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Is there an OGL/d20 Combat book that...
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<blockquote data-quote="Herremann the Wise" data-source="post: 5556899" data-attributes="member: 11300"><p>Hello Water Bob,</p><p></p><p>Some ideas:</p><p></p><p>- A moving target is harder to hit with a ranged weapon.</p><p>- Ranged weapons should be more deadly than they are in 3.x. Cover and position should mean something.</p><p>- In melee, Combatant A who is threatening Combatant B should be harder for Combatant A to hit, than Combatant C who is weaponless and thus not threatening Combatant A. It is difficult to ignore the greater difficulty in hitting a skillful combatant when they are wielding a sword as against when they are not wielding that sword. (This is not only in terms of blocking/parrying but purely because you don't want to perform an attack that opens up your own defenses).</p><p>- An addendum to that is that you can ignore that they are wielding that sword, and thus they will be easier to hit but you are going to give away an attack of opportunity in the process and if it hits, then your attack possibly gets penalized.</p><p>- As a combatant's skill in melee increases, movement should not limit the number of attacks they may perform. If they can attack 3 times in a round of combat, they should not be forced into lumping them all together.</p><p>- Movement should become part of a particular attack. Imagine if you could move/"shift" 5 foot every time you made a successful attack?</p><p>- With all this regular and normal capacity for movement, the ability to prevent movement becomes much more important and can possibly be decisive.</p><p>- More skillful combatants can threaten a greater area (by performing a 5' step as part of the attack of opportunity).</p><p>- I think a key to all of this is getting rid of the current action structure and replacing it with a single standard action that is backed up by a number of "reactions". As your combat skill increases, the greater number of reactions you are allowed.</p><p>- Initiative should be more important than it is and experience (level) should be an important factor in this as well as dexterity. A d20 worth of variance in determining initiative would have to go. Perhaps some attacks will reduce a character's initiative. You can have more gradual forms of "stunning" where a character's initiative is reduced (and thus their capacity for reactions is also reduced).</p><p></p><p>Just some thoughts to throw into the mix [I've tinkered with a set of game rules that features the above].</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5556899, member: 11300"] Hello Water Bob, Some ideas: - A moving target is harder to hit with a ranged weapon. - Ranged weapons should be more deadly than they are in 3.x. Cover and position should mean something. - In melee, Combatant A who is threatening Combatant B should be harder for Combatant A to hit, than Combatant C who is weaponless and thus not threatening Combatant A. It is difficult to ignore the greater difficulty in hitting a skillful combatant when they are wielding a sword as against when they are not wielding that sword. (This is not only in terms of blocking/parrying but purely because you don't want to perform an attack that opens up your own defenses). - An addendum to that is that you can ignore that they are wielding that sword, and thus they will be easier to hit but you are going to give away an attack of opportunity in the process and if it hits, then your attack possibly gets penalized. - As a combatant's skill in melee increases, movement should not limit the number of attacks they may perform. If they can attack 3 times in a round of combat, they should not be forced into lumping them all together. - Movement should become part of a particular attack. Imagine if you could move/"shift" 5 foot every time you made a successful attack? - With all this regular and normal capacity for movement, the ability to prevent movement becomes much more important and can possibly be decisive. - More skillful combatants can threaten a greater area (by performing a 5' step as part of the attack of opportunity). - I think a key to all of this is getting rid of the current action structure and replacing it with a single standard action that is backed up by a number of "reactions". As your combat skill increases, the greater number of reactions you are allowed. - Initiative should be more important than it is and experience (level) should be an important factor in this as well as dexterity. A d20 worth of variance in determining initiative would have to go. Perhaps some attacks will reduce a character's initiative. You can have more gradual forms of "stunning" where a character's initiative is reduced (and thus their capacity for reactions is also reduced). Just some thoughts to throw into the mix [I've tinkered with a set of game rules that features the above]. Best Regards Herremann the Wise [/QUOTE]
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