The Grand Exalted Adventure
We are using a “players roll all of the dice” variant. This means that enemies will have static defenses, as well as attack and damage values set as Difficulty Classes. I will not roll any dice with the exceptions of:
Initiative – I’ll be rolling initiative for everybody at the start of battles. I may roll enemy initiatives in secret.
Opposed rolls – I’ll probably roll these in secret, as well.
Enemy recovery saves – Enemies will be able to roll saves to recover from conditions whenever they would normally be able to do so.
Enemy healing checks – If you fight an enemy with a healing power (scummy, I know, but still a possibility) they will roll their Healing Checks.
Special circumstances – Certain enemies and scenarios will wrestle control of the dice from you guys. We’ll cross this bridge when we come to it.
Boss fights: Bosses will have multiple initiatives, and some may even have multiple forms (there will always be an explanation for this, beyond “A Wizard Did It” or “Dodge Charms”).