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The Society of 3.5 Revisionists
Combat rules: Need some opinions
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<blockquote data-quote="Hawken" data-source="post: 4607551" data-attributes="member: 23619"><p>You're quoting yourself to...yourself?</p><p></p><p>Re: Feint.</p><p>I don't like those rules. </p><p></p><p>It is WAY to easy for a Bluffer to do that and leads right back to a rogue being able to out-fight a fighter, even if the skill bonuses are 1/5th normal. Fighters just don't have the points to invest in SM at all while rogues have points to spare. </p><p></p><p>I would suggest keeping Feint a combat ability and leaving skills out of it. 1d20 + BAB vs. 10 + BAB is more than fair. Or you could even do:</p><p>1d20 + BAB + Dex or Cha mod vs. 10 + BAB + Dex or Wis mod. </p><p></p><p>Plus I would allow a defensive option like if successful, you trick the foe into attacking where you won't be, preventing them from adding their Dex or Str to attack instead of to their AC. </p><p></p><p>Same with Demoralize and Taunt, leave skills out of it entirely. </p><p></p><p>Demoralize:</p><p>1d20 + BAB + Str or Cha vs. 10 + BAB + Con or Wis</p><p></p><p>I'm suggesting Con as an alternate to represent a character's ability to withstand pain. Someone isn't going to be demoralized if they don't think they're going to get hurt.</p><p></p><p>I would suggest this lasts for as long as the scarer is directly attacking or pursuing the scaree + 1 round per point of ability modifier. As a standard action, the scaree can make a Will save (DC = 10 + 1/2 BAB + ability mod of scarer) to shake off the Shaken condition.</p><p></p><p>Taunt</p><p>1d20 + Int or Cha vs. 10 + Wis or Cha</p><p></p><p>I suggest leaving BAB out because combat skill has no bearing on being able to tease someone into a rage. </p><p></p><p>For effect, I would suggest the target suffers a -2 to attack or defense--teaser's choice since he is finding it easier to avoid being hit or to hit his target. The target does get a +2 bonus to damage or an extra attack (at -2 to hit) though because of his fury and is otherwise treated as if Raging.</p><p></p><p>I suggest this effect lasts for 1 round per point of ability mod + 1 extra round each time the target hits the teaser and does damage. </p><p></p><p>Once the target comes out of the fury, I would suggest he is immune to further taunting for the remainder of the encounter unless he willingly gives in to further taunting.</p><p></p><p>Taunt could also be used to goad them into charging you if you are not close enough. </p><p></p><p>You could even create a feat called Combat Manipulation which could provide a +4 bonus to checks made to make or resist any of the above maneuvers.</p><p></p><p>You could make another called Melee Maneuver that lets someone with a rogue or wizard BAB treat their BAB as that of a fighter when making these checks.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4607551, member: 23619"] You're quoting yourself to...yourself? Re: Feint. I don't like those rules. It is WAY to easy for a Bluffer to do that and leads right back to a rogue being able to out-fight a fighter, even if the skill bonuses are 1/5th normal. Fighters just don't have the points to invest in SM at all while rogues have points to spare. I would suggest keeping Feint a combat ability and leaving skills out of it. 1d20 + BAB vs. 10 + BAB is more than fair. Or you could even do: 1d20 + BAB + Dex or Cha mod vs. 10 + BAB + Dex or Wis mod. Plus I would allow a defensive option like if successful, you trick the foe into attacking where you won't be, preventing them from adding their Dex or Str to attack instead of to their AC. Same with Demoralize and Taunt, leave skills out of it entirely. Demoralize: 1d20 + BAB + Str or Cha vs. 10 + BAB + Con or Wis I'm suggesting Con as an alternate to represent a character's ability to withstand pain. Someone isn't going to be demoralized if they don't think they're going to get hurt. I would suggest this lasts for as long as the scarer is directly attacking or pursuing the scaree + 1 round per point of ability modifier. As a standard action, the scaree can make a Will save (DC = 10 + 1/2 BAB + ability mod of scarer) to shake off the Shaken condition. Taunt 1d20 + Int or Cha vs. 10 + Wis or Cha I suggest leaving BAB out because combat skill has no bearing on being able to tease someone into a rage. For effect, I would suggest the target suffers a -2 to attack or defense--teaser's choice since he is finding it easier to avoid being hit or to hit his target. The target does get a +2 bonus to damage or an extra attack (at -2 to hit) though because of his fury and is otherwise treated as if Raging. I suggest this effect lasts for 1 round per point of ability mod + 1 extra round each time the target hits the teaser and does damage. Once the target comes out of the fury, I would suggest he is immune to further taunting for the remainder of the encounter unless he willingly gives in to further taunting. Taunt could also be used to goad them into charging you if you are not close enough. You could even create a feat called Combat Manipulation which could provide a +4 bonus to checks made to make or resist any of the above maneuvers. You could make another called Melee Maneuver that lets someone with a rogue or wizard BAB treat their BAB as that of a fighter when making these checks. [/QUOTE]
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