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    Do these combat manuevers seem balanced?

    If you don't like the flanking system in 3rd edition, then why not use the system in 2nd edition (combat & tactics)? In that, characters actually had a front and a rear, and it had none of the problems you are talking about. As for nerfing rouges... I don't see why fighters can't make "sneak...
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    Abilities: More, less or just right

    I haven't read all the posts yet, but here is my contribution: I'm not the biggest fan of the charisma stat. It seems like it has more of a place in a computer RPG where there isn't any true role playing, but in a real RPG, it's hard to find the right balance between role and roll playing for...
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    Fairly radical new combat rules

    Yup, that's what I wrote, but not what I meant to write. :eek: Attack and power attributes are supposed to be modified just like in the regular rules (i.e. modded by str for melee, attack modded by dex for ranged, and power modded by str for thrown weapons and certain bows).
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    Fairly radical new combat rules

    Again, good points all. Sorry if this is sorta digging up an 'old' (1 week) thread, but I was on vacation last week, so I just now read the replies. Point taken. Good system. A valid point about armor, of course. The thought had occured to me as well. One thought I came up with would be to...
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    Fairly radical new combat rules

    Thanks for more feedback. I am a bit weary about the power stat, although it doesn't really start 'breaking down' the game until after 10th level. Think about it: if an opponent is wearing full plate (DR 9), then a power of 10 only adds +1 damage. If you aren't wearing armor in combat.... then...
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    Scent-Aid Or alternate rules for Scent Ability.

    Hence the reason why a "spot" skill was created. Using the same reasoning, it seems like a no-brainer to simply create a new "smell" skill. If a human character wants to really benefit from his eyeballs, he has to put ranks into spot. Similarly, if a bugbear character wants to really benefit...
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    Scent-Aid Or alternate rules for Scent Ability.

    Easy fix: just add a new skill called "Scent", which can only be used if you have the scent feat. So for all of those very valid complaints you have about the feat, you now have a skill that can make checks with. I'd use the following guidelines: it should have no penalties up to the range...
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    I have a real problem with Tumble

    I really like these rules. I don't like the idea of a skill check alone allowing you to completely ignore an attack. Also, these rules are closer to the 2nd ed tumbling rules, which allowed you to spend a full round action tumbling, providing a bonus to AC based on your skill.
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    Compressing the skill list: Opinions?

    Well, my thoughts have already been posted. Combining spot + listen seems like a no-brainer to me, as does combining move silently + hide in shadows. Both are very similar skills in that you wouldn't really practice in one without practicing the other, and they are too specific as individual...
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    Fairly radical new combat rules

    Thanks for the replies. Some good input so far. I especially like Quickleaf's idea on combat stat progression. I'll even expand upon it a bit. As for high DR making a wearer impervious to ranged attacks, I have 3 points: first, I was watching a show on the History Channel, where they made a...
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    Fairly radical new combat rules

    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...
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    DEFLECT MELEE ATTACK (GENERAL) et al

    Hmm... nobody seems to have read my system posted above. No need for feats, and it was a "official" optional rule in 2nd edition. I don't see what is wrong with it. I fail to see how adding a fighter feat could possibly weaken fighters. Maybe you could clarify your logic here? That remark...
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    DEFLECT MELEE ATTACK (GENERAL) et al

    A supplement to 2nd edition (Combat and Tactics) introduced a "block" option. Basically, you gave up one of your attacks, and you could attempt to block an enemy's attack on you. I don't remember the exact way that it worked, but it basically was just an opposed roll. So in 3rd ed it would...
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    Dealing With Wizards

    I'm just starting DnD again from a long absense, and so I'm coming from 2nd ed rules. In 2nd edition, called shots to the head or any other small area were made at -8, which made them almost never used. I guess their main use was supposed to be against someone in full plate armor who wasn't...
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    Generic Room Descriptions?

    Hmm... maybe I'm just a weirdo DM, but I don't really like reading paragraph descriptions of rooms to the players. I just make some notes to myself about what the room looks like in general (library, bedroom, etc), make notes about important features (chests, hidden doors, important items, etc)...
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    Promoting the use of simple weapons...

    Like Felnar said... if a dagger was just as good of a weapon as a longsword in a standard battle, then why would the longsword ever have been invented? The combat rules in DnD are obviously a drastic simplification of what real-life combat would be like. So there are many differences between...
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    mercantile trade - help needed

    Haven't read all the posts in this thread, but I'm with Primitive Screwhead. DnD is about adventure, not making money. If the players think they can make some money without adventure, they are flat wrong! This is a perfect opportunity for a change of pace. Historically, sea-trading was an...
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    Armor Types

    Ha! Ha! My first post on this forum. I was about to write how amazing this is, that I was just thinking about this same thing for my campaign, until I realized that the thread starter (Felnar) is one of the people in my group! Hahaha! Well, I thought it was funny... :uhoh: Anyway, I could...
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