I have a problem, I consider combat too humdrum and think it does a terrible job of simulating a cinematic (key word) duel.
We've been using opposed attack rolls combined with Armor as DR. but its sort of a hodge podge of stuff I've put together over the years and one of my players mentioned in passing (two or 3 times.....) that it might be nice if the whole system is written down so he can plan out this feats and such more ahead of time.
Since I consider this a fairly reasonable request I sat down to do so. After perusing a thread here about feat taxes I figured I should run the numbers for some default combat styles and their results before finalizing it and posting to our group website.
And then came the potential issue......
Heres the rules as i have them currently. Its mashing my current favorite system (dark heresy) with pathfinder. Of note is that HP does not add to hit points, only to your damage reduction.
To-hit unchanged, damage equals damage as normal. Exploding damage dice.
Defense:
Flat out AC. And then the active defenses; parry and dodge defense.
AC:
10+Shields cover bonus, deflection bonuses, dodge bonuses, misc.
*a shields cover bonus is 2 for small shields, 4 for large shields, 6 for tower shields.
*Deflection, is shields and anything that gives a bonus and names the bonus as “deflection”.
* Dodge bonuses are labeled as such and include Dexterity and the dodge feat as well as bonuses from spells like haste.
*MISC Include things like luck bonuses, protection from evil
bonuses and insight bonuses.
PARRY BONUSES COME IN 2 FLAVORS, WEAPON AND SHIELD PARRIES.
Parries are reactions just like attacks of opportunity and like attacks of opportunity you only get 1 per round and if you take one as your reaction you do not get an AoO. The combat reflexes feat increases your number of reactions each round as normal for the feat.
*Dodge actions are an exception to this rule. You can always attempt a single dodge reaction in a round.
* Having a weapon in each hand (or a sword and board) allows you to make a parry with each weapon, each round.
PARRY SHIELD:
base attack bonus+shield bonus+dexterity bonus+shields magic bonus if any.
PARRY WEAPON:
base attack bonus+ skill feats (weapon focus etc.) +dexterity bonus.
*unless a weapon has the defender magical ability its magic bonuses are not added to this parry roll.
DODGE DEFENSE:
Dodge defense is your acrobatics skill+ feats like dodge or lightning reflexes. A successful dodge can move your character 5 ft in any direction if the dodger wants to do so.
DAMAGE:
Damage is the weapons dice of damage + Strength mod+ equipment mods+ feat mods+ the difference between the attack roll and the targets base AC. NOT the targets parry result.
Naturally this means you can get messed up in a hurry, so sound tactical planning is a good idea. A good attack roll is then also a great way to damage someone in heavy armor.
CRITICAL HITS:
A critical hit bypasses both Armor and toughness bonus from CON.
ARMOR:
Armor prevents you from being hurt when you get hit. It does NOT however make it harder to hit you, as a rule. Armor gives you a bonus of 1-6 to your DR before magical enhancements. Some better materials can increase this number as well.
DAMAGE REDUCTION:
Your damage reduction is equal to your Constitution bonus and your armors DR, as well as any natural armor. Damage reduction bonuses such as a resistance to non magical weapons are figured first so they can be easily ignored if the attacker has such a weapon.
We've been using opposed attack rolls combined with Armor as DR. but its sort of a hodge podge of stuff I've put together over the years and one of my players mentioned in passing (two or 3 times.....) that it might be nice if the whole system is written down so he can plan out this feats and such more ahead of time.
Since I consider this a fairly reasonable request I sat down to do so. After perusing a thread here about feat taxes I figured I should run the numbers for some default combat styles and their results before finalizing it and posting to our group website.
And then came the potential issue......
Heres the rules as i have them currently. Its mashing my current favorite system (dark heresy) with pathfinder. Of note is that HP does not add to hit points, only to your damage reduction.
To-hit unchanged, damage equals damage as normal. Exploding damage dice.
Defense:
Flat out AC. And then the active defenses; parry and dodge defense.
AC:
10+Shields cover bonus, deflection bonuses, dodge bonuses, misc.
*a shields cover bonus is 2 for small shields, 4 for large shields, 6 for tower shields.
*Deflection, is shields and anything that gives a bonus and names the bonus as “deflection”.
* Dodge bonuses are labeled as such and include Dexterity and the dodge feat as well as bonuses from spells like haste.
*MISC Include things like luck bonuses, protection from evil
bonuses and insight bonuses.
PARRY BONUSES COME IN 2 FLAVORS, WEAPON AND SHIELD PARRIES.
Parries are reactions just like attacks of opportunity and like attacks of opportunity you only get 1 per round and if you take one as your reaction you do not get an AoO. The combat reflexes feat increases your number of reactions each round as normal for the feat.
*Dodge actions are an exception to this rule. You can always attempt a single dodge reaction in a round.
* Having a weapon in each hand (or a sword and board) allows you to make a parry with each weapon, each round.
PARRY SHIELD:
base attack bonus+shield bonus+dexterity bonus+shields magic bonus if any.
PARRY WEAPON:
base attack bonus+ skill feats (weapon focus etc.) +dexterity bonus.
*unless a weapon has the defender magical ability its magic bonuses are not added to this parry roll.
DODGE DEFENSE:
Dodge defense is your acrobatics skill+ feats like dodge or lightning reflexes. A successful dodge can move your character 5 ft in any direction if the dodger wants to do so.
DAMAGE:
Damage is the weapons dice of damage + Strength mod+ equipment mods+ feat mods+ the difference between the attack roll and the targets base AC. NOT the targets parry result.
Naturally this means you can get messed up in a hurry, so sound tactical planning is a good idea. A good attack roll is then also a great way to damage someone in heavy armor.
CRITICAL HITS:
A critical hit bypasses both Armor and toughness bonus from CON.
ARMOR:
Armor prevents you from being hurt when you get hit. It does NOT however make it harder to hit you, as a rule. Armor gives you a bonus of 1-6 to your DR before magical enhancements. Some better materials can increase this number as well.
DAMAGE REDUCTION:
Your damage reduction is equal to your Constitution bonus and your armors DR, as well as any natural armor. Damage reduction bonuses such as a resistance to non magical weapons are figured first so they can be easily ignored if the attacker has such a weapon.