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Combat rules: Need some opinions
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<blockquote data-quote="Hawken" data-source="post: 4782591" data-attributes="member: 23619"><p>If you're going to overhaul, REALLY overhaul it. </p><p></p><p>Grapple: You have two options here; grab and grapple.</p><p></p><p>GRAB: As a standard action, you make a grab attack. This is treated as an unarmed attack but it doesn't deal damage and you take a -4 penalty to your attack roll if your opponent is armed. You can grab one opponent of your size or one size larger or two opponents if they are both smaller than you.</p><p></p><p>While grabbed, a creature takes a -2 penalty to attack rolls, saves and skill checks. If attacking with a light or natural weapon, they take no penalty. Breaking a grab is a standard action and clears one grabbing person per point of BAB (if you are being grabbed by more than 1 person).</p><p></p><p>If you are grabbing someone still at the start of the next round, you can choose to Pin, Crush, Trip or Throw them. </p><p></p><p>Pin: You make a grapple check with your opponent and if successful, your target is pinned and cannot act until the next round. </p><p></p><p>Crush: You can inflict unarmed damage on your target.</p><p></p><p>Trip: You make a grapple check with your opponent, if you win, they fall prone in the same space they are standing and are no longer treated as grabbed.</p><p></p><p>Throw: You make a grapple check with your opponent, if you win, they are thrown. The opponent lands prone in a space of your choosing up to 1 square away, from the space they were in, per 2 points of Str modifier. The opponent takes unarmed damage plus 1 point per space thrown. If they are thrown into a space that is occupied, they may take additional damage depending on what is in the space. </p><p></p><p>GRAPPLE: You can only make a Grapple attack if you have the Improved Grapple feat. Like a Grab, as a standard action, you make an attack roll (with a -4 penalty if your target is armed), and if you hit, both you and your target make Grapple checks. If you win, you immediately do one of the above options (Pin, Crush, Trip, or Throw). Or, you can choose to inflict damage if you are armed with a light weapon (your successful Grapple check is treated as a successful attack roll). If you fail the grapple check, you are still holding your target and they are treated as Grabbed until they shake you off or you make a successful grapple check.</p><p></p><p>This option requires a few changes:</p><p>1) Neither Grab nor Grapple provoke Attacks of Opportunity. This is made up for by the -4 penalty to the attack roll if the opponent is armed. The reason for this is simplification--one or two less die rolls in a round. These moves are going to be risky against an unarmed target, but they can still try if they want to. </p><p>2) Improved Grapple no longer provides a +4 to Grapple checks, but instead allows you to use one of the maneuvers (Pin, Crush, Trip or Throw) immediately with a successful Grapple check, instead of having to wait until the following round if you had instead Grabbed them.</p><p>3) Larger targets are not immobilized if they are grabbed or grappled. If they are strong enough to lift the person grappling them, they can move, and even possibly attack by attempting to smash the grappler into something if they don't want to try to break the grapple. </p><p>4) Smaller targets grabbing or grappling a larger target can only immobilize one limb on a pin, not their entire body. </p><p></p><p>Sunder: Like with grab or grapple, eliminate the attack of opportunity if someone wants to do this and just give them a -4 to their attack roll. Have them make an attack against the target's AC (if the item is held/worn by someone) and add in an AC bonus for the size of the item, along with the -4 to attack roll. Then, have the attack inflict only half damage since the person is likely trying to move the object out of the way of the attack.</p><p></p><p>Two Weapon Fighting: What if the person only gets one attack when they take the feat? If the number of attacks they get is attacks -1, (1-1=0), then how would they get an offhand attack? Or can they not take the feat until BAB = +6?</p><p></p><p>How about this: </p><p>TWO WEAPON FIGHTING STYLE</p><p>Prereq: BAB +4 or higher. </p><p>Benefit: You can make an attack with an off-hand weapon or with an unarmed attack (with an additional -4 to attack if enemy is armed). Both attacks are at -6 to attack. This penalty is reduced by 2 when the character's BAB is at +11, and becomes -2 at +16 BAB. The character gains a second offhand attack at BAB +11, and a third at BAB +16.</p><p></p><p>Defensive Fighting: The character takes a -2 penalty to his attack roll with his primary weapon. But instead of an extra offhand attack, he uses his offhand to help deflect, parry or mislead his target, gaining a +2 bonus to AC for that round. At BAB +11, the AC bonus increases to +4 and at BAB +16, it increases to +6. </p><p></p><p>This may seem powerful, but its efficacy depends entirely on the BAB of the person taking this. Yes, it can free up about 3 feat slots (Improved, Greater and Perfect Two Weapon Fighting). It also has the advantage of free up feat slots--Two Weapon Defense and the other feats in that chain--but at the expense of having to decide each round for extra attacks or AC bonus. </p><p></p><p>Combat Expertise: Try this feat idea. </p><p>CE</p><p>Prerequisite: BAB +2 or higher. </p><p>Benefit: Characters can choose to reduce their BAB to gain points of AC based on a 1:1 ratio. BAB cannot be reduced below +1. If the character's BAB is at +6 or higher and reduced below that, they are not able to make additional attacks on a full attack action. If the character combines this feat with the Fighting Defensively option, he gains an extra +2 bonus to AC. If this feat is combined with the Total Defense option, the character gains his full BAB to AC, along with a +4 bonus, and cannot take any other actions in the round except for a 5' step.