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Combat rules: Need some opinions
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<blockquote data-quote="Kerrick" data-source="post: 4602126" data-attributes="member: 4722"><p>Right. I changed it to an insight bonus, so it doesn't go away when you're flat-footed. The 3.5 monk's unnamed bonus doesn't either (but it does if he's helpless, which implies that it's a combination of dodge and insight).</p><p></p><p></p><p>The way it works is this: 1d20 + CMB (AB + Str mod + size mod) + modifiers vs. DC 15 + defender's CMB. If you succeed, you're grappling and you can then take any of the actions listed under the grappling section - move, pin, etc. </p><p></p><p>I use a variation of the Alpha rules version; back then it was the same, but a success +0 resulted in a hold, +5 was grabbed, +10 grappled, and +15 pinned (see <a href="http://project-phoenix.wikidot.com/combat:special-combat-actions#grapple" target="_blank">here</a>). I also didn't agree with the blanket "Strength applies to all combat maneuvers", so I made disarm and trip Dex-based. Finally, I dropped the opposed DC to 10 + modifiers; folks on the Paizo boards agree that 15 is too high, though some say 10 is too low; 12-13 seems to be a common middle ground.</p><p></p><p></p><p>Come on, we're not doing 4E here. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p></p><p>Skill check to allow AoO would mean more die-rolling, which is what I want to avoid - I want combat to move faster.</p><p></p><p></p><p>Well... PCs only get 1 AoO per round (Combat Reflexes notwithstanding). If we can cut down the number of actions that <em>provoke</em> them, it would do a lot to streamline the system.</p><p></p><p></p><p>That's really a function of the system - in general, the more HD a creature has, the greater its size and the greater its CR.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4602126, member: 4722"] Right. I changed it to an insight bonus, so it doesn't go away when you're flat-footed. The 3.5 monk's unnamed bonus doesn't either (but it does if he's helpless, which implies that it's a combination of dodge and insight). The way it works is this: 1d20 + CMB (AB + Str mod + size mod) + modifiers vs. DC 15 + defender's CMB. If you succeed, you're grappling and you can then take any of the actions listed under the grappling section - move, pin, etc. I use a variation of the Alpha rules version; back then it was the same, but a success +0 resulted in a hold, +5 was grabbed, +10 grappled, and +15 pinned (see [url=http://project-phoenix.wikidot.com/combat:special-combat-actions#grapple]here[/url]). I also didn't agree with the blanket "Strength applies to all combat maneuvers", so I made disarm and trip Dex-based. Finally, I dropped the opposed DC to 10 + modifiers; folks on the Paizo boards agree that 15 is too high, though some say 10 is too low; 12-13 seems to be a common middle ground. Come on, we're not doing 4E here. :p Skill check to allow AoO would mean more die-rolling, which is what I want to avoid - I want combat to move faster. Well... PCs only get 1 AoO per round (Combat Reflexes notwithstanding). If we can cut down the number of actions that [i]provoke[/i] them, it would do a lot to streamline the system. That's really a function of the system - in general, the more HD a creature has, the greater its size and the greater its CR. [/QUOTE]
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