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The Society of 3.5 Revisionists
Combat rules: Need some opinions
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<blockquote data-quote="Kerrick" data-source="post: 4581593" data-attributes="member: 4722"><p>I found the PF system much cleaner and easier to use as a base. The 3.5 grapple rules are way too overcomplicated.</p><p></p><p></p><p>Oy... too many rules. I'm just going to keep the "you can't charge over hazardous terrain" rule and leave the acrobatics for special cases (PrCs and feats). Off the top of my head, I'd say you could slide twice as far as you moved on solid ground or half your movement rate, whichever is less (ice/grease still has friction, which means you'll eventually stop).</p><p></p><p></p><p>Flat-footed IS "no Dex bonus to AC". Everything else (except dodge) still applies.</p><p></p><p></p><p>Eh. I don't see the point of splitting it that fine. (As an aside, I also put in a cap to max combat stride length based on size; this prevents, for example, a Small creature with a huge move from taking ridiculously long combat strides).</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4581593, member: 4722"] I found the PF system much cleaner and easier to use as a base. The 3.5 grapple rules are way too overcomplicated. Oy... too many rules. I'm just going to keep the "you can't charge over hazardous terrain" rule and leave the acrobatics for special cases (PrCs and feats). Off the top of my head, I'd say you could slide twice as far as you moved on solid ground or half your movement rate, whichever is less (ice/grease still has friction, which means you'll eventually stop). Flat-footed IS "no Dex bonus to AC". Everything else (except dodge) still applies. Eh. I don't see the point of splitting it that fine. (As an aside, I also put in a cap to max combat stride length based on size; this prevents, for example, a Small creature with a huge move from taking ridiculously long combat strides). [/QUOTE]
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Combat rules: Need some opinions
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