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Houserules to Introduce More Dynamic Combat?
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<blockquote data-quote="Kaisoku" data-source="post: 5678575" data-attributes="member: 58447"><p>Back during 3.5e days, I was thinking of a way to spice up combat for E6 (since we were cutting out a lot of higher level options).</p><p>Never got a chance to play E6 yet, so they've been kind of shelved.</p><p></p><p>Here's some of the ideas I came up with though:</p><p></p><p>__________</p><p></p><p><strong><u>Exposed</u></strong></p><p>Any time you'd normally provoke an Attack of Opportunity, you instead gain the "exposed" condition.</p><p></p><p><strong>Exposed</strong>: You have overextended yourself and left yourself open to easier attack. You have a -2 penalty to AC.</p><p>This condition typically lasts until the beginning of your next turn after the action that caused it is gone.</p><p></p><p>Some class features, abilities, and feats, etc, can trigger when someone you threaten has this condition. Sneak attack, for example, kicks in when someone is exposed. Any feat that would normally remove the Attack of Opportunity for performing an action, makes it so you no longer gain the exposed condition.</p><p>If you are in a position where you are considered flanking someone, you treat them as exposed. Improved Uncanny Dodge makes it so you are not considered exposed even when someone is flanking you (unless they have higher Sneak Attack levels, etc).</p><p></p><p>Change to the<strong> Combat Reflexes</strong> feat:</p><p>"When someone within your threatened reach becomes Exposed, you may make an attack roll as a free action, even if it isn't your turn. You can make such an attack once per round, plus an additional number of attacks equal to your Dexterity bonus (if any).</p><p>You may only make one such attack per person per round, regardless if they become exposed for multiple reasons."</p><p></p><p>A new feat specifically using this condition:</p><p><strong>Unbalancing Strike</strong></p><p>Upon making a successful attack, you can forgo dealing damage to cause your target to gain the exposed condition.</p><p></p><p><span style="color: Red">Basically, the point here is that it doesn't interrupt combat quite as much, and makes it so only a smaller subset of opponents will gain a major effect from it. Performing a combat maneuver untrained is still negatively impacting, but someone might be more inclined to do it.</span></p><p><span style="color: Red"></span><strong><u>Ready Actions</u></strong></p><p>As a standard action, you can ready to interrupt an opponent's action with your own standard action. If this attack leaves the target in a position where they are unable to complete their action (such as movement after being tripped), their action ends.</p><p>As with normal spellcasting rules, any damage taken forces a Concentration check to prevent being disrupted.</p><p></p><p>When readying an action, you must declare what weapon, item or spell you intend to use as part of the action. You need not declare which target you intend to interrupt, or what action you intend to interrupt, however you may only act upon the actions of those you were aware of at the time of readying (new opponents or previously unseen opponents actions cannot be acted on).</p><p></p><p>Some feats and items based on this change:</p><p><strong>Sudden Interrupt</strong> (feat)</p><p>As an immediate action, you may forgo your next turn's standard action to act as if you had readied an action to interrupt. Note, this also uses your next turn's swift action.</p><p>You may make use of any weapon or item currently readied, against any target you can currently perceive.</p><p></p><p><strong>Quickdraw</strong></p><p>You may draw or sheath a weapon or item from upon your person as a free action, even if it isn't your turn. You are no longer exposed when drawing or sheathing a weapon. The weapon or item must have a sheath ready to be drawn or sheathed.</p><p>You may also draw and throw a weapon made for throwing as an attack. Splash weapons that are ready to be drawn can be thrown as an attack.</p><p></p><p><strong>Standard Item: Bandoleer</strong></p><p><strong></strong>A strap of leather that fits over the shoulder. It has loops that can be made to hold throwing weapons, ready to be drawn and thrown, instead of locating the weapon in a bag or backpack.</p><p>You may hold up to 12 flasks or throwing weapons in a single bandoleer.</p><p></p><p><strong>Magic Item addendum: Handy Haversack</strong></p><p><strong></strong>For purposes of the Quickdraw feat, items retrieved are considered ready to be drawn, but not sheathed.</p><p></p><p><span style="color: Red">The reason for this change was to make readying an action something you'd want to do. Basically, it's kind of like how Delaying works (jump in at any time), but with only your standard action, and you can interrupt someone's actions.</span></p><p><span style="color: Red">Moving the requirement from "when something happens" to "what you are readying to use" makes it so there's less chance of losing your action outright.