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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: 4783097" data-attributes="member: 4722"><p>Wow, that's a lot of stuff.</p><p></p><p></p><p>Okay, I'm with you so far. </p><p></p><p></p><p>I like this idea - it's a bit cleaner than the held/grabbed/grappled stuff, and lets you do more stuff with it. Let me toss out a couple ideas. This is from my experience as a judo player:</p><p></p><p>A character who has grabbed someone can:</p><p></p><p>Attempt to pin the opponent (grapple check against set DC); he gets a +4 vs. a prone opponent (someone who's been tripped/thrown);</p><p></p><p>Or crush (deal damage via unarmed attack/natural weapons or a light weapon);</p><p></p><p>Or push/pull the target (you can make an opposed Strength check to move the target 5 feet in any direction, like a bull rush. You can choose to let go or keep hold. Additionally, the target is off-balance until his next turn.)</p><p></p><p>Someone with the Improved Grapple feat can do any of the above as a swift action on a successful grab attack, or do one of the below actions on his next turn:</p><p></p><p>Trip the opponent (trip attack vs. DC, +4 bonus);</p><p></p><p>Throw the opponent (attack vs. DC, can't throw someone larger).</p><p></p><p>In both cases, the opponent is prone on a success.</p><p></p><p>Someone with the Legendary Wrestler feat can perform any of the above as a swift action immediately after a successful grab.</p><p></p><p>Again, this is roughly modeling levels of expertise in martial arts/wrestling. Someone with little/no experience tends to grab someone, or leap on their back, but can't do anything substantive beyond beat on him with their fists. As you gain more experience, you learn how to make your opponent move where you want him to go; high-level martial artists can grab and make an immediate attack - I've seen matches last less than 10 seconds.</p><p></p><p></p><p>I'd eliminate this. Opposed grapple checks are part of the reason the grapple system is so broken in the first place, and we're trying to eliminate die rolling.</p><p></p><p></p><p>I like that.</p><p></p><p></p><p>Already have that, kind of; depending on your status (held, grabbed, etc.) your movement is limited by a certain amount.</p><p></p><p></p><p>I've got rules for multiple grapplers - each two creatures/characters of a given size = one size larger.</p><p></p><p></p><p>That works.</p><p></p><p></p><p>I thought about that, too. BAB +6 as a prereq is rather harsh - it means mid-BAB classes like the rogue couldn't take it till L9.</p><p></p><p></p><p>That could work, but does it still follow the normal TWF rules (i.e., light offhand weapon reduces the penalty)?</p><p></p><p></p><p>+6 at L16 isn't bad; it's about what you'd gain from a shield. I think I'd keep the TWD feat and just make it scale, though. Having one feat for TWF and one for TWD is good, I think, otherwise it gives two-weapon fighters too much of a boost.</p><p></p><p></p><p>Not bad. It's certainly an improvement over the original CE... I like the part about losing attacks if you reduce the BAB far enough. </p><p></p><p>How would this interact with a flurry of blows? Since it's an offensive maneuver, I'd say you can't combine them - if you want to fight defensively, you'd just have to use your normal attacks.</p><p></p><p></p><p>That works, but I'm not too sure about the THF feat (see below).</p><p></p><p></p><p>Someone attacking with a two-handed already gets Str x1.5. The additional effects are similar to what I've already given to the fighter, and giving someone free whirlwind attacks... I dunno. I mean, WWA isn't all that powerful, but this seems more like a PrC ability than a feat.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4783097, member: 4722"] Wow, that's a lot of stuff. Okay, I'm with you so far. I like this idea - it's a bit cleaner than the held/grabbed/grappled stuff, and lets you do more stuff with it. Let me toss out a couple ideas. This is from my experience as a judo player: A character who has grabbed someone can: Attempt to pin the opponent (grapple check against set DC); he gets a +4 vs. a prone opponent (someone who's been tripped/thrown); Or crush (deal damage via unarmed attack/natural weapons or a light weapon); Or push/pull the target (you can make an opposed Strength check to move the target 5 feet in any direction, like a bull rush. You can choose to let go or keep hold. Additionally, the target is off-balance until his next turn.) Someone with the Improved Grapple feat can do any of the above as a swift action on a successful grab attack, or do one of the below actions on his next turn: Trip the opponent (trip attack vs. DC, +4 bonus); Throw the opponent (attack vs. DC, can't throw someone larger). In both cases, the opponent is prone on a success. Someone with the Legendary Wrestler feat can perform any of the above as a swift action immediately after a successful grab. Again, this is roughly modeling levels of expertise in martial arts/wrestling. Someone with little/no experience tends to grab someone, or leap on their back, but can't do anything substantive beyond beat on him with their fists. As you gain more experience, you learn how to make your opponent move where you want him to go; high-level martial artists can grab and make an immediate attack - I've seen matches last less than 10 seconds. I'd eliminate this. Opposed grapple checks are part of the reason the grapple system is so broken in the first place, and we're trying to eliminate die rolling. I like that. Already have that, kind of; depending on your status (held, grabbed, etc.) your movement is limited by a certain amount. I've got rules for multiple grapplers - each two creatures/characters of a given size = one size larger. That works. I thought about that, too. BAB +6 as a prereq is rather harsh - it means mid-BAB classes like the rogue couldn't take it till L9. That could work, but does it still follow the normal TWF rules (i.e., light offhand weapon reduces the penalty)? +6 at L16 isn't bad; it's about what you'd gain from a shield. I think I'd keep the TWD feat and just make it scale, though. Having one feat for TWF and one for TWD is good, I think, otherwise it gives two-weapon fighters too much of a boost. Not bad. It's certainly an improvement over the original CE... I like the part about losing attacks if you reduce the BAB far enough. How would this interact with a flurry of blows? Since it's an offensive maneuver, I'd say you can't combine them - if you want to fight defensively, you'd just have to use your normal attacks. That works, but I'm not too sure about the THF feat (see below). Someone attacking with a two-handed already gets Str x1.5. The additional effects are similar to what I've already given to the fighter, and giving someone free whirlwind attacks... I dunno. I mean, WWA isn't all that powerful, but this seems more like a PrC ability than a feat. [/QUOTE]
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