General Barron
First Post
Hey all. I've been musing over some pretty large changes to the combat system. I'm not really planning on using these rules in my campaign, but I'll post it here for your thoughts. Keep in mind I haven't fully flushed out the rules yet.
Purpose: The idea is to (a) stay within the current rules system as much as possible, (b) provide more of a numerical difference between various weapons, (c) provide more of a numerical difference between various different warrior classes, (d) make the combat rules a little less abstract, and a little more detailed, (e) fix a few unrealistic aspects of the system, yet (f) simplify a few little quirks in the current system.
Armor: Physical armor (AC bonuses) from armor/magic items/natural AC will be converted into DR/- at a 1:1 rate. That is, AC bonus now becomes DR. Other AC modifiers (dex, dodge, deflect, etc) stay as is.
Character Statistics: BaB is removed, and in its place, each character/monster gets the 4 following combat statistics. For now, assume that each of them progress at about the same rate as BaB used to, although slight variances would be ironed out between the classes:
Attack:This represents how good a character is at getting past an opponents defenses, and landing blows in combat. This is used just like the old BaB; the exceptions being where the below statistics take over some parts of BaB's former function. Attack is modified by Str.
Power:This represents how effectively a character can cause damage with weapons. This is added on to your weapon's damage roll on a successful hit. For completeness, this stat is modified by Str, and the weapon's damage is no longer (same effect for Str modifier but it just changes where stuff is written/calculated).
Defense: This represents how well a character can block or dodge an opponent's attack. This stat is added to your character's AC, and is modified by Dex. To get this bonus, you must be aware of your opponent and able to move freely.
Quickness: This represents how quickly a character can find an opening and make an attack. This stat is modified by Dex. I haven't fully figured out what all this will do. For one, it will be used to calculate the number of iterative attacks a character gets, instead of BaB (although the actual attacks are still made using the penalized 'attack' rating). It also seems like it should affect initiative somehow, letting you attack before your opponents if you have much more quickness then they do. But adding it to initiative wouldn't make sense without having some comparable number for spellcasting/other actions.
Weapon Statistics: Weapons would now have more statistics as well.
Damage/weight/catagory/crit: These stats would all work normally.
Combat Modifiers: Weapons can have modifers to each of the 4 combat statistics. Generally these modifiers would be no more than +/-2, although most weapons would have no modifiers at all. A greatsword, for example, would be slow to attack and difficult to block with, so it might have -2 quickness and -1 defense. A parrying dagger/main gauche made specifically for defense might give a +1 defense.
If you are weilding two weapons, then their bonuses/penalties only apply to attacks made with that specific weapon, with the following exceptions: defense bonuses, which are only added if that weapon is NOT used to attack in that round. Defense penalties are always added, whether or not the weapon is used. Attack penalties from one weapon stack on to the other (cumbersome weapons get in the way of fighting in general). Attack bonuses do not.
Shields: Shields are now treated just like any other weapon, although they would have relatively high defense bonuses.
Non-proficiency: Being non-proficient in a weapon/shield now results in a -4 penalty to ALL of the combat modifiers (attack, damage, defense & quickness).
Reach: All weapons will also now have a statistic called "reach" (or "length", to prevent doubling up terms). This is a number, generally from 0-4, representing how far away from the weilder the 'business end' of the weapon is. For example: Knives and fisticuffs would have 0; short swords and hand axes 1; full swords and axes might have 2; shorter spears and greatswords might have 3; and long spears might have 4.
When attacking someone, you get a bonus or penalty equal to (your reach - their reach). So a reach 1 sword attacking a reach 0 dagger would get a +1 to hit. The dagger attacking the sword would get a -1 to hit. Longer weapons mean that you can keep an opponent at bay further away from your body, making it harder for him to hit you, and easier for you to hit him safely.
If you want, you can 'close in' on your opponent--meaning, you take your chances and try to get within his weapon's swing. Doing so is a move action and provokes an AoO (on a successful hit you might get forced back--undecided). However, once you have closed in, reach bonuses/penalties are suddenly switched: so the reach 0 dagger now would get a +1 bonus to hit vs the reach 1 sword. Conversely, a 'closed in' person can 'back out', which is also a move action that provokes an AoO.
For every 3 units of reach, a person gets an extra square of reach on the battle grid (normal "reach").
For 2WF, you use the appropriate weapon's reach when making attacks with that weapon. When your opponent attacks you, use the best reach of the 2 weapons (normally the longer weapon, but it changes when the opponent closes in).
