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General Tabletop Discussion
*Pathfinder & Starfinder
Getting ahead in combat, or opposed attack rolls and other variant combat rules.
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<blockquote data-quote="RangerWickett" data-source="post: 1734828" data-attributes="member: 63"><p>Okay. We can approach this several ways. The first way will likely not be the simplest, but we'll pare things down to an elegant solution soon.</p><p></p><p>Idea One: Each round that attacker and defender stay within reach of each other, they make an opposed attack roll. Each time you win you get a cumulative +2 bonus to your attack rolls against that foe, but if you lose once things reset to neither side having a bonus. This encourages you to run away if things are going badly, and makes grappling a really juicy tactic if you can win several times in a row, since your opponent can't run away to negate the bonus.</p><p></p><p>Idea Two: Somehow we get rid of initiative. When two creatures engage in melee, they make opposed attack rolls. Oh, and we're going to have to change how AC works, because in this system how well you attack determines if you hit. So if you roll better, you get a +2 bonus to future attacks, as above. In order to deal damage you have to win by a margin equal to . . . ? Your opponent's Dexterity bonus and dodge bonuses? Hmm.</p><p></p><p>In both of these systems, when multiple people are on each side, they're all considered part of the same battle, so you make one roll for each side, with the person who has the best bonus making the roll, and each ally who beats DC 10 adding +2 to the primary roll. And maybe if they beat DC 20 they add +4? Hmm.</p><p></p><p>Just an idea. I wonder what people think. It could use a lot of work, I think.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1734828, member: 63"] Okay. We can approach this several ways. The first way will likely not be the simplest, but we'll pare things down to an elegant solution soon. Idea One: Each round that attacker and defender stay within reach of each other, they make an opposed attack roll. Each time you win you get a cumulative +2 bonus to your attack rolls against that foe, but if you lose once things reset to neither side having a bonus. This encourages you to run away if things are going badly, and makes grappling a really juicy tactic if you can win several times in a row, since your opponent can't run away to negate the bonus. Idea Two: Somehow we get rid of initiative. When two creatures engage in melee, they make opposed attack rolls. Oh, and we're going to have to change how AC works, because in this system how well you attack determines if you hit. So if you roll better, you get a +2 bonus to future attacks, as above. In order to deal damage you have to win by a margin equal to . . . ? Your opponent's Dexterity bonus and dodge bonuses? Hmm. In both of these systems, when multiple people are on each side, they're all considered part of the same battle, so you make one roll for each side, with the person who has the best bonus making the roll, and each ally who beats DC 10 adding +2 to the primary roll. And maybe if they beat DC 20 they add +4? Hmm. Just an idea. I wonder what people think. It could use a lot of work, I think. [/QUOTE]
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