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">It also helps influence counterspell magic (which I have a section on as well), but I'm assuming you are wanting changes for non-spell combat mostly.</span></p><p><span style="color: Red"></span></p><p></p><p><u><strong>Aid Another</strong></u></p><p>As a swift action you may aid an ally by granting a +2 circumstance bonus towards their action. This may only grant a bonus towards an attack roll, defense, skill check, or level check (for caster level or sneak attack level). You must be adjacent to the ally for defense and skill checks that affect the ally. You must be adjacent to the target the ally wishes to affect for attack rolls, level checks, and skill checks that are influencing the target.</p><p>You must have caster levels to grant a bonus to caster level, and must have the Sneak Attack ability to grant a bonus to sneak attack level.</p><p></p><p>New feats that work on this change:</p><p></p><p><strong>Mob Attack</strong></p><p><strong></strong>When performing an Aid Another action, you may instead grant a +1 bonus to every ally applicable that also has this ability.</p><p><em>Special</em>: Zombies automatically have this feat.</p><p></p><p><strong>Teamwork</strong></p><p><strong></strong>When performing an Aid Another action on someone who also has this feat, you may do so as a free action instead of a swift action. You are still limited to making only one Aid Another action per round.</p><p></p><p><span style="color: Red">This makes zombies scary, if done in larger groups. </span></p><p><span style="color: Red">Also, it makes it so the swift action is used more for people in the game. Using it to charge (see below), or with immediate actions will mean you don't get to give that +2 to an ally. It forces tactical thinking.</span></p><p><span style="color: Red"></span></p><p><u><strong></strong></u></p><p><u><strong>Charge</strong></u></p><p>When making an attack standard action, you may use a swift action to make it a charge. You may move up to your speed as part of the charge, and must move a minimum of 10 feet. All movement related to the charge must be in a straight line.</p><p>You may make an additional move action prior to the charge, to add to your charging distance, or to get into position prior to charging. You can instead use a move action after the charge to move past your target, however you are still considered to having the exposed condition to them if you leave their threatened space.</p><p></p><p>If you are attacking from higher ground or from falling from a greater height than the target, you deal double your Strength damage.</p><p></p><p>Feat related to this:<strong></strong></p><p><strong>Leaping Charge</strong></p><p>If you make a successful jump check of DC 12 as part of your charge, you can double your Strength damage on the attack. This is similar to the benefit of falling or having higher ground, and does not stack.</p><p></p><p><span style="color: Red">I never liked how the charge mechanics worked, and feel this should make getting into charging position, or charging on the surprise round, more simplified.</span></p><p><span style="color: Red">I also like the idea of people flinging themselves off tall objects onto creature's backs. Very cinematic.. might as well reward it.</span></p><p><span style="color: Red"></span></p><p></p><p><u><strong>Combat Stunts</strong></u></p><p>You can use a skill check to create a new action, or remove penalties from an action related to combat.</p><p>These actions are typically specific to the situation, and based on GM's approval.</p><p>Typical DCs for performing actions are DC 12 (Easy), DC 16 (Advanced), or DC 20 (Complicated or Difficult).</p><p>Alternatively, an opposed check (as normal for the skill, such as speaking skills vs Sense Motive), can determine who is affected or unaffected.</p><p></p><p>Some examples:</p><p></p><p>Use a speaking skill (Bluff, Diplomacy, Intimidate, or certain Perform skills) to create a surprise round even though everyone can see each other. Usage must be before combat starts.</p><p><em>Think of Cpt Mal from Firefly talking to the agent. He talks normally, but interrupts his own speech with a quickdraw and fire (surprise round) before finishing his sentence.</em></p><p></p><p>Use a movement skill (Acrobatics, Climb, Escape Artist, Fly, Swim, or certain Perform skills) to remove penalties for move actions (like moving through difficult terrain), perform move actions quicker (like standin1g up), or add effects to rolls if movement is done (making a diveroll to gain AC or Attack bonus).</p><p><em>This is great for adding more John Woo style of combat. Especially good if you run a game with gun rules.</em></p><p></p><p>Use a perception skill (Appraise, Heal, Perception, Sense Motive, or Survival) to modify your attack (such as increasing crit chance, or free use of the Dirty Trick maneuver).</p><p><em>This is good for describing characters that pay attention to anatomy, or the movements of their enemies to gain openings.