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<blockquote data-quote="Thanee" data-source="post: 1692119" data-attributes="member: 478"><p><strong>some ideas</strong></p><p></p><p>Using damage is kinda weird anyways. What does the heat from a flaming weapon add to knockdown capacity, for example? You might want to restrict it to base damage from the weapon (even w/o enhancement bonus) and Str only. Ok, Weapon Specialization, too, just because it makes sense that fighters training in the use of a specific weapon also get better at these things. Shouldn't be hard to single that out. So, if that damage reaches 10 or more, then you can do the free trip.</p><p> </p><p> The reflex save sounds like a good idea, basically, however it has the problem, that fighters then are bad at resisting knockdown, which they really should not be. So the grapple check is probably better, also since it does take size into consideration.</p><p> </p><p> Slashing weapons can definitely be used in a way, that would knock a person down, but bludgeoning weapons should probably make it easier.</p><p> </p><p> I would change the attacker's check according to damage type.</p><p> i.e. Bludgeoning +4, Piercing -4, or something like that (+2 / -2 maybe, so it's not such a big factor).</p><p> </p><p> Also maybe give a -4 when using a light weapon and a +4 when using a two-handed weapon. Or make it -8 for light, -4 for one-handed and normal for a two-handed weapon, if you don't want to make it too easy.</p><p> </p><p> Bye</p><p> Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 1692119, member: 478"] [b]some ideas[/b] Using damage is kinda weird anyways. What does the heat from a flaming weapon add to knockdown capacity, for example? You might want to restrict it to base damage from the weapon (even w/o enhancement bonus) and Str only. Ok, Weapon Specialization, too, just because it makes sense that fighters training in the use of a specific weapon also get better at these things. Shouldn't be hard to single that out. So, if that damage reaches 10 or more, then you can do the free trip. The reflex save sounds like a good idea, basically, however it has the problem, that fighters then are bad at resisting knockdown, which they really should not be. So the grapple check is probably better, also since it does take size into consideration. Slashing weapons can definitely be used in a way, that would knock a person down, but bludgeoning weapons should probably make it easier. I would change the attacker's check according to damage type. i.e. Bludgeoning +4, Piercing -4, or something like that (+2 / -2 maybe, so it's not such a big factor). Also maybe give a -4 when using a light weapon and a +4 when using a two-handed weapon. Or make it -8 for light, -4 for one-handed and normal for a two-handed weapon, if you don't want to make it too easy. Bye Thanee [/QUOTE]
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