Friday, February 24, 2006
Dice Timing, Redux
Brian raised some interesting points about timing, and low-cost risk-taking.  Let me think about them.
Kung fu that buys dice.  To me, this is clearly a “declare before roll” technique.   If it isn’t, it makes Xia Joss an order of magnitude less useful than Corrupt Joss; and I don’t think that a game of naught but Corrupt Joss is as in-the-spirit as I’d like.
Result-dice adder.  Should totally be bought after you succeed on the roll; functionally, they are buying dice before the next roll.   Some for Armor boosters.
Revealing Results.  I can go either way on this one.   Clearly, a contested event (e.g., Initiative) is a simultaneous reveal.  But what about direct opposition?   Is it more over-the-top for the defender to know how the attacker did before defending, or not?  In D&D, you rarely know what your opposition rolled, even after the fact, for any sort of dynamic opposed roll; in Exalted, you generally know your opposition.  I don’t like either one, and was aiming for something in the middle.  I think for ease of play, I’ll relax this one, and attacker will reveal before defender decides, thus tipping advantage to the defender.
Boosting modifiers.  This one I thought was very cut and dry, but seems to be not.   To me, it seems obvious that you’d say, “Hey, I’m attacking Dominion, so I’d better use by Strike +15 tech if I even want to hit him”, and then roll dice.   Rolling dice, and then only having to pay for the Kung Fu when it is useful feels a little non-heroic (”Oh well, fate wasn’t going to let me hit Dominion this round anyway, so why should I bother using Kung Fu?”).
Visibility of Chi Expenditure.  I think that most, if not all, Kung Fu has a visible effect, unless it explicitly says otherwise.   Perceptive observers should probably be able to decipher a technique; maybe a reflexive Awareness roll; Everyday difficulty to recognize that a tech is the same one you say two rounds ago that took your left arm off.
 
 
Dice Timing ...