Dungeonaday campaign/freeform combat playtest [PFRPG][OOC]

If there aren't a lot of undead in the adventure, though, isn't using up the burst-area channelled healing a better choice (since it leaves the other cleric spells unconverted)? Guess that's what I was thinking the feat would help with. I may not fully understand PF channelling, though. I thought it was a separate ability rather than burning your healing spells?

jason


You are absolutely right, and it was my mistake. Channeling energy not only harms undead, but heals all living creatures in a 30' radius. So Selective Channeling would be very handy!
 

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alright, i looked guys and basically we were using an right compass point system as though using an aerial view and north was forward to describe things locations with distances in five foot increments (ie: This person is approximately ten feet south-east of you, a tree is twenty feet north and the bbeg is north-west of you approximately thirty feet). This meant you only had to figure things out in those eight directions and everything lay on a straight line from you. If this was changed due to character movement (i don't remember if it was even geometrically possible) an estimation of five or so feet off usually wasn't a big deal and actual initiative style combat usually takes place at fairly close quarters.

We then used a movement point system in which a five feet was one point, and actions had different amounts of points depending on duration, what would be different action types in 3.x. For example a full round action would use all alloted movement points. A multi-round casting time spell would use twice (or three time, etc.) your total.

Each characters total movement points are determined by character speed based on the five foot step for 1 point rule.

I haven't done the math to figure out what the point totals for different movement speeds and types of actions would be in 3.x but i hope it helps.

I might figure it out for my own personal curiousity as i bet the action system in 3.x was designed like that origianally and then figured into simpler terms.

?

hm
 



I think it is easier to adapt this concept:

SYSTEM REFERENCE DOCUMENT

Movement in Combat
The GM decides whether he or she wishes to keep detailed track of movement, ranges, and distances. In most close-in combat situations, GMs should not worry about exact speeds and distances — a general idea of the overall situation is sufficient. Alternatively, GMs can measure ranges in a more abstract fashion: “you’re behind him and in melee range” or “you can reach her in three rounds, if you hurry.” The GM should judge how quickly range shifts from relative speeds to dramatic necessity. For example, in a race between two opponents with equal speeds, the GM can allow the character who keeps winning Initiative to increase the gap gradually between him or her and the other runner.
...


Defending Against Multiple Attacks
When defending against multiple attacks in a single round, each defence after the first incurs a cumulative defence roll penalty of -2 penalty: -2 for the second defence, -4 for the third, -6 for the fourth, etc. This means that even the greatest fighter may be overwhelmed if badly outnumbered. Remember to include all relevant Attribute, Skill, Feat, and Defect modifiers. If successful, the defender blocks, dodges, or otherwise negates the attack, and suffers no damage. The Extra Defences Attribute allows the character to make a certain number of additional defences without penalty.

-> Mostly freeform movement

and this instead of the standard flanking rules:

AC Against Multiple Attacks
When defending against multiple attacks in a single round, each attack after the first incurs a cumulative AC penalty of -2 penalty: -2 on AC for the second attack, -4 on AC for the third, -6 for the fourth, etc. This means that even the greatest fighter may be overwhelmed if badly outnumbered/cornered. Uncanny dodge helps against this. All attacks after the first count as flanking for special abilities (sneak attack, ...
).
 




Now, how would those new rules relate to Sneak Attack? Since defenders now start incurring penalties as soon as a second attack starts (regardless of placement), can Rogues similarly Sneak Attack as long as there's one other ally in melee range?

If not, what constitutes Flanked for purposes of Sneak Attack?

If so, especially since PF pumps up Sneak Attack's usability and versatility, is that overpowering?

jason
 

On a hunch, we could just be flexible with initiative, so the non-rogue could choose to attack first.

(Problem: Two rogues cannot benefit both from flanking.)

Or we exchange Flanking with the 'Combined Attack' action, that gives two or more characters who attack the same target a +2 to attacks and possibility for sneak attacks.

Just my spontaneous thought. But this is why we want to do a playtest.

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I don't think it is overpowered. If one doesn't mind AoO, it isn't hard to get into flanking position.

New Acrobatics use:

You can move to flank an opponent without provoking an attack of opportunity from an enemy by using Acrobatics. You cannot use Acrobatics for this, if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5.

Code:
Situation                                        Base Acrobatics DC*
Move through a threatened area        Opponent's Combat Maneuver Defense
Move through an enemy's space         5 + opponent's Combat Maneuver Defense


* This DC is used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round.

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The Cthlhu d20 variant just got rid of AoOs, but forced to stop if the movement would incur one. So, you could simply require a double move (including the 5ft step for the threatened sq) to move in flanking position without a roll.

And mobility could be upgraded to just allow for moving not incurring AoOs.
 
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Looking over character sheets more today...

HolyMan, I checked out Wi Yuin. I'm not sure if you had him entirely finished yet, mechanically, but I took the liberty. If any of the following were issues you just haven't gotten to yet, forgive me.

[sblock=My Comments]
1. When two-weapon fighting with the short swords, the secondary blade should do only 1d6 damage, not 1d6+1.

2. I don't see any traits listed, unless I'm just missing them?

3. What is his favored class? If it's fighter, he can take one more hit point, or one more skill point.

4. FORT save should be +3, including CON bonus.

Everything else looks great. Thanks! Please copy him over to the RG, after looking over these matters.
[/sblock]
 

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