Pathfinder 1E DoaM for meaty-hp, sort-of-simulationist Pathfinder?

Cadence

Legend
Supporter
So, if you're trying to run a grim-and-gritty sort-of-simulationist PF game... could DoaM actually be appropriate? Here's a first pass (whose damage values might not be very well thought out)...

If a melee attack roll is lower than the target's AC, but high enough to succeed on a melee touch attack, then the attack still physically impacts the target and causes nonlethal damage. Creatures that are immune to bashing or non-lethal damage are unaffected.

The amount of damage caused is determined by weapon type:
Light Melee = 1/2 strength bonus - 1
One Handed Melee = 1/2 strength bonus
Two-handed Melee = 1/2 strength bonus + 1

This is further modified by weapon size:
Tiny = - 2
Small = -1
Medium = 0
Large = +1

If the weapon is a bashing weapon then the "1/2 strength bonus" is rounded up instead of down. No damage is caused ff the final modified value is 0 or lower.

And then supplement that with the obligatory few feats that go with any game mechanic...
 
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To me, the right way to go about this idea is instead an ability that lets you take 10 on attack rolls (say, once a round, perhaps more if you want to advance it). That actually ties up holes in how the system works instead of making them, and avoids all the weirdness of DoaM.
 

If I want to run a grim 'n' gritty Pathfinder/3.5 game, I tend to use this supplement. Most of the rules listed on the storefront are (if I recall correctly) modular, so it's easy to implement the necessary parts and discard others.
 

Isn't the size modifier already factored into the Strength modifier? I mean, you could just do Strength modifier worth of non-lethal on every touch, and that would get you very close to the same place with somewhat less hassle. (Also, I would suggest full Strength modifier because half of that is very often just 1 or 2, which is rarely worth tracking against something with 12hp or so.)
 

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