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General Tabletop Discussion
*Pathfinder & Starfinder
BAB to Skill based?
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<blockquote data-quote="ValhallaGH" data-source="post: 2897915" data-attributes="member: 41187"><p>Okay.</p><p>BAB check. This is an opposed check used to resolve various combat options. Roll 1d20 + BAB + your choice of Str or Dex modifier. Uses include (but are not limited to): opposing Tumble checks to pass through your threatened area without provoking attacks of opportunity, you get a +5 to your BAB check if someone tries to tumble through your personal space; replacing the Feint use of Bluff (both combatants make opposed BAB checks, winner gets the favorable result); new Disarm mechanics, so that fighting defensively doesn't automatically cause the loss of weapons.</p><p></p><p>For the skills, how many do you want?</p><p>Melee and Ranged.</p><p>Power, Finesse, Thrown, Projectile.</p><p>Sword, Axe, Blunt, Dagger, Thrown, Bow, Crossbow, Pistol, Rifle, Shotgun, Machinegun, Artillery, etc., etc.</p><p>I'd limit it to no more than five attack skills.</p><p></p><p>If you choose two defense skills (Parry and Dodge look good) then you should define when they can be chosen. For example, a character can use Parry to defend against melee attacks as long as either the character is armed or the character is using a shield; Dodge can be used to defend against ranged attacks and melee attacks, assuming that the character is not completely surrounded, whether by enemies, allies, inanimate objects or some combination of the three. The trick is to balance the two so that one is not always better than the other.</p><p></p><p>Of course, you could just pick up a copy of GURPS and start reading up. All combat is a skill, just like driving or knitting, in that system.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 2897915, member: 41187"] Okay. BAB check. This is an opposed check used to resolve various combat options. Roll 1d20 + BAB + your choice of Str or Dex modifier. Uses include (but are not limited to): opposing Tumble checks to pass through your threatened area without provoking attacks of opportunity, you get a +5 to your BAB check if someone tries to tumble through your personal space; replacing the Feint use of Bluff (both combatants make opposed BAB checks, winner gets the favorable result); new Disarm mechanics, so that fighting defensively doesn't automatically cause the loss of weapons. For the skills, how many do you want? Melee and Ranged. Power, Finesse, Thrown, Projectile. Sword, Axe, Blunt, Dagger, Thrown, Bow, Crossbow, Pistol, Rifle, Shotgun, Machinegun, Artillery, etc., etc. I'd limit it to no more than five attack skills. If you choose two defense skills (Parry and Dodge look good) then you should define when they can be chosen. For example, a character can use Parry to defend against melee attacks as long as either the character is armed or the character is using a shield; Dodge can be used to defend against ranged attacks and melee attacks, assuming that the character is not completely surrounded, whether by enemies, allies, inanimate objects or some combination of the three. The trick is to balance the two so that one is not always better than the other. Of course, you could just pick up a copy of GURPS and start reading up. All combat is a skill, just like driving or knitting, in that system. [/QUOTE]
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