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<blockquote data-quote="Krensky" data-source="post: 4890756" data-attributes="member: 30936"><p>You had to ask for sepcifics. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>It's basically the same combat system as SC2.0, just stripped down. I'm looking forward to using it since in my SC2.0 combat often is Dive for cover! Aim. Burst attack. Burst attack. Burst... etc until it's over. Realistic, but repetitive at times. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>First, surprise is important, and can be generated with use of the tactics skill. Roll really well and your side gets sneak attack in addition to a surprise round. wily players will try and set ambushes as often as possible.</p><p></p><p>Mostly though, it comes from the variety of choices you have in combat. You have two half actions, or one full action per round. With a standard action you can:</p><p></p><p>Make a standard attack or move.</p><p>Take aim for a +1 to hit, which lasts until the target moves more then 5 feet a round. Even in melee.</p><p>Use Sense Motive to gain a Defense (AC) bonus against one enemy.</p><p>Preform a disarm.</p><p>Use Bluff to lower an opponent's initiative count for the round.</p><p>Use Prestidigitation (Sleight of Hand) to make an opponent flat footed for the round.</p><p>Use Sense motive to draw an opponent's attack for the round.</p><p>Use intimidate to deal stress damage (um... sort of like insanity in CoC, but that's really over stating it's effects)</p><p>Use Resolve to deal subdual damage,</p><p>Trip an opponent.</p><p></p><p>Full actions include bull rushing, grappling, fighting defensively, pummeling an opponent (standard attack check to do triple normal damage in subdual).</p><p></p><p>Then there are advanced actions which you learn using weapons proficiencies, things like parrying, called shots, cheap shots, doing extra damage to someone who has ignored you standing next to them, etc. Feats also add new choices and abilities in a fight.</p><p></p><p>Lastly, a number of specialty (think background) and class options alter your abilities as well. The Sage's ability to roll action dice to help others, or the Captain's battle plans.</p><p></p><p>Also, many of the things that lead to odd game centric tactics in 3.5 (iterative attacks, attacks of opportunity) are gone. Disarming, grappling, and tripping are simple opposed skill checks. Casting is a skill check, so it can be disrupted like any other skill. Priests are not neccessarily heal bots (they may not be able to cast healing spells at all, dependiing on their faith) and CoDzilla is by and large impossible. Not to say you couldn't build a martial divine caster who could hang with a Soldier, but he's not going to be tossing lots of spells around.</p><p></p><p>I'm may not be describing this all that well, so be sure and look at the <a href="http://rpg.drivethrustuff.com/download_preview.php?pid=63884" target="_blank">the preview</a> before deciding.</p><p></p><p>What specifically about 3.0 combat bored you?</p></blockquote><p></p>
[QUOTE="Krensky, post: 4890756, member: 30936"] You had to ask for sepcifics. ;) It's basically the same combat system as SC2.0, just stripped down. I'm looking forward to using it since in my SC2.0 combat often is Dive for cover! Aim. Burst attack. Burst attack. Burst... etc until it's over. Realistic, but repetitive at times. ;) First, surprise is important, and can be generated with use of the tactics skill. Roll really well and your side gets sneak attack in addition to a surprise round. wily players will try and set ambushes as often as possible. Mostly though, it comes from the variety of choices you have in combat. You have two half actions, or one full action per round. With a standard action you can: Make a standard attack or move. Take aim for a +1 to hit, which lasts until the target moves more then 5 feet a round. Even in melee. Use Sense Motive to gain a Defense (AC) bonus against one enemy. Preform a disarm. Use Bluff to lower an opponent's initiative count for the round. Use Prestidigitation (Sleight of Hand) to make an opponent flat footed for the round. Use Sense motive to draw an opponent's attack for the round. Use intimidate to deal stress damage (um... sort of like insanity in CoC, but that's really over stating it's effects) Use Resolve to deal subdual damage, Trip an opponent. Full actions include bull rushing, grappling, fighting defensively, pummeling an opponent (standard attack check to do triple normal damage in subdual). Then there are advanced actions which you learn using weapons proficiencies, things like parrying, called shots, cheap shots, doing extra damage to someone who has ignored you standing next to them, etc. Feats also add new choices and abilities in a fight. Lastly, a number of specialty (think background) and class options alter your abilities as well. The Sage's ability to roll action dice to help others, or the Captain's battle plans. Also, many of the things that lead to odd game centric tactics in 3.5 (iterative attacks, attacks of opportunity) are gone. Disarming, grappling, and tripping are simple opposed skill checks. Casting is a skill check, so it can be disrupted like any other skill. Priests are not neccessarily heal bots (they may not be able to cast healing spells at all, dependiing on their faith) and CoDzilla is by and large impossible. Not to say you couldn't build a martial divine caster who could hang with a Soldier, but he's not going to be tossing lots of spells around. I'm may not be describing this all that well, so be sure and look at the [URL="http://rpg.drivethrustuff.com/download_preview.php?pid=63884"]the preview[/URL] before deciding. What specifically about 3.0 combat bored you? [/QUOTE]
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