</p><p>Normal: Characters can do this without taking the feat, but instead of a 1:1 ratio, they must sacrifice 2 points of BAB to gain 1 point of AC.</p><p></p><p>Power Attack:</p><p>Prerequisite: BAB +2 or higher.</p><p>Benefit: Characters can choose to reduce their BAB to gain extra damage based on a 1:1 ratio. BAB cannot be reduced below +1. If the character's BAB is at +6 or higher and reduced below that, they are not able to make additional attacks on a full attack action. The bonus to damage and penalty to attack apply to all attacks made until the start of the next round.</p><p>Special: Characters with the TWO HANDED FIGHTING STYLE feat that are using a two handed weapon gain +2 damage per point of BAB traded off.</p><p>Normal: Characters can do this without taking the feat, but instead of a 1:1 ratio, they must sacrifice 2 points of BAB to gain 1 point of extra damage. Characters with the TWO HANDED FIGHTING STYLE feat that do NOT have this feat are able to trade BAB for damage on a 1:1 scale.</p><p></p><p>TWO WEAPON FIGHTING STYLE (made on the fly right now)</p><p>Prerequisite: Str 14+, BAB +2 or higher.</p><p>Benefit: The character is able to add 1.5 X Str modifier to damage when using a two handed weapon. In addition, if the bonus damage is a fraction (such as with a +5 strength modifier), the fraction is rounded up instead of down. </p><p>At BAB +6, the character gains the following depending on the type of damage his two handed weapon inflicts. Character can only make a standard attack action to gain these effects:</p><p>Blunt weapon: Target makes save as if subject to Stunning Fist if more than 15 damage is inflicted, or free Bull Rush with weapon, and if successful knocks target back 5' or out to reach of weapon +5'. </p><p>Piercing weapon: Target is impaled. Treat as a Grab. If target does not take a standard action to remove himself from the weapon before your next attack in the following round, the target takes damage from the weapon automatically--no attack roll required.</p><p>Slashing weapon: Sweep attack. The same attack roll is applied to a person adjacent to the primary target. If the attack roll hits, this other person takes damage also.</p><p>At BAB +11, the character can make a Whirlwind attack. This can be done a number of times per day equal to his Str modifier +1.</p><p>At BAB +16, the character adds X2 Str modifier to damage instead of X1.5.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4782591, member: 23619"] If you're going to overhaul, REALLY overhaul it. Grapple: You have two options here; grab and grapple. GRAB: As a standard action, you make a grab attack. This is treated as an unarmed attack but it doesn't deal damage and you take a -4 penalty to your attack roll if your opponent is armed. You can grab one opponent of your size or one size larger or two opponents if they are both smaller than you. While grabbed, a creature takes a -2 penalty to attack rolls, saves and skill checks. If attacking with a light or natural weapon, they take no penalty. Breaking a grab is a standard action and clears one grabbing person per point of BAB (if you are being grabbed by more than 1 person). If you are grabbing someone still at the start of the next round, you can choose to Pin, Crush, Trip or Throw them. Pin: You make a grapple check with your opponent and if successful, your target is pinned and cannot act until the next round. Crush: You can inflict unarmed damage on your target. Trip: You make a grapple check with your opponent, if you win, they fall prone in the same space they are standing and are no longer treated as grabbed. Throw: You make a grapple check with your opponent, if you win, they are thrown. The opponent lands prone in a space of your choosing up to 1 square away, from the space they were in, per 2 points of Str modifier. The opponent takes unarmed damage plus 1 point per space thrown. If they are thrown into a space that is occupied, they may take additional damage depending on what is in the space. GRAPPLE: You can only make a Grapple attack if you have the Improved Grapple feat. Like a Grab, as a standard action, you make an attack roll (with a -4 penalty if your target is armed), and if you hit, both you and your target make Grapple checks. If you win, you immediately do one of the above options (Pin, Crush, Trip, or Throw). Or, you can choose to inflict damage if you are armed with a light weapon (your successful Grapple check is treated as a successful attack roll). If you fail the grapple check, you are still holding your target and they are treated as Grabbed until they shake you off or you make a successful grapple check. This option requires a few changes: 1) Neither Grab nor Grapple provoke Attacks of Opportunity. This is made up for by the -4 penalty to the attack roll if the opponent is armed. The reason for this is simplification--one or two less die rolls in a round. These moves are going to be risky against an unarmed target, but they can still try if they want to. 2) Improved Grapple no longer provides a +4 to Grapple checks, but instead allows you to use one of the maneuvers (Pin, Crush, Trip or Throw) immediately with a successful Grapple check, instead of having to wait until the following round if you had instead Grabbed them. 3) Larger targets are not immobilized if they are grabbed or grappled. If they are strong enough to lift the person grappling them, they can move, and even possibly attack by attempting to smash the grappler into something if they don't want to try to break the grapple. 