Simple charms, full dodge and movement

Exitium

Unlucky Member
Pretty straight forward:


Can a character use a simple charm and still move the regular 12 + dex yards (run) or even (sprint) 20 + 3* dex ? or not move at all?


Same goes for full dodge/cascading parry, is it possible to move in the same same turn as declaring the use of full dodge/cascading parry?


dunno if it is of any importance, but we are using power combat rules.
 
As far as I know, unless the charm somehow modifies your movement (e.g. Thunderbolt Attack Prana), using a simple charm is just like taking any other action and you get to move as much as you would have if you had taken a dice action that turn.
 
Thanks, but what about cascading parry and full dodge - they are not quite the same as taking a normal die action?


So is it possible to move the same turn as declaring the use of one of these "full defenses"?
 
Exalted main book pg 231 "Provided a character is willing to forgo all other actions for the round and is able to give ground, she may defend herself very ably by using a full dodge."


So in normal combat it is full dodge no movement.


I see nothing in the players guide to change this so I would assume that a full defensive action causes you to not move.


Somehting i will have to remember for my games because I have been letting my plays take half movement then full defensive.
 
psychoph said:
Exalted main book pg 231 "Provided a character is willing to forgo all other actions for the round and is able to give ground, she may defend herself very ably by using a full dodge."
To me, "actions" suggests "dice actions" - you will still get your movement, it's just that the full dodge (or full parry in Power Combat) is your single, sole declared action for the round.  This passes the Dramatic Necessity Test, where someone is racing across a field with archers firing at them every step of the way, and they are ducking, dodging, weaving, and performing flips and rolls to evade.  You should be able to do this, IMO, even without Flow Like Blood or Charms.  The Charms would just make you better at it.


Otherwise, you are suddenly making full dodge an exception to the usual rule that you always get movement, whatever else you do, barring a specific ruling that forbids movement (such as Charms explicitly make mention of), and doing so on a very tenuous reading of one passage.
 
memesis said:
Otherwise, you are suddenly making full dodge an exception to the usual rule that you always get movement, whatever else you do, barring a specific ruling that forbids movement (such as Charms explicitly make mention of), and doing so on a very tenuous reading of one passage.
Agreed, the mechanics shouldn't stand in the way of narration, so long as the player's don't stretch things to far.  Hell, i'd even allow a certain amount of movement when parrying, as the power of the blows force the character to give ground.


~FC.
 
psychoph said:
Exalted main book pg 231 "Provided a character is... able to give ground, she may defend herself very ably by using a full dodge."
So in normal combat it is full dodge no movement.
Hmmm. Surely requiring you to be able to give ground implies that you have to move around while full dodging?


We've houseruled it to one yard each time you dodge, unless a stunt requires us to stretch things a bit. Generally speaking, moving back and forth on the spot is unacceptable, but stunts are of course an exception.


The reason we though this was a reasonable rule is the Dragon-Blooded charm Flickering Candle Evasion, which gives them the magical ability to dodge without moving around. It seemed fairly useless when people could do exactly the same thing without using any magic.
 

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