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*Pathfinder & Starfinder
Houserules to Introduce More Dynamic Combat?
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<blockquote data-quote="Sylrae" data-source="post: 5678948" data-attributes="member: 48520"><p>KQ3 Eight Ways to Up the Action; its number 3; though all of them are good.</p><p></p><p>A good idea, to be sure, though I want the combat mechanics themselves to be more interesting.</p><p></p><p>True, but I'm not finding combat too slow, I just wish the rules better supported the melee characters doing cool stuff in combat.</p><p></p><p>Decent advice, it makes the rules you have more interesting, but I want more actual options, and want them to be used frequently, not just by characters who are built to use them all the time.</p><p></p><p> Absolutely, but I'd rather build up a collection of them, so I'm ruling more consistently, but yes, this definitely helps, and its something I already do, I want to go further though.</p><p></p><p>I'm interested in these. I'd like to see them and maybe find a way to make them something anyone can do, with a feat to make them better at it.</p><p> </p><p></p><p>I'm not sure I like this one, but I kind of like AoOs. The only AoOs I dont like are when youre approaching a creature with reach and they get one AoO for each square you move through within that reach (though admittedly that might not be a thing anymore, and I can't be assed to look it up right now.)</p><p></p><p>I really like your change to Readied Actions. As for counterspell, I have a detailed counterspelling mechanic in place already in my games. I submitted it to KQ at one point but it didnt make the cut for the issue. They said they liked it and they'd put it on their website as a free download, but I never bothered to take them up on the offer.</p><p></p><p> This lets you do aid another for bonuses to more things, right?</p><p></p><p> That's Kindof Cool. Personally I give everyone the duelist charge ability as part of basic charge. If you want to charge over stuff, just make the relevent checks. But I like piratey combat. I may add this to my game too. Pretty good.</p><p></p><p>I really like this one, but I think I'd want a list of example check DCs and the benefits they can provide, to serve as guidelines and inspiration for characters.</p><p></p><p>This was fantastic!</p><p></p><p>These are great examples.</p><p></p><p>I <a href="http://www.enworld.org/forum/d-d-legacy-discussion/307980-lively-combat.html" target="_blank">came across a page</a> with some more good ideas (though maybe they could use a bit of polish, that add to this sort of combat intensifying. It adds some unexpected opportunities to punch people in the face or use combat maneuvers.</p><p></p><p>I'd like my D&D action to take a bit more of a cue from sources such as:</p><p>* Pirates of the Caribbean 1 to 4 - Free-running and crazy stunts in combat.</p><p>* Centurion (as mentioned in the link)</p><p>* Prince of Persia - Running up walls, along walls; Jumping over or under enemies, making enemies hit eachother when they swing at you.</p><p>* Legacy of Kain: Soul Reaver - More detailed options for knocking opponents into things to hurt or kill them outright.</p><p></p><p>Here were a few Ideas I had with facing and flanking, I havent played them in dnd, Just something I've been pondering (based on a houserule I had in my last Storyteller system game):</p><p>1. Creatures have a Facing.</p><p>2. Attacking from the side gives you the benefits of flanking.</p><p>3. Attacking from behind gives you bigger benefits than flanking, or makes them flat footed if they dont know anyone is behind them.</p><p>4. Flanking on two sides provides the flanking bonus to anyone who attacks them. So you can flank two sides while he's being pelted by the archer.</p><p>5. If someone gets to treat them as flat footed, they use AC-2 or Flat footed ac to defend, whichever is lower.</p><p>6. Changing your facing is a swift action.</p><p></p><p>And potentially, redefine a round as a shorter period of time (3 seconds) - cutting movement speeds in half. I'm not sure about this one though.</p><p></p><p>It's worth noting that I intend to add these to Trailblazer style iterative attacks (reduce the number of attacks to a max of 2 for non twfers (4 for twfers and monks IIRC) while maintaining average damage per round).</p><p></p><p>I'll ponder some more ideas and add them as they come to me, but by all means contribute and comment on anything you can. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>[Edit] I forgot to mention, Conan RPG 2e includes "advanced combat maneuvers", that anyone can do so long as they meet the prereqs, and theyre pretty cool too. Some might be a little too lethal for the common pathfinder player that doesn't like SoD effects (Decapitating Slash at BAB+10) but I think they could add alot to a game.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5678948, member: 48520"] KQ3 Eight Ways to Up the Action; its number 3; though all of them are good. A good idea, to be sure, though I want the combat mechanics themselves to be more interesting. True, but I'm not finding combat too slow, I just wish the rules better supported the melee characters doing cool stuff in combat. Decent advice, it makes the rules you have more interesting, but I want more actual options, and want them to be used frequently, not just by characters who are built to use them all the time. Absolutely, but I'd rather build up a collection of them, so I'm ruling more consistently, but yes, this definitely helps, and its something I already do, I want to go further though. I'm interested in these. I'd like to see them and maybe find a way to make them something anyone can do, with a feat to make them better at it. I'm not sure I like this one, but I kind of like AoOs. The only AoOs I dont like are when youre approaching a creature with reach and they get one AoO for each square you move through within that reach (though admittedly that might not be a thing anymore, and I can't be assed to look it up right now.) I really like your change to Readied Actions. As for counterspell, I have a detailed counterspelling mechanic in place already in my games. I submitted it to KQ at one point but it didnt make the cut for the issue. They said they liked it and they'd put it on their website as a free download, but I never bothered to take them up on the offer. This lets you do aid another for bonuses to more things, right? That's Kindof Cool. Personally I give everyone the duelist charge ability as part of basic charge. If you want to charge over stuff, just make the relevent checks. But I like piratey combat. I may add this to my game too. Pretty good. I really like this one, but I think I'd want a list of example check DCs and the benefits they can provide, to serve as guidelines and inspiration for characters. This was fantastic! These are great examples. I [URL="http://www.enworld.org/forum/d-d-legacy-discussion/307980-lively-combat.html"]came across a page[/URL] with some more good ideas (though maybe they could use a bit of polish, that add to this sort of combat intensifying. It adds some unexpected opportunities to punch people in the face or use combat maneuvers. I'd like my D&D action to take a bit more of a cue from sources such as: * Pirates of the Caribbean 1 to 4 - Free-running and crazy stunts in combat. * Centurion (as mentioned in the link) * Prince of Persia - Running up walls, along walls; Jumping over or under enemies, making enemies hit eachother when they swing at you. * Legacy of Kain: Soul Reaver - More detailed options for knocking opponents into things to hurt or kill them outright. Here were a few Ideas I had with facing and flanking, I havent played them in dnd, Just something I've been pondering (based on a houserule I had in my last Storyteller system game): 1. Creatures have a Facing. 2. Attacking from the side gives you the benefits of flanking. 3. Attacking from behind gives you bigger benefits than flanking, or makes them flat footed if they dont know anyone is behind them. 4. Flanking on two sides provides the flanking bonus to anyone who attacks them. So you can flank two sides while he's being pelted by the archer. 5. If someone gets to treat them as flat footed, they use AC-2 or Flat footed ac to defend, whichever is lower. 6. Changing your facing is a swift action. And potentially, redefine a round as a shorter period of time (3 seconds) - cutting movement speeds in half. I'm not sure about this one though. It's worth noting that I intend to add these to Trailblazer style iterative attacks (reduce the number of attacks to a max of 2 for non twfers (4 for twfers and monks IIRC) while maintaining average damage per round). I'll ponder some more ideas and add them as they come to me, but by all means contribute and comment on anything you can. :) [Edit] I forgot to mention, Conan RPG 2e includes "advanced combat maneuvers", that anyone can do so long as they meet the prereqs, and theyre pretty cool too. Some might be a little too lethal for the common pathfinder player that doesn't like SoD effects (Decapitating Slash at BAB+10) but I think they could add alot to a game. [/QUOTE]
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