 10 plus shield plus dex plus fighting defensively and then let them spend a point off of their MAB or RAB to roll for a defensive action. Ranged attack would be the exalted equivalent of dodging and melee of parrying. There would have to be some conversion between the roll and the AC bonus you recieved or the penalty you applied to the other guy's roll, but I think this is a good basic idea. 6.) Using the above as an example, let players divide up their MAB or RAB however they want in order to perform additional actions in combat. They can't take an action if they don't have a point left to assign. Five and six are really brute force and primitive, but perfection is always in revision regardless. [/QUOTE]
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