</em></p><p><em></em></p><p><span style="color: Red">This was done to have a mechanic in place when creative players come up with neat ideas and the GM wants to include it in some way.</span></p><p><span style="color: Red">I had one player ask if they could dive over a bar, quickdrawing and throwing a dagger as they did, and roll up to another target to attack with another dagger. They didn't have quickdraw or a BAB +1 to draw a weapon during the movement, but I gave it to them with a decent Acrobatics check.</span></p><p><span style="color: Red"></span></p><p>___________</p><p></p><p>This turned out to be quite a lot longer than I intended, so I hope this was the kind of stuff you were thinking of.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 5678575, member: 58447"] Back during 3.5e days, I was thinking of a way to spice up combat for E6 (since we were cutting out a lot of higher level options). Never got a chance to play E6 yet, so they've been kind of shelved. Here's some of the ideas I came up with though: __________ [B][U]Exposed[/U][/B] Any time you'd normally provoke an Attack of Opportunity, you instead gain the "exposed" condition. [B]Exposed[/B]: You have overextended yourself and left yourself open to easier attack. You have a -2 penalty to AC. This condition typically lasts until the beginning of your next turn after the action that caused it is gone. Some class features, abilities, and feats, etc, can trigger when someone you threaten has this condition. Sneak attack, for example, kicks in when someone is exposed. Any feat that would normally remove the Attack of Opportunity for performing an action, makes it so you no longer gain the exposed condition. If you are in a position where you are considered flanking someone, you treat them as exposed. Improved Uncanny Dodge makes it so you are not considered exposed even when someone is flanking you (unless they have higher Sneak Attack levels, etc). Change to the[B] Combat Reflexes[/B] feat: "When someone within your threatened reach becomes Exposed, you may make an attack roll as a free action, even if it isn't your turn. You can make such an attack once per round, plus an additional number of attacks equal to your Dexterity bonus (if any). You may only make one such attack per person per round, regardless if they become exposed for multiple reasons." A new feat specifically using this condition: [B]Unbalancing Strike[/B] Upon making a successful attack, you can forgo dealing damage to cause your target to gain the exposed condition. [COLOR=Red]Basically, the point here is that it doesn't interrupt combat quite as much, and makes it so only a smaller subset of opponents will gain a major effect from it. Performing a combat maneuver untrained is still negatively impacting, but someone might be more inclined to do it. [/COLOR][B][U]Ready Actions[/U][/B] As a standard action, you can ready to interrupt an opponent's action with your own standard action. If this attack leaves the target in a position where they are unable to complete their action (such as movement after being tripped), their action ends. As with normal spellcasting rules, any damage taken forces a Concentration check to prevent being disrupted. When readying an action, you must declare what weapon, item or spell you intend to use as part of the action. You need not declare which target you intend to interrupt, or what action you intend to interrupt, however you may only act upon the actions of those you were aware of at the time of readying (new opponents or previously unseen opponents actions cannot be acted on). Some feats and items based on this change: [B]Sudden Interrupt[/B] (feat) As an immediate action, you may forgo your next turn's standard action to act as if you had readied an action to interrupt. Note, this also uses your next turn's swift action. You may make use of any weapon or item currently readied, against any target you can currently perceive. [B]Quickdraw[/B] You may draw or sheath a weapon or item from upon your person as a free action, even if it isn't your turn. You are no longer exposed when drawing or sheathing a weapon. The weapon or item must have a sheath ready to be drawn or sheathed. You may also draw and throw a weapon made for throwing as an attack. Splash weapons that are ready to be drawn can be thrown as an attack. [B]Standard Item: Bandoleer [/B]A strap of leather that fits over the shoulder. It has loops that can be made to hold throwing weapons, ready to be drawn and thrown, instead of locating the weapon in a bag or backpack. You may hold up to 12 flasks or throwing weapons in a single bandoleer. [B]Magic Item addendum: Handy Haversack [/B]For purposes of the Quickdraw feat, items retrieved are considered ready to be drawn, but not sheathed. [COLOR=Red]The reason for this change was to make readying an action something you'd want to do. Basically, it's kind of like how Delaying works (jump in at any time), but with only your standard action, and you can interrupt someone's actions. Moving the requirement from "when something happens" to "what you are readying to use" makes it so there's less chance of losing your action outright. It also helps influence counterspell magic (which I have a section on as well), but I'm assuming you are wanting changes for non-spell combat mostly. [/COLOR] [U][B]Aid Another[/B][/U] As a swift action you may aid an ally by granting a +2 circumstance bonus towards their action. This may only grant a bonus towards an attack roll, defense, skill check, or level check (for caster level or sneak attack level). You must be adjacent to the ally for defense and skill checks that affect the ally. You must be adjacent to the target the ally wishes to affect for attack rolls, level checks, and skill checks that are influencing the target. You must have caster levels to grant a bonus to caster level, and must have the Sneak Attack ability to grant a bonus to sneak attack level. New feats that work on this change: [B]Mob Attack [/B]When performing an Aid Another action, you may instead grant a +1 bonus to every ally applicable that also has this ability. [I]Special[/I]: Zombies automatically have this feat. [B]Teamwork [/B]When performing an Aid Another action on someone who also has this feat, you may do so as a free action instead of a swift action. You are still limited to making only one Aid Another action per round. [COLOR=Red]This makes zombies scary, if done in larger groups. Also, it makes it so the swift action is used more for people in the game. Using it to charge (see below), or with immediate actions will mean you don't get to give that +2 to an ally. It forces tactical thinking. [/COLOR] [U][B] Charge[/B][/U] When making an attack standard action, you may use a swift action to make it a charge. You may move up to your speed as part of the charge, and must move a minimum of 10 feet. All movement related to the charge must be in a straight line. You may make an additional move action prior to the charge, to add to your charging distance, or to get into position prior to charging. You can instead use a move action after the charge to move past your target, however you are still considered to having the exposed condition to them if you leave their threatened space. If you are attacking from higher ground or from falling from a greater height than the target, you deal double your Strength damage. Feat related to this:[B] Leaping Charge[/B] If you make a successful jump check of DC 12 as part of your charge, you can double your Strength damage on the attack. This is similar to the benefit of falling or having higher ground, and does not stack. [COLOR=Red]I never liked how the charge mechanics worked, and feel this should make getting into charging position, or charging on the surprise round, more simplified. I also like the idea of people flinging themselves off tall objects onto creature's backs. Very cinematic.. might as well reward it. [/COLOR] [U][B]Combat Stunts[/B][/U] You can use a skill check to create a new action, or remove penalties from an action related to combat. These actions are typically specific to the situation, and based on GM's approval. Typical DCs for performing actions are DC 12 (Easy), DC 16 (Advanced), or DC 20 (Complicated or Difficult). Alternatively, an opposed check (as normal for the skill, such as speaking skills vs Sense Motive), can determine who is affected or unaffected. Some examples: Use a speaking skill (Bluff, Diplomacy, Intimidate, or certain Perform skills) to create a surprise round even though everyone can see each other. Usage must be before combat starts. [I]Think of Cpt Mal from Firefly talking to the agent. He talks normally, but interrupts his own speech with a quickdraw and fire (surprise round) before finishing his sentence.[/I] Use a movement skill (Acrobatics, Climb, Escape Artist, Fly, Swim, or certain Perform skills) to remove penalties for move actions (like moving through difficult terrain), perform move actions quicker (like standin1g up), or add effects to rolls if movement is done (making a diveroll to gain AC or Attack bonus). [I]This is great for adding more John Woo style of combat. Especially good if you run a game with gun rules.[/I] Use a perception skill (Appraise, Heal, Perception, Sense Motive, or Survival) to modify your attack (such as increasing crit chance, or free use of the Dirty Trick maneuver). [I]This is good for describing characters that pay attention to anatomy, or the movements of their enemies to gain openings. [/I] [COLOR=Red]This was done to have a mechanic in place when creative players come up with neat ideas and the GM wants to include it in some way. I had one player ask if they could dive over a bar, quickdrawing and throwing a dagger as they did, and roll up to another target to attack with another dagger. They didn't have quickdraw or a BAB +1 to draw a weapon during the movement, but I gave it to them with a decent Acrobatics check. [/COLOR] ___________ This turned out to be quite a lot longer than I intended, so I hope this was the kind of stuff you were thinking of. [/QUOTE]
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