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General Tabletop Discussion
*Pathfinder & Starfinder
Increasing combat mobility
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<blockquote data-quote="The Levitator" data-source="post: 3562611" data-attributes="member: 40099"><p>While I don't have a lot to offer this discussion on the mathematical side of things, I just wanted to chime in with some support on the concept. I really like this idea, and since we play a very gritty version of 3.5, something like this might really add to our system which we feel is already very cinematic. As long as I'm here, would this type of system work well with all of our current variants? Here's the short list:</p><p></p><p>* Opposed Defense Roll</p><p>* Armor As DR</p><p>* Facing Variant</p><p>* Clobbered Variant</p><p>* Battle Fatigue (a system I created to emulate the cumulative effects of wounds and exertion during battle)</p><p></p><p style="margin-left: 20px"><span style="font-size: 9px">Damage taken during battle can have serious consequences. We use “Battle Fatigue” to represent the cumulative effects of wounds during combat.</span></p> <p style="margin-left: 20px"><span style="font-size: 9px"></span></p> <p style="margin-left: 20px"><span style="font-size: 9px">75% of total HP: Light Battle Fatigue (-1 STR and -1 DEX)</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">50% of total HP: Battle Fatigue (-2 STR and -2 DEX)</span></p> <p style="margin-left: 20px"><span style="font-size: 9px">25% of total HP: Heavy Battle Fatigue (-4 STR and -4 DEX)</span></p> <p style="margin-left: 20px"><span style="font-size: 9px"></span></p> <p style="margin-left: 20px"><span style="font-size: 9px">Battle Fatigue can only be improved/removed by healing, unlike normal Fatigue which wears off after a short time.</span></p><p></p><p>* All shields are +1 from Core</p><p></p><p>* Class Defense Bonus</p><p></p><p>* Death is at –CON, not -10. </p><p></p><p>* Falling unconscious at -1 or lower is NOT automatic. You are allowed a FORT save (DC=10+ negative HP total). For example, if you were hit and dropped to -3 HP, you could make a FORT save=13 to remain conscious. You are still disabled and dying, just not unconscious and helpless. You must make a FORT save every time you suffer damage, like making an exerted move or from bleeding when not yet stabilized, or of course, taking damage.</p><p></p><p>* Bows and crossbows are altered to make them more lethal. Arrows now have a threat range of 19-20 with a critical multiplier of x3. Bolts now have a threat range of 18-20 with a critical multiplier of x3.</p><p></p><p></p><p>As you can see, we play a pretty modified game. Does anyone see a major problem with incorporating a movement system like this into our game? I'm hopeful that we could implement something like this into our game to encourage more strategy and less toe-2-toe smashfests.</p></blockquote><p></p>
[QUOTE="The Levitator, post: 3562611, member: 40099"] While I don't have a lot to offer this discussion on the mathematical side of things, I just wanted to chime in with some support on the concept. I really like this idea, and since we play a very gritty version of 3.5, something like this might really add to our system which we feel is already very cinematic. As long as I'm here, would this type of system work well with all of our current variants? Here's the short list: * Opposed Defense Roll * Armor As DR * Facing Variant * Clobbered Variant * Battle Fatigue (a system I created to emulate the cumulative effects of wounds and exertion during battle) [INDENT][SIZE=1]Damage taken during battle can have serious consequences. We use “Battle Fatigue” to represent the cumulative effects of wounds during combat. 75% of total HP: Light Battle Fatigue (-1 STR and -1 DEX) 50% of total HP: Battle Fatigue (-2 STR and -2 DEX) 25% of total HP: Heavy Battle Fatigue (-4 STR and -4 DEX) Battle Fatigue can only be improved/removed by healing, unlike normal Fatigue which wears off after a short time.[/SIZE][/INDENT] * All shields are +1 from Core * Class Defense Bonus * Death is at –CON, not -10. * Falling unconscious at -1 or lower is NOT automatic. You are allowed a FORT save (DC=10+ negative HP total). For example, if you were hit and dropped to -3 HP, you could make a FORT save=13 to remain conscious. You are still disabled and dying, just not unconscious and helpless. You must make a FORT save every time you suffer damage, like making an exerted move or from bleeding when not yet stabilized, or of course, taking damage. * Bows and crossbows are altered to make them more lethal. Arrows now have a threat range of 19-20 with a critical multiplier of x3. Bolts now have a threat range of 18-20 with a critical multiplier of x3. As you can see, we play a pretty modified game. Does anyone see a major problem with incorporating a movement system like this into our game? I'm hopeful that we could implement something like this into our game to encourage more strategy and less toe-2-toe smashfests. [/QUOTE]
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Increasing combat mobility
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