Feats: Some feats would have to be reworked, and others added. The details have not all been flushed out. For one, new feats would be added that give bonuses when fighting with only 1 single-handed weapon (adding Defense, most likely). 2WF might have to be adjusted to deal with shields, or a new feat line introduced (preferable).
Reasoning:
The expanded combat statistics make for much more variation between classes combat-wise. Currently, most classes progress in BaB at a very similar rate, making fighters and other warriors that much less special. The new statistics could progress at different rates: for example, fighters might progress quickly in most areas and moderately in others; rouges might progress faster in defense and quickness than in damage or attack. Wizards might progress normally in defense, but even slower in attack, quickness and damage. The numbers haven't been ironed out, but it is easy to see that they allow for much more variety between class types, and even between warriors.
The power statistic might seem a little... powerful, since at level 20 a fighter might add +20 to each successful hit. It might be preferable to instead add 1d(Power) damage, but there are a limited number of dice types. However, power is used to offset the massive DR that higher-level monsters/characters would have due to high natural AC or magical armor. It also makes sense realistically: an expert fencer is going to do more harm with a rapier than a novice one.
Changing armor AC to DR almost works perfectly by itself. For low-mid levels, battles should play out similarly to the norm, although a defense stat is really needed at higher levels to offset the attack stat. Very high AC monsters like dragons might need to be reworked to fit in this system however.
Weapon combat modifiers allow for much more variety between weapons, instead of just 2: damage/catagory. Light, fast weapons can be given bonuses to quickness, which means a character might be able to make an extra attack when weilding one. It also makes sense that some weapons would be easier to block with than others, such as a sword vs an axe. My goal isn't to make all weapons equally useful in combat, however, but to rather make the weapons model their real-world advantages/disadvantages more accurately. It also makes shields act like any other weapon, which simplifies things and makes more sense.
Reach is adapted from the RPG "Shadowrun". It adds a nice element of realism when fighting weapon vs weapon. Naturally, if someone has a long, sharp object pointed at your face, you are going to want to stay back. If you have a shorter sharp thing, then it will be harder for you to get to your opponent. The actual reach numbers might need to be adjusted some so that the differences between them are just right. It should be pretty advantageous to have a sword vs a dagger--but at the same time, it should be worth the risk for the dagger-weilder to close in on the swordsman.
Final word:
Well, that's about it. I'm sure I forgot something, but that's where your comments would come in. Let me know what you think/suggestions/problems/comments/etc. Keep in mind that it is still a work in progress though.
-GB
Purpose: The idea is to (a) stay within the current rules system as much as possible, (b) provide more of a numerical difference between various weapons, (c) provide more of a numerical difference between various different warrior classes, (d) make the combat rules a little less abstract, and a little more detailed, (e) fix a few unrealistic aspects of the system, yet (f) simplify a few little quirks in the current system.
Armor: Physical armor (AC bonuses) from armor/magic items/natural AC will be converted into DR/- at a 1:1 rate. That is, AC bonus now becomes DR. Other AC modifiers (dex, dodge, deflect, etc) stay as is.
Character Statistics: BaB is removed, and in its place, each character/monster gets the 4 following combat statistics. For now, assume that each of them progress at about the same rate as BaB used to, although slight variances would be ironed out between the classes:
Attack:This represents how good a character is at getting past an opponents defenses, and landing blows in combat. This is used just like the old BaB; the exceptions being where the below statistics take over some parts of BaB's former function. Attack is modified by Str.
Power:This represents how effectively a character can cause damage with weapons. This is added on to your weapon's damage roll on a successful hit. For completeness, this stat is modified by Str, and the weapon's damage is no longer (same effect for Str modifier but it just changes where stuff is written/calculated).
Defense: This represents how well a character can block or dodge an opponent's attack. This stat is added to your character's AC, and is modified by Dex. To get this bonus, you must be aware of your opponent and able to move freely.
Quickness: This represents how quickly a character can find an opening and make an attack. This stat is modified by Dex. I haven't fully figured out what all this will do. For one, it will be used to calculate the number of iterative attacks a character gets, instead of BaB (although the actual attacks are still made using the penalized 'attack' rating). It also seems like it should affect initiative somehow, letting you attack before your opponents if you have much more quickness then they do. But adding it to initiative wouldn't make sense without having some comparable number for spellcasting/other actions.
Weapon Statistics: Weapons would now have more statistics as well.
Damage/weight/catagory/crit: These stats would all work normally.
Combat Modifiers: Weapons can have modifers to each of the 4 combat statistics. Generally these modifiers would be no more than +/-2, although most weapons would have no modifiers at all. A greatsword, for example, would be slow to attack and difficult to block with, so it might have -2 quickness and -1 defense. A parrying dagger/main gauche made specifically for defense might give a +1 defense.
