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<blockquote data-quote="dazzlerdal" data-source="post: 6622253" data-attributes="member: 6695391"><p>I was thinking of a way to work in the Discipline (used to be Concentration) check into combat so that it applied to all characters (not just spell casters), and also didn't require yet another d20 roll to implement. After all, getting stabbed in the gut is as likely to disrupt your swing or aim as it is your spellcasting, and there are enough d20 rolls in the system without adding yet another one for people to forget.</p><p></p><p>So I decided to use a Damage modifier to all checks equal to the amount of damaged sustained so far in a round, and then the character's Discipline modifier could be used to reduce that penalty (minimum 0). Then I realised the skills and attacks didn't scale well but had a brainwave, why not use skills for attacks and armour checks and saving throws, so I did just that (took a few hours to rewrite the system but now everything uses the same framework).</p><p></p><p>Now all attack checks, armour checks, and save checks use a skill modifier. Melee Attacks use the Melee Weaponry skill, Ranged Attacks use the Missile Weaponry skill, Armour checks use the Defence skill, Spell Attacks use the Arcana, Religion, or Nature skill (depending on the type of caster).</p><p></p><p>That way people can train to be better at attacking in anything, rather than it being by virtue of what class they have chosen. The Weaponry and Defence skills have Expertise that approximate to the Weapon Group Feats, and when you take the Skill Training feat you can select an Expertise or gain a cumulative +1 bonus to the skill check (take it multiple times to get a higher bonus or become equally skilled with multiple weapon types). If you use a weapon or armour not within your area of expertise then you only apply half your skill modifier to the check. So now i've reduced the number of Feats (Universal Options) to less than a handful and made character creation much easier because you now get between 6 and 10 Skill Training feats at first level, and 2 class options per level, and thats it, nothing else.</p><p></p><p>When you take damage a Circumstance penalty is applied to all checks made that round equal to the amount of damage suffered in that round minus your Discipline modifier. That way not only spellcasters can have their attacks interrupted, and its never an outright failure, there is always a chance of success.</p><p></p><p>As far as armour checks go. All armour imposes an Item penalty (used to be Armour check penalty) that applies to all checks (including armour checks. This can be offset and even eliminated (even providing a bonus) by taking the Defence skill to show you are trained in using certain types of armour. That way characters with light armour, heavy armour, no armour, or just shields are just as easy/difficult to hit as each other and is dependent upon the skill level of the character in question. The only advantage for having armour is that it grants Damage Resistance to reduce the amount of damage you receive. </p><p></p><p>It adds an extra level of complexity without increasing workload too much (all combat actions now comprise of one dice roll and that should be it, the reaction check is just a value lookup and there is no need for spell check failures or discipline checks, its just a modifier to the action check). So should you employ hit and run tactics to reduce the damage you take, should you concentrate on big baddies to reduce their effectiveness, should you kill the minions first, should you work in pairs so one takes the damage while the other strikes at full effectiveness.</p><p></p><p>I'll be uploading the changes tonight for those that want to see. The Combat, Classes, and Skills documents have been altered.</p></blockquote><p></p>
[QUOTE="dazzlerdal, post: 6622253, member: 6695391"] I was thinking of a way to work in the Discipline (used to be Concentration) check into combat so that it applied to all characters (not just spell casters), and also didn't require yet another d20 roll to implement. After all, getting stabbed in the gut is as likely to disrupt your swing or aim as it is your spellcasting, and there are enough d20 rolls in the system without adding yet another one for people to forget. So I decided to use a Damage modifier to all checks equal to the amount of damaged sustained so far in a round, and then the character's Discipline modifier could be used to reduce that penalty (minimum 0). Then I realised the skills and attacks didn't scale well but had a brainwave, why not use skills for attacks and armour checks and saving throws, so I did just that (took a few hours to rewrite the system but now everything uses the same framework). Now all attack checks, armour checks, and save checks use a skill modifier. Melee Attacks use the Melee Weaponry skill, Ranged Attacks use the Missile Weaponry skill, Armour checks use the Defence skill, Spell Attacks use the Arcana, Religion, or Nature skill (depending on the type of caster). That way people can train to be better at attacking in anything, rather than it being by virtue of what class they have chosen. The Weaponry and Defence skills have Expertise that approximate to the Weapon Group Feats, and when you take the Skill Training feat you can select an Expertise or gain a cumulative +1 bonus to the skill check (take it multiple times to get a higher bonus or become equally skilled with multiple weapon types). If you use a weapon or armour not within your area of expertise then you only apply half your skill modifier to the check. So now i've reduced the number of Feats (Universal Options) to less than a handful and made character creation much easier because you now get between 6 and 10 Skill Training feats at first level, and 2 class options per level, and thats it, nothing else. When you take damage a Circumstance penalty is applied to all checks made that round equal to the amount of damage suffered in that round minus your Discipline modifier. That way not only spellcasters can have their attacks interrupted, and its never an outright failure, there is always a chance of success. As far as armour checks go. All armour imposes an Item penalty (used to be Armour check penalty) that applies to all checks (including armour checks. This can be offset and even eliminated (even providing a bonus) by taking the Defence skill to show you are trained in using certain types of armour. That way characters with light armour, heavy armour, no armour, or just shields are just as easy/difficult to hit as each other and is dependent upon the skill level of the character in question. The only advantage for having armour is that it grants Damage Resistance to reduce the amount of damage you receive. It adds an extra level of complexity without increasing workload too much (all combat actions now comprise of one dice roll and that should be it, the reaction check is just a value lookup and there is no need for spell check failures or discipline checks, its just a modifier to the action check). So should you employ hit and run tactics to reduce the damage you take, should you concentrate on big baddies to reduce their effectiveness, should you kill the minions first, should you work in pairs so one takes the damage while the other strikes at full effectiveness. I'll be uploading the changes tonight for those that want to see. The Combat, Classes, and Skills documents have been altered. [/QUOTE]
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