How different mechanically is Exalted to Chronicles of Darkness?
Printable View
How different mechanically is Exalted to Chronicles of Darkness?
Dice mechanics, not so much. Both are d10 systems that call to successes, botches and throw large dice pools. Exalted has a far more elaborate combat system than anything in the WoD. But as far as the rest of the mechanics work they are almost completely different. For example, this is from the composite manual I wrote that lets me use the World of Darkness with Exalted:
They have different abilities, different skills, different attributes. Combat is handled very differently between withering and decisive attack styles.... Chronicles of Darkness and the World of Darkness to Exalted 3e is like comparing D&D 3e to D&D 5e. The dice are the same, the general idea is the same, there's some similarities in function, but they're entirely different systems.Code:Harmonization of Exalted and WoD features:
• Anything that uses Attribute:Resolve in WoD will rely on Attribute:Wits.
• Anything that uses Attribute:Presence in WoD will rely on Attribute:Charisma
• Anything that uses Attribute:Composure in WoD will rely on Attribute:Perception
Hmmm I just discovered there's an limitation issue with the /exalted and /exalteddmg rolls. Exalted uses initiative to control the battle. as you deal damage you drain initiative from the target and vise versa. This is best described if I just outline the steps for combat in exalted.
Withering Attack
1. Attack - Does not use double 10s
Your Dexterity...
+ Combat Ability + Weapon Accuracy +/- Bonuses/Penalties
so for example:
- Parameter 1: Weapon Accuracy
- Reference B: Dex
- Reference C: Melee
would need to beand not count 10s as double successes.Code:/exalted [(p1)+(a)+(b)]d10
Compare successes against target's defence. All successes that go over the defence target are threshold successes.
IE. 5 successes to 3 defence = 2 threshold successes.
2. Determine Base Damage by using
Strength or Dexterity...
+ Weapon Damage.
+ Threshold (Net) Successes from step 1.
- Target's Soak rating.
So in this one's case it would need to be:
Parameter 1: Strength or Dexterity
Parameter 2: Threshold Successes.
Reference C: Either Dex or Melee (maybe you'd need to set up 2 different rolls, one for each if you cant have it selectable via a drop down menu?)
But the problem we have here is that the target's soak needs to reduce the pool of dice thrown accordingly.
Count results.Code:/exalteddmgg [(p1)+(p2)+(c)-(SOAK?!)]d10
3.Roll Raw Damage Pool
Double 10s Apply.
Overwhelming minimum.
4. Sum Result:
1+ number of successes to attacker’s init. Subtract number of successes from target’s init.
The caveat to this is that for both Step 1 and Step 2, you have times where you can add automatic successes, so a roll may be
Where X is the number of auto successes that are added to the roll result.Code:/exalted [(p1)+(a)+(b)]d10+(X)
THEN When you have "X" initiative, you go for the kill.
Decisive Attack
1. Attack (Do not use double 10s)
Your Dexterity...
+ Combat Ability +/- Bonuses/Penalties
Compare result against Target’s Defense.
If the attack fails and your initiative score is...
from 1-10: you suffer -2 to your initiative.
is 11+: you suffer -3 to your initiative.
2. Roll Health Track Damage
Does not use double 10s.
Dice pool thrown is = number of initiative you choose to spend.
Result must meet or beat target hardness, if it does, all damage goes through. If it does not, the attack fails.
So this would be:
Parameter 1: The amount of initiative you're spending on your attack.
3. Deal damage to health track as per weapon type.Code:/exalteddmg (p1)d10+(x)
So if you have 10 health boxes like in Chronicles of Darkness and your weapon deals lethal damage and you rolled 5 successes against target hardness of 3, you deal 5 lethal damage to their health track.
4. Reset your initiative.
Is this even possible to perform? I've been getting "attempt to perform arithmetic on a nil value" errors when I try it. On a related note, is there a way to import the health track from Chronicles of Darkness?
Thanks!
hello, first of all thanks for making my job easier with more core.
but the tinyd6 system that I use because it is very dynamic is not fully worked, there are two types of dice rolls, one normal and one with focus. and the damage is not automated. I know this system is not very used, but if you could add three things you would make me a very happy gm.
the first thing is that the rolls are simpler, for example. normal roll /2d6s5, advantage roll /1d6s5, and advantage roll with /3d6s5.
the other series of rolls is the same but with difficulty 4 for example a normal roll with focus /2d6s4.
Welcome Endemia5
If I am reading this correctly for a normal roll it is 2d6 and you count 5s and 6s as successes.
Sometimes you will roll 3 dice or only 1 dice.
Additionally you have the same mechanic but for skills in which you have a focus.
Everything is the same but you count 4s 5s and 6s as successes.
I would probably do it as per the image below.
https://www.fantasygrounds.com/forum...chmentid=54958
Attachment 54958
Sorry Pentazer I missed your replies.
The math [x + y] supports exactly 2 parameters only.
[x + y] or [x - y] or [x * y] or [x / y]
Thanks, it was easier than I thought. I thought rolls were missing and there they were all the time
Hi Damned,
Could It be that after the latest update (11/04/2022) of FGU the % dice option (on D10) has disappeared in MoreCore?
It could be linked with the new colored dice sets in FGU.
Regards.
hello, there are many combinations of damage rolls for many systems and I see that there is not for tinyd6. I don't know how to do it on my own either. the attack roll is the same as the damage roll so instead of a #d#+# it would be a #d#s#. can this be added to the system? It is the only thing missing to be complete. and the option for all successes to be damage. Attachment 54995