If you are weilding two weapons, then their bonuses/penalties only apply to attacks made with that specific weapon, with the following exceptions: defense bonuses, which are only added if that weapon is NOT used to attack in that round. Defense penalties are always added, whether or not the weapon is used. Attack penalties from one weapon stack on to the other (cumbersome weapons get in the way of fighting in general). Attack bonuses do not.
Shields: Shields are now treated just like any other weapon, although they would have relatively high defense bonuses.
Non-proficiency: Being non-proficient in a weapon/shield now results in a -4 penalty to ALL of the combat modifiers (attack, damage, defense & quickness).
Reach: All weapons will also now have a statistic called "reach" (or "length", to prevent doubling up terms). This is a number, generally from 0-4, representing how far away from the weilder the 'business end' of the weapon is. For example: Knives and fisticuffs would have 0; short swords and hand axes 1; full swords and axes might have 2; shorter spears and greatswords might have 3; and long spears might have 4.
When attacking someone, you get a bonus or penalty equal to (your reach - their reach). So a reach 1 sword attacking a reach 0 dagger would get a +1 to hit. The dagger attacking the sword would get a -1 to hit. Longer weapons mean that you can keep an opponent at bay further away from your body, making it harder for him to hit you, and easier for you to hit him safely.
If you want, you can 'close in' on your opponent--meaning, you take your chances and try to get within his weapon's swing. Doing so is a move action and provokes an AoO (on a successful hit you might get forced back--undecided). However, once you have closed in, reach bonuses/penalties are suddenly switched: so the reach 0 dagger now would get a +1 bonus to hit vs the reach 1 sword. Conversely, a 'closed in' person can 'back out', which is also a move action that provokes an AoO.
For every 3 units of reach, a person gets an extra square of reach on the battle grid (normal "reach").
For 2WF, you use the appropriate weapon's reach when making attacks with that weapon. When your opponent attacks you, use the best reach of the 2 weapons (normally the longer weapon, but it changes when the opponent closes in).
Feats: Some feats would have to be reworked, and others added. The details have not all been flushed out. For one, new feats would be added that give bonuses when fighting with only 1 single-handed weapon (adding Defense, most likely). 2WF might have to be adjusted to deal with shields, or a new feat line introduced (preferable).
Reasoning:
The expanded combat statistics make for much more variation between classes combat-wise. Currently, most classes progress in BaB at a very similar rate, making fighters and other warriors that much less special. The new statistics could progress at different rates: for example, fighters might progress quickly in most areas and moderately in others; rouges might progress faster in defense and quickness than in damage or attack. Wizards might progress normally in defense, but even slower in attack, quickness and damage. The numbers haven't been ironed out, but it is easy to see that they allow for much more variety between class types, and even between warriors.
The power statistic might seem a little... powerful, since at level 20 a fighter might add +20 to each successful hit. It might be preferable to instead add 1d(Power) damage, but there are a limited number of dice types. However, power is used to offset the massive DR that higher-level monsters/characters would have due to high natural AC or magical armor. It also makes sense realistically: an expert fencer is going to do more harm with a rapier than a novice one.
Changing armor AC to DR almost works perfectly by itself. For low-mid levels, battles should play out similarly to the norm, although a defense stat is really needed at higher levels to offset the attack stat. Very high AC monsters like dragons might need to be reworked to fit in this system however.
Weapon combat modifiers allow for much more variety between weapons, instead of just 2: damage/catagory. Light, fast weapons can be given bonuses to quickness, which means a character might be able to make an extra attack when weilding one. It also makes sense that some weapons would be easier to block with than others, such as a sword vs an axe. My goal isn't to make all weapons equally useful in combat, however, but to rather make the weapons model their real-world advantages/disadvantages more accurately. It also makes shields act like any other weapon, which simplifies things and makes more sense.
Reach is adapted from the RPG "Shadowrun". It adds a nice element of realism when fighting weapon vs weapon. Naturally, if someone has a long, sharp object pointed at your face, you are going to want to stay back. If you have a shorter sharp thing, then it will be harder for you to get to your opponent. The actual reach numbers might need to be adjusted some so that the differences between them are just right. It should be pretty advantageous to have a sword vs a dagger--but at the same time, it should be worth the risk for the dagger-weilder to close in on the swordsman.
Final word:
Well, that's about it. I'm sure I forgot something, but that's where your comments would come in. Let me know what you think/suggestions/problems/comments/etc. Keep in mind that it is still a work in progress though.
-GB