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2 house rules for critique
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3071768" data-attributes="member: 20805"><p>Actually its alot like Top Secret's hit location method <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> The archer's skill still comes into play with the Skill Adjustment piece... you have the randomness of moving characters shifting in and out of the way, but a good archer can still fire through the mass of people to hit thier intended target.</p><p>Also, determining who it targetted first cuts out the sillyness of the 'bouncing' arrow as you determine missed due to cover and all that fun stuff.</p><p></p><p>Personally I think I would stick with the RAW, but if my players wanted a change to show the potential for striking the wrong target in melee..this would be the way I would do it.</p><p></p><p>Interesting aside.. firing at a group of mounted characters at a distance could use this rule as well.. I think I would limit it to 8 squares/targets, so the smallest % would be 12.5%. You could have a simple chart printed up of the odds based on number of targets to keep things smooth in game.</p><p></p><p>#2:</p><p>It might be interesting to add to the Feint option the following way:</p><p> As a standard action you may move up to your movement. Opponents who threaten the initial square you occupy must win in a contested Sense Motive check vs your Bluff check or be denied the AoO from your movement. Both sides gain a bonus to this skill check equal to thier BAB.</p><p></p><p>This would mesh with Improved Feint that changes to action type to a Move actoin... allowing a skilled bluffer to Withdraw and then perform a standard action...</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3071768, member: 20805"] Actually its alot like Top Secret's hit location method :) The archer's skill still comes into play with the Skill Adjustment piece... you have the randomness of moving characters shifting in and out of the way, but a good archer can still fire through the mass of people to hit thier intended target. Also, determining who it targetted first cuts out the sillyness of the 'bouncing' arrow as you determine missed due to cover and all that fun stuff. Personally I think I would stick with the RAW, but if my players wanted a change to show the potential for striking the wrong target in melee..this would be the way I would do it. Interesting aside.. firing at a group of mounted characters at a distance could use this rule as well.. I think I would limit it to 8 squares/targets, so the smallest % would be 12.5%. You could have a simple chart printed up of the odds based on number of targets to keep things smooth in game. #2: It might be interesting to add to the Feint option the following way: As a standard action you may move up to your movement. Opponents who threaten the initial square you occupy must win in a contested Sense Motive check vs your Bluff check or be denied the AoO from your movement. Both sides gain a bonus to this skill check equal to thier BAB. This would mesh with Improved Feint that changes to action type to a Move actoin... allowing a skilled bluffer to Withdraw and then perform a standard action... [/QUOTE]
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