4) Smaller targets grabbing or grappling a larger target can only immobilize one limb on a pin, not their entire body. Sunder: Like with grab or grapple, eliminate the attack of opportunity if someone wants to do this and just give them a -4 to their attack roll. Have them make an attack against the target's AC (if the item is held/worn by someone) and add in an AC bonus for the size of the item, along with the -4 to attack roll. Then, have the attack inflict only half damage since the person is likely trying to move the object out of the way of the attack. Two Weapon Fighting: What if the person only gets one attack when they take the feat? If the number of attacks they get is attacks -1, (1-1=0), then how would they get an offhand attack? Or can they not take the feat until BAB = +6? How about this: TWO WEAPON FIGHTING STYLE Prereq: BAB +4 or higher. Benefit: You can make an attack with an off-hand weapon or with an unarmed attack (with an additional -4 to attack if enemy is armed). Both attacks are at -6 to attack. This penalty is reduced by 2 when the character's BAB is at +11, and becomes -2 at +16 BAB. The character gains a second offhand attack at BAB +11, and a third at BAB +16. Defensive Fighting: The character takes a -2 penalty to his attack roll with his primary weapon. But instead of an extra offhand attack, he uses his offhand to help deflect, parry or mislead his target, gaining a +2 bonus to AC for that round. At BAB +11, the AC bonus increases to +4 and at BAB +16, it increases to +6. This may seem powerful, but its efficacy depends entirely on the BAB of the person taking this. Yes, it can free up about 3 feat slots (Improved, Greater and Perfect Two Weapon Fighting). It also has the advantage of free up feat slots--Two Weapon Defense and the other feats in that chain--but at the expense of having to decide each round for extra attacks or AC bonus. Combat Expertise: Try this feat idea. CE Prerequisite: BAB +2 or higher. Benefit: Characters can choose to reduce their BAB to gain points of AC based on a 1:1 ratio. BAB cannot be reduced below +1. If the character's BAB is at +6 or higher and reduced below that, they are not able to make additional attacks on a full attack action. If the character combines this feat with the Fighting Defensively option, he gains an extra +2 bonus to AC. If this feat is combined with the Total Defense option, the character gains his full BAB to AC, along with a +4 bonus, and cannot take any other actions in the round except for a 5' step. Normal: Characters can do this without taking the feat, but instead of a 1:1 ratio, they must sacrifice 2 points of BAB to gain 1 point of AC. Power Attack: Prerequisite: BAB +2 or higher. Benefit: Characters can choose to reduce their BAB to gain extra damage based on a 1:1 ratio. BAB cannot be reduced below +1. If the character's BAB is at +6 or higher and reduced below that, they are not able to make additional attacks on a full attack action. The bonus to damage and penalty to attack apply to all attacks made until the start of the next round. Special: Characters with the TWO HANDED FIGHTING STYLE feat that are using a two handed weapon gain +2 damage per point of BAB traded off. Normal: Characters can do this without taking the feat, but instead of a 1:1 ratio, they must sacrifice 2 points of BAB to gain 1 point of extra damage. Characters with the TWO HANDED FIGHTING STYLE feat that do NOT have this feat are able to trade BAB for damage on a 1:1 scale. TWO WEAPON FIGHTING STYLE (made on the fly right now) Prerequisite: Str 14+, BAB +2 or higher. Benefit: The character is able to add 1.5 X Str modifier to damage when using a two handed weapon. In addition, if the bonus damage is a fraction (such as with a +5 strength modifier), the fraction is rounded up instead of down. At BAB +6, the character gains the following depending on the type of damage his two handed weapon inflicts. Character can only make a standard attack action to gain these effects: Blunt weapon: Target makes save as if subject to Stunning Fist if more than 15 damage is inflicted, or free Bull Rush with weapon, and if successful knocks target back 5' or out to reach of weapon +5'. Piercing weapon: Target is impaled. Treat as a Grab. If target does not take a standard action to remove himself from the weapon before your next attack in the following round, the target takes damage from the weapon automatically--no attack roll required. Slashing weapon: Sweep attack. The same attack roll is applied to a person adjacent to the primary target. If the attack roll hits, this other person takes damage also. At BAB +11, the character can make a Whirlwind attack. This can be done a number of times per day equal to his Str modifier +1. At BAB +16, the character adds X2 Str modifier to damage instead of X1.5. [/QUOTE]
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