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


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"They've gone plaid."

Hey are we making a whole new set of rules or using the exsisting ones and trying to play out combat without the grid?

HM
 

HolyMan;4929443Hey are we making a whole new set of rules or using the exsisting ones and trying to play out combat without the grid?[/QUOTE said:
I believe we are brainstorming ideas...
 

I believe we are brainstorming ideas...

Absolutely right! And please, keep the ideas coming.

But, to the point of HolyMan's question, my hope is to lean far more to the latter than the former. There is, after all, a reason why I don't make my living as a game designer...I'm not that good at it.

As I think more about the movement and distance question, I think it might be just as easy to say something like, "There is a group of six zombies shambling toward the party. They are about 40 feet to the northwest." If your guy can cover the 40 feet in a single move action, he can start laying into them. This way, we can just keep thinking in terms of regular movement, instead of creating whole new rules subsets and distance categories.
 

I've been thinking alot about the 5' step issue. I'm starting to lean more toward leaving it alone. We could just assume a 5' step is possible, unless there are extenuating circumstances, which I would tell you about. e.g., a battle taking place on difficult terrain, or in extremely cramped quarters.
 

It seems to me that requiring an Acrobatics check to flank removes the previously-available option of just taking longer to get in place for a flank.

What about having two options...

1. A standard move action, plus Acrobatics check vs. AOOs to get into position.

2. A full round move action to get into position that does not incur AOOs (in my mind's eye, I envision circling around warily in a defensive posture).
 

Let me see if i can answer a few questions that i have missed.

1)I would love the old school feel of there are zombies 40 feet away what do you do? maybe to help we should list movement speeds in character sheet you know normal, charge, run, climb, fly, swim, runx2,run x4 then we can say I charge the zombies or I run x4 away then the only math is

ok zombies are 40 feet away Yuin runs 120, zombies move 30 so end of the round Yuin is 130 ft away (hey I just used x+y=z for the first time since high school, they said I would need that stuff in the real world)

2)Please do not take out the 5' step it is the corner stone of tactical advantage in D&D since it's invention models don't stand toe to toe anymore they shift around trying to get a better vantage point on the other guy

3)[qoute]2. A full round move action to get into position that does not incur AOOs (in my mind's eye, I envision circling around warily in a defensive posture). [/quote] Or you could use total defense and move ;)

HM
 

Walking Dad, I looked over Raven. Here are my thoughts...

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1. His ability scores work out to only an 18 point but right now. It looks like you charged yourself 4 points for his INT of 12, so that should be the discrepancy.

2. You might want to use those extra points for more DEX, because right now, he doesn't qualify for Dodge (minimum DEX of 13)

3. Damage with quarterstaff would be 1d6+3, as he would be using it two-handed.

I think that should be everything, but I will go back over the numbers one more time after the ability scores get sorted out. Thanks!
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1. & 2. Have made the changes. Dodge was legit before, because the monk can ignore the prerequisites of his bonus feats.

3. You are right. But +2 in a Flurry. Noted.

Everything should be alright now.
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Absolutely right! And please, keep the ideas coming.

But, to the point of HolyMan's question, my hope is to lean far more to the latter than the former. There is, after all, a reason why I don't make my living as a game designer...I'm not that good at it.

As I think more about the movement and distance question, I think it might be just as easy to say something like, "There is a group of six zombies shambling toward the party. They are about 40 feet to the northwest." If your guy can cover the 40 feet in a single move action, he can start laying into them. This way, we can just keep thinking in terms of regular movement, instead of creating whole new rules subsets and distance categories.
Your example reminds me of the charge action. Should it also add one distance category?


I've been thinking a lot about the 5' step issue. I'm starting to lean more toward leaving it alone. We could just assume a 5' step is possible, unless there are extenuating circumstances, which I would tell you about. e.g., a battle taking place on difficult terrain, or in extremely cramped quarters.
Sounds alright. We could just call it shift. Let's steal the good stuff of 4e.

What about having two options...

1. A standard move action, plus Acrobatics check vs. AOOs to get into position.

2. A full round move action to get into position that does not incur AOOs (in my mind's eye, I envision circling around warily in a defensive posture).
That was my idea. But I thought of two move actions. But this is virtually the same.
 

What about having two options...

1. A standard move action, plus Acrobatics check vs. AOOs to get into position.

2. A full round move action to get into position that does not incur AOOs (in my mind's eye, I envision circling around warily in a defensive posture).


I like this Mal. I think the two options are a great way to handle this.
 

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