Combat Options: Attack

Crothian

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Combat is a staple of the d20 game that we all love and it is not to be taken lightly. The slightest misroll of the dice and your character could end up on the wrong side of the cemetary. But the battle is about more than high modifiers and good dice rolls -- it's a game of strategy.

Combat Options: Attack is the sequel to the variant-rules series that allows you to create your own "realistic combat system." The attack roll is one of the most exciting aspects of the battle: the combinations of attack bonuses, feats, level-based class abilities, and other such aspects of the d20 fantasy game build up to create attacks of massive proportions as enemies fall to either side of you, but there is so much more that can be done with your weapons. Optional and variant rules such as...

* combining your ability scores to create a new "prowess modifier" in battle, including Intelligence, Wisdom, and Charisma;
* concepts for splitting up your attacks rolls, even at first, or combining multiple attacks into a single, total attack;
* combat fatigue;
* solid damage ratings for a weapon - the damage of your weapon reflects the accuracy of your attack;
* called shots;
* wound thresholds - the maximum amount of damage that a character can suffer before weakening in battle;
* impaling your weapon into an opponent to weaken them in battle;
* non-proficiency penalties based on weapon types;
* strangulation;
* new examples of the Aid Another option from the core rules;
* weapon breakdown ratings - cracking the sword in battle;
* and 10 new combat manouevres focused on increasing your abilities in combat.

Each of these rules are presented as an option to your campaign -- YOU select which are best suited for your style to create a new and more realistic combat system. Not all of these optional and variant rules are expected to be used together!!! In addition, Combat Options: Attack now includes a printable text file listing each of these new rules and guidelines, with each one provided on its own page for easier use and selection.

Written by Todd Crapper (AKA Warden)
38 pages, PDF, online version with printable list of optional rules
 

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Combat Options Attack

Combat can be a big part of the d20 game. The game really seems to assume a lot of combat and from talking to people and playing in games combat is usually pretty prevalent in actual game play. However, for some the combat options of the game are rather limited and do not offer enough variety. Just rolling to attack round after round after round can get a little boring. Sometimes just adding some description to the attack can do the job, but at times people prefer a little more mechanical difference as well. It is for these people that Combat Options Attacks is for.

Combat Options Attack is the second in the line of Combat Options books. The first covered initiative. This thirty eight page PDF is by Emerald Press. The book is written by Todd Crapper who writes most of the books for Emerald Press as well as being the owner of the company. The book is done in color but it is not colorful. It has a lot of green background to separate some of the text from option rules the book presents. The PDF when printed will use up a bit of ink because of that. There is a small text file with the optional rules in there that prints out with ease. It does not have the extra non rule text that the PDF has.

The options in the book are of course all about combat. The book starts with how these new options are gained. It is the same way they are gained in the Combat Options: Initiative book. The maneuvers cost experience to learn with the more that are learned the more experience that it costs to gain them. Some people do not like the way to gain abilities that lie outside the level system. The maneuvers can be made into feats but that is not done here so a DM would have to do that all himself.

Some of the rules can get a bit complex like Prowess Modifiers. It has the option of using different ability scores to attack with or just averaging them all out and using that number. This can be used to make some of the less used attributes more useful, but can also make it easier for the prime attribute of a character to be used more. This can be abused greatly so the DM needs to be aware of that before using it. There is Spot Flaw that allows a character to find a weakness in the opponent’s defense to give him a single bonus to an attack. The ability may be used more then once but each time it only applies to the next attack the character makes. There are lots of new options in the book.

The Called Shots variant is interesting. Called shots make the encounters a little easier at times so they actually recommend a experience reduction for creatures defeated with called shots. That actually makes a lot of sense and helps to balance them out. There are new rules for non weapon proficiency penalties. The penalties are not as severe and make a great use in games that use option rules that do not let all martial character know how to use all weapons. They also have a nice rule that makes heavier weapons harder to use for weak characters. Most of the rules in the book really make a lot of sense and while they might complicate the game some after a while they flow very well as people get used to them.

One of the reasons I like this book is it gives martial characters more options at higher levels. Sure it will cost them experience points but the casters are usually also spending experience points making magical items. I think the experience point lose should stay more even and with more classes able to spend XP the casters are more inclined to make items when they do not fear being left behind. The options also can turn a mundane warrior into something a little more exciting as they can have a few more strategies to play with. The book can easily be fun for DMs as well as they can introduce NPCs with unique abilities the players are not going to be familiar with. Anything that can keep the players on their toes is good in my opinion.
 

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