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<blockquote data-quote="Psion" data-source="post: 6117976" data-attributes="member: 172"><p>Fair enough.</p><p></p><p>Not strictly in the context of simplifying, but whenever I make houserules, I strive for "maximum transparency" of the house rule. In other words, I try to minimize the impact the rule has on the rest of the game so as not to compromise the utility or balance of the rest of the system. As you say a primary goal of yours is to use yor Pathfinder material, that seems paramount.</p><p></p><p>Some of the rules are easy to make transparent. Some, not so much.</p><p></p><p>Attacks of opportunity can be a big one to just totally ignore. You might try considering alternatives from other d20/D&D-derived games here. <ul> <li data-xf-list-type="ul">Fantasy Craft does use attacks of opportunity. Instead, if you become adjacent (not just in reach) to an opponent, you must end your movement unless you make an acrobatics roll. Most other events that cause Attacks of Opportunity in 3.5 make your character flat-footed instead.</li> <li data-xf-list-type="ul">In 13th age, to run from an opponent, you must make a disengagement roll or suffer consequences (attacks or penalties.)</li> </ul><p></p><p>Ignoring combat maneuvers is probably not a big balance impact for the players, but can be limiting (what if you REALLY have to get that wand away from the high priestess in the dramatic final scene?). It might impact your adventures a bit more, as some combat encounters are written assuming the opposition uses certain tactics that utilize combat maneuvers. But those villains typically have the feats for those attacks anyways. Since you are aiming to take out AoO's anyways, and the primary use of the feats related to maneuvers is to defray the AoO, perhaps let those feats allow the maneuver. For instance, instead of the improve trip feat, just replace it with a "trip" feat that lets you use the trip maneuver.</p></blockquote><p></p>
[QUOTE="Psion, post: 6117976, member: 172"] Fair enough. Not strictly in the context of simplifying, but whenever I make houserules, I strive for "maximum transparency" of the house rule. In other words, I try to minimize the impact the rule has on the rest of the game so as not to compromise the utility or balance of the rest of the system. As you say a primary goal of yours is to use yor Pathfinder material, that seems paramount. Some of the rules are easy to make transparent. Some, not so much. Attacks of opportunity can be a big one to just totally ignore. You might try considering alternatives from other d20/D&D-derived games here.[list] [*]Fantasy Craft does use attacks of opportunity. Instead, if you become adjacent (not just in reach) to an opponent, you must end your movement unless you make an acrobatics roll. Most other events that cause Attacks of Opportunity in 3.5 make your character flat-footed instead. [*]In 13th age, to run from an opponent, you must make a disengagement roll or suffer consequences (attacks or penalties.) [/list] Ignoring combat maneuvers is probably not a big balance impact for the players, but can be limiting (what if you REALLY have to get that wand away from the high priestess in the dramatic final scene?). It might impact your adventures a bit more, as some combat encounters are written assuming the opposition uses certain tactics that utilize combat maneuvers. But those villains typically have the feats for those attacks anyways. Since you are aiming to take out AoO's anyways, and the primary use of the feats related to maneuvers is to defray the AoO, perhaps let those feats allow the maneuver. For instance, instead of the improve trip feat, just replace it with a "trip" feat that lets you use the trip maneuver. [/QUOTE]
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