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*Pathfinder & Starfinder
Armor as Damage Reduction (how to make it work for you)
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<blockquote data-quote="Sonofapreacherman" data-source="post: 1297707" data-attributes="member: 2315"><p>I don't understand why you would round these values down. If you are going to be easier to hit, then you have to be harder to damage.</p><p></p><p>Only slightly time consuming. And the time consumption is worth it.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>You see, one of the goals of this variant combat system is to create tactics that cause combat to be more than simply rolling dice and dealing damage; it incorporates give and take.</p><p></p><p>The moment a character uses their attack of opportunity to perform a parry, they leave themselves wide open to a whole host of special attacks that can now be made with impunity (as you can only perform one attack of opportunity per round). The parry attempt has to be measured carefully. Is it worth it to parry an attack? Or does it make more sense not to parry, causing your opponents to hold their special attack at bay (for fear of provoking an attack of opportunity from you).</p><p></p><p>So who gets the advantage?</p><p></p><p>The two-weapon fighter.</p><p></p><p>I haven't talked about this yet, not wanting to overwhelm people with too many changes all at once, but two-weapon fighting has been modified with this system as well.</p><p></p><p>Basically, the Two-Weapon Fighting feat only allows the off hand weapon to be used an additional "parry" attempt. Not an attack. Meaning, you can parry without using up your attack of opportunity (which, if used, would open you up to all those special attacks). The Two-Weapon Fighting penalties and the Two-Weapon Fighting feat have consequently been changed a little bit. All the penalties are reduced by 2, and the Two-Weapon Fighting feat only lowers your off-hand parry penalty by 4.</p><p></p><p>Meaning, if your off-hand weapon penalty is light, and you have the Two-Weapon fighting feat, neither your primary nor your off-hand weapon suffer *any* penalty to their attack roll (primary hand) or parry roll (off-hand). But that is only when your off-hand is used to parry.</p><p></p><p>For those who still want to attack with their off-hand, I have created a new feat which will sound very familiar to everybody. Flurry of Blows. This feat increases the Two-Weapon Fighting penalties to both your primary and off-hand by -2, and allows the character to use their off-hand parry as an attack. You can't attack with your off-hand otherwise.</p><p></p><p>There are more feats still, but you probably get the idea by now. Keep in mind, this makes *attacking* with two weapons at the same time a much more rare and unusual combat form than it is now (as it requires two feats to even attempt).</p><p></p><p>Lastly, shields have become their own category in this variant combat system, and can serve one of three purposes every combat round. They can increase your Evasion Class, they can be used a parry weapon, or they can be used as a bludgeon weapon (as normal). There are now six types of shields to choose from in this system: buckler (+1), round (+2), heater (+2), kite (+4), banner (+4), and tower (+8), and all come in both metal and wooden configurations. The bonuses listed beside each can either modify your evasion class or your parry roll, but banner and tower shields cannot be used to parry. Each shield has their own unique specific qualities as well, to make them unique.</p><p></p><p>There. That's enough to absorb for now.</p></blockquote><p></p>
[QUOTE="Sonofapreacherman, post: 1297707, member: 2315"] I don't understand why you would round these values down. If you are going to be easier to hit, then you have to be harder to damage. Only slightly time consuming. And the time consumption is worth it. :D You see, one of the goals of this variant combat system is to create tactics that cause combat to be more than simply rolling dice and dealing damage; it incorporates give and take. The moment a character uses their attack of opportunity to perform a parry, they leave themselves wide open to a whole host of special attacks that can now be made with impunity (as you can only perform one attack of opportunity per round). The parry attempt has to be measured carefully. Is it worth it to parry an attack? Or does it make more sense not to parry, causing your opponents to hold their special attack at bay (for fear of provoking an attack of opportunity from you). So who gets the advantage? The two-weapon fighter. I haven't talked about this yet, not wanting to overwhelm people with too many changes all at once, but two-weapon fighting has been modified with this system as well. Basically, the Two-Weapon Fighting feat only allows the off hand weapon to be used an additional "parry" attempt. Not an attack. Meaning, you can parry without using up your attack of opportunity (which, if used, would open you up to all those special attacks). The Two-Weapon Fighting penalties and the Two-Weapon Fighting feat have consequently been changed a little bit. All the penalties are reduced by 2, and the Two-Weapon Fighting feat only lowers your off-hand parry penalty by 4. Meaning, if your off-hand weapon penalty is light, and you have the Two-Weapon fighting feat, neither your primary nor your off-hand weapon suffer *any* penalty to their attack roll (primary hand) or parry roll (off-hand). But that is only when your off-hand is used to parry. For those who still want to attack with their off-hand, I have created a new feat which will sound very familiar to everybody. Flurry of Blows. This feat increases the Two-Weapon Fighting penalties to both your primary and off-hand by -2, and allows the character to use their off-hand parry as an attack. You can't attack with your off-hand otherwise. There are more feats still, but you probably get the idea by now. Keep in mind, this makes *attacking* with two weapons at the same time a much more rare and unusual combat form than it is now (as it requires two feats to even attempt). Lastly, shields have become their own category in this variant combat system, and can serve one of three purposes every combat round. They can increase your Evasion Class, they can be used a parry weapon, or they can be used as a bludgeon weapon (as normal). There are now six types of shields to choose from in this system: buckler (+1), round (+2), heater (+2), kite (+4), banner (+4), and tower (+8), and all come in both metal and wooden configurations. The bonuses listed beside each can either modify your evasion class or your parry roll, but banner and tower shields cannot be used to parry. Each shield has their own unique specific qualities as well, to make them unique. There. That's enough to absorb for now. [/QUOTE]
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Armor as Damage Reduction (how to make it work for you)
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