Dice roll mechanics, willpower & stunts
Baughn
Healing-type writer
- Location
- Dublin
I did promise an overview of the dice mechanics. Well, I spent last night running simulations of a few options, and I think the standard Exalted dice-roll system will work fine. The probability of a botch is variable, instead of simply being 5%-
-and given Amu's stats, she would normally have a dice pool of 5 to 7 dice for any important action, which feels about right. Unless you make her do something she's incapable of, in which case... the resulting probabilities also feel right. Bear in mind, dice rolls aren't that common in this quest.
I don't like when you're forced to do a dice roll on a situation where you expect a success, and then, miraculously, the dice roll badly and you fail anyway. So there will only be dice rolls in situations where, without them, I'd otherwise be writing the 'inevitable failure'.
Since not everyone is already familiar, here's a quick overview.
Exalted uses a system primarily based on ten-sided dice.
Amu's dice pool ends up being Attribute + Ability + Ability specialisation + Psionic Skill + Psionic specialisation + Equipment + Stunt.
That sounds like a lot. It would be, if she were fully adult and her ability scores weren't trash; she has no equipment, for most possible actions her ability score is 0, and psionic skill doesn't apply if she isn't using psionics. She'll be dealing with situations that would make many Essence 4 solar exalted blanch.
Be aware: There is a 1-dice penalty for using an ability with 0 dots.
Willpower
You can, on any dice roll, pay 1 or 2 points of temporary willpower in exchange for, respectively, 1 or 2 extra dice. I've added a willpower track to Amu's character sheet. This is a slight divergence from Exalted baseline, to account for dice rolls being rarer in general.
Psionics
Basic usage of psionics is free, for Amu. She uses it the way you use your eyes, ears, hands...
However, any contested usage requires winning a contested roll against the opponent. Any contested usage, in any scene, requires paying 1 point of temporary willpower; this is true regardless of how much it's used, the payment is good for the duration of the scene. There's no equivalent of motes (where psionics is concerned), but Amu can certainly get worn down over time.
Note that 'opponent' need not mean 'human', or even 'sentient, mobile creature'. Anything that actively resists would count.
Stunting rules
Stunts are supposed to add flair and narrative depth, while providing mechanical benefits. Fundamentally the idea is that, instead of simply voting "Amu does / tries this", you describe how she does it, how that interacts with the environment, etc. You will be scored based on how entertaining it sounds, and how well I can fit it in the story, but note that the lowest possible score is +0, and that's unlikely; there is no possible case in which stunting your votes will reduce her dice pool.
In practice, +1 should be achievable on just about every vote, with +2 easy with a bit of re-reading, and +3 feasible if you feel you need to push it. If it's something that makes you sit up, go 'wut', and chuckle, then it's likely to be a viable stunt. If it makes you go 'ooh, that's clever', that's also a good stunt. You get the idea.
- 1 die: 10.00%
- 2 dice: 11.00%
- 3 dice: 9.10%
- 4 dice: 6.71%
- 5 dice: 4.65%
- 6 dice: 3.10%
- 7 dice: 2.02%
- 8 dice: 1.29%
- 9 dice: 0.81%
- 10 dice: 0.51
I don't like when you're forced to do a dice roll on a situation where you expect a success, and then, miraculously, the dice roll badly and you fail anyway. So there will only be dice rolls in situations where, without them, I'd otherwise be writing the 'inevitable failure'.
Since not everyone is already familiar, here's a quick overview.
Exalted uses a system primarily based on ten-sided dice.
- Dice Pool: When a character performs an action, they get a dice pool. This pool usually consists of a number of d10s equal to the relevant Attribute plus Ability. Sometimes, other factors like equipment or special abilities can add or subtract dice; to give an example, a mechanic might get 1 extra die for having good tools, or 2 for a superlative, best-in-class set of tools. The same applies to all other rolls.
- Target Number: The standard target number for a success is 7. This means that any die that rolls a 7 or higher counts as one success. It's rare for anything to modify this.
- Difficulty: I'll set a difficulty for each action, representing the number of successes needed for an action to succeed. Simple actions might have a difficulty of 1, while extremely challenging tasks could have a much higher difficulty.
- Exceptional Successes: If Amu gets more successes than the difficulty, she may (or may not) succeed better than hoped for. This will only ever help you.
- Botches and critical successes:
- A botch occurs when you roll no successes and at least one die shows a 1. It might mean you stab yourself with a sword, or accidentally open a rift in the classroom, or...
- "Saaya just experienced a botch"... maybe. That's certainly a feasible interpretation.
- A critical success occurs when you roll a 10. These count as 2 successes. Yes, I'm aware that normally these only apply to Exalted, but we're in a different universe now; at least, that's my excuse
Amu's dice pool ends up being Attribute + Ability + Ability specialisation + Psionic Skill + Psionic specialisation + Equipment + Stunt.
That sounds like a lot. It would be, if she were fully adult and her ability scores weren't trash; she has no equipment, for most possible actions her ability score is 0, and psionic skill doesn't apply if she isn't using psionics. She'll be dealing with situations that would make many Essence 4 solar exalted blanch.
Be aware: There is a 1-dice penalty for using an ability with 0 dots.
Willpower
You can, on any dice roll, pay 1 or 2 points of temporary willpower in exchange for, respectively, 1 or 2 extra dice. I've added a willpower track to Amu's character sheet. This is a slight divergence from Exalted baseline, to account for dice rolls being rarer in general.
Psionics
Basic usage of psionics is free, for Amu. She uses it the way you use your eyes, ears, hands...
However, any contested usage requires winning a contested roll against the opponent. Any contested usage, in any scene, requires paying 1 point of temporary willpower; this is true regardless of how much it's used, the payment is good for the duration of the scene. There's no equivalent of motes (where psionics is concerned), but Amu can certainly get worn down over time.
Note that 'opponent' need not mean 'human', or even 'sentient, mobile creature'. Anything that actively resists would count.
Stunting rules
Stunts are supposed to add flair and narrative depth, while providing mechanical benefits. Fundamentally the idea is that, instead of simply voting "Amu does / tries this", you describe how she does it, how that interacts with the environment, etc. You will be scored based on how entertaining it sounds, and how well I can fit it in the story, but note that the lowest possible score is +0, and that's unlikely; there is no possible case in which stunting your votes will reduce her dice pool.
In practice, +1 should be achievable on just about every vote, with +2 easy with a bit of re-reading, and +3 feasible if you feel you need to push it. If it's something that makes you sit up, go 'wut', and chuckle, then it's likely to be a viable stunt. If it makes you go 'ooh, that's clever', that's also a good stunt. You get the idea.
- Levels of Stunts:
- One-point stunts are clever or interesting actions that are a step above basic descriptions. They might include using the environment in a simple way or an interesting attack maneuver.
- Two-point stunts are more elaborate and creative, often involving complex actions, dramatic use of the environment, or interactions with other characters in a significant way.
- Three-point stunts are rare and represent moments of exceptional creativity or narrative significance. They are often pivotal, game-changing actions that can alter the entire plot of the story.
- Mechanical Benefits:
- Bonus Dice: Stunts grant extra dice, as described.
- Willpower: Two-point stunts also restore one point of Willpower.
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