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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="steeldragons" data-source="post: 5855638" data-attributes="member: 92511"><p>Fighter: blah blah blah fighter/warrior fluff and common examples of fighter "characters" yada yada.</p><p></p><p>Combat Rules:</p><p>The Most "Basic/Classic" Combat game: Roll to hit. Roll Damage. Add bonuses. Natural 20 auto hits and does automatic max damage (with bonuses) times two.</p><p></p><p>Anyone may attempt to Trip, Grapple or Disarm.</p><p></p><p>Everything else is just a matter of what your group chooses to utilize.</p><p></p><p>Combat Options 1: In addition to the Classic game, add the use of "Styles": Sword & Shield, Two-weapon/Dual-wielding, Weapon Specialist (includes Archery). </p><p></p><p>Combat Options 2: Include a list of 3e "Feat" style things.</p><p></p><p>Combat Options 3: Include and/or 4e "power" style things.</p><p></p><p>OR, to follow my proposed "chart system" above. The game gets more complicated the more levels of Maneuvers you incorporate. </p><p></p><p></p><p>Fighter.................Combat Move Level</p><p>Level...................1.......2......3</p><p>1........................3</p><p>2........................4</p><p>3........................4.......1</p><p>4........................5.......2</p><p>5........................5.......3......1</p><p></p><p>Combat Moves</p><p>Level 1</p><p>-"Archer" (receive +1 to hit and damage with any type of bow, +1 per 3 levels to max of +4)</p><p>-"Dueling Blade" (receive +1 to hit and automatically disarms on a natural 20. Attacks that strike on a roll more than 3 higher than needed also receive a saving throw or disarm the enemy.)</p><p>-"Man-at-arms" (receive +1 to hit with any melee weapon, +1 per 3 levels to a max. of +4)</p><p>-"Moving Strike" (allows the fighter to attack as normal and move up to their normal movement rate within the same round [this would be in addition to any movement allowed per round in the normal rules])</p><p>-"Parry" (In lieu of an attack, the fighter is able to utilize their weapon to receive +1 to AC per 3 levels to max of +4.)</p><p>-"Power Attack" (receive +1 to damage with any melee weapon, +1 per 3 levels to a max of +4)</p><p>-"Sword & Board" (receive additional +1 to AC for use of weapon and shield in in tandem, once per round may make an attack with their shield, d4 + Str. and Magic bonuses applicable, OR may use the shield to "push" a foe back/aside 5 feet -successful save negates.)</p><p>-"Tripping Strike" (the fighter is able to attack in such a manner as to cause the enemy, on a failed save, to trip and fall in addition to normal weapon damage, loosing their next attack while they regain their balance/footing)</p><p>-"Two-Weapon Fighter" (receive 2 attacks per round when wielding two single-handed weapons at once. Damage by weapon type.)</p><p>-"Weapon Specialist" (receive additional +1 to hit and damage with a single chosen weapon [or weapon type?]. +1 per 3 levels to a max of +4)</p><p></p><p>Level 2 Combat MOves...</p><p>10 more things to choose...I dunno what they might be.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5855638, member: 92511"] Fighter: blah blah blah fighter/warrior fluff and common examples of fighter "characters" yada yada. Combat Rules: The Most "Basic/Classic" Combat game: Roll to hit. Roll Damage. Add bonuses. Natural 20 auto hits and does automatic max damage (with bonuses) times two. Anyone may attempt to Trip, Grapple or Disarm. Everything else is just a matter of what your group chooses to utilize. Combat Options 1: In addition to the Classic game, add the use of "Styles": Sword & Shield, Two-weapon/Dual-wielding, Weapon Specialist (includes Archery). Combat Options 2: Include a list of 3e "Feat" style things. Combat Options 3: Include and/or 4e "power" style things. OR, to follow my proposed "chart system" above. The game gets more complicated the more levels of Maneuvers you incorporate. Fighter.................Combat Move Level Level...................1.......2......3 1........................3 2........................4 3........................4.......1 4........................5.......2 5........................5.......3......1 Combat Moves Level 1 -"Archer" (receive +1 to hit and damage with any type of bow, +1 per 3 levels to max of +4) -"Dueling Blade" (receive +1 to hit and automatically disarms on a natural 20. Attacks that strike on a roll more than 3 higher than needed also receive a saving throw or disarm the enemy.) -"Man-at-arms" (receive +1 to hit with any melee weapon, +1 per 3 levels to a max. of +4) -"Moving Strike" (allows the fighter to attack as normal and move up to their normal movement rate within the same round [this would be in addition to any movement allowed per round in the normal rules]) -"Parry" (In lieu of an attack, the fighter is able to utilize their weapon to receive +1 to AC per 3 levels to max of +4.) -"Power Attack" (receive +1 to damage with any melee weapon, +1 per 3 levels to a max of +4) -"Sword & Board" (receive additional +1 to AC for use of weapon and shield in in tandem, once per round may make an attack with their shield, d4 + Str. and Magic bonuses applicable, OR may use the shield to "push" a foe back/aside 5 feet -successful save negates.) -"Tripping Strike" (the fighter is able to attack in such a manner as to cause the enemy, on a failed save, to trip and fall in addition to normal weapon damage, loosing their next attack while they regain their balance/footing) -"Two-Weapon Fighter" (receive 2 attacks per round when wielding two single-handed weapons at once. Damage by weapon type.) -"Weapon Specialist" (receive additional +1 to hit and damage with a single chosen weapon [or weapon type?]. +1 per 3 levels to a max of +4) Level 2 Combat MOves... 10 more things to choose...I dunno what they might be. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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