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*Pathfinder & Starfinder
Major D20 Combat Change: Suggestions?
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<blockquote data-quote="Sylrae" data-source="post: 4994457" data-attributes="member: 48520"><p>I was thinking, and I think I like the Idea of making some big changes to combat. This would mean some large changes.</p><p> </p><p>Here are the proposed chanes and the reasons why. I don't think I plan on using any published versions of these chages, as I looked and dont like them.</p><p> </p><p>1. Piecemeal Armor Rules: The value of your armor is based on the armor type over each location. Different materials will give a different fractional bonus to your total amount of armor, as well as influencing your armor penalties, Dex-based difficulties, Arcane Spell Failure, and the penalty to your stealth (some armor is noisy from movement). There is a chart I have seen in a LARP rulebook with a genderless dummy covered by various locations, worth armor, based on the materials covering them.</p><p> </p><p>This allows players to create their own armor. Normally, for example, leather armor does not include a helmet. Players could get a helmet. Also, Players could have armor made from different materials. You could have Scalemail on your chest and Leather on your arms.</p><p> </p><p>Perhaps, if more compleity is acceptable, you could have no armor on the joints, meaning no Dex Penalties, and just weight, but some other increased risk for not armoring those places (or, those vulnerable places could just be worth more armor, regardless of materials).</p><p> </p><p>2. Armor as DR: Unlike in UA, Armor will be purely DR (or HP). As it will also be Piecemeal, each location will give a fractional bonus to said DR/HP total. If Armor as HP. This variant may work better. However, touch attacks would ignore Armor HP and go directly to real HP. Things like Constriction Damage, (crushing your armor ON to you), will damage both Armor and Hit Points by the same amount. Generally, magic is goign to be touch-attack based.</p><p> </p><p>3. Static, CON Based Hit Points. Hit points do not go up from level changes. Hit Points go up based on your constitution changing. For Undead, these will be CHA Based, maybe. Monster HPs will also be adjusted accordingly.</p><p> </p><p>Hit Points will represent the damage you can take, not your ability to void damage, that will be placed entirely in your defense bonus.</p><p> </p><p>4. Damage output adjusted to match the new, not-rapidly increasing hit points.</p><p> </p><p>5. Class Defense Bonuses: As characters gain levels, they become more adept at not getting hit. AC will be DB (Defensive Bonus) as it's now related to deflecting attacks, and getting out of the way, and does not represent damage absorbing blows anymore.</p><p> </p><p>6. Arcane Spell Failure: Instead of a flat percentage, it will be a check of some sort, with more modifiers than just armor penalties. It will also include: Carrying Load, Spell Level, Nonproficiency Penalties, but your bonus will increase as you gain levels. (either through skills, or through caster levels.)</p><p> </p><p>Armored Mage class features will give an additional bonus to the roll.</p><p> </p><p>7.</p><p>Power Attack: Sacrificing DB for Better chance to hit.</p><p>Combat Expertise: Sacrificing Chance to Hit for Better DB.</p><p>Acrobatic Charge: Use skills to get around obstacles while charging.</p><p> </p><p>These are now core mechanics anyone can do, not feats.</p><p> </p><p>8. I use fractional BAB, and a different system for Saves that gives similar values without goof ups with multiclassing.</p><p> </p><p>9. I'm working on figuring out something liek the trailblazer caster rules, wherein casters use a single spell table for all their combined levels. It will be different than the trailblazer rules in terms of spells known, spontaneous casting, and spells per day. the table will be more complex, and may actually be a series of tables.</p><p> </p><p>10. I'm dropping the LA system. Playable monsters will have an LA 0 base race, and optional racial levels (which will be of equal power to base classes, and will give all level benefits of a regular class, including the benefits to spellcasting). For pissy GMs, they can force the players to take all the racial levels, instead of having them be optional.</p><p> </p><p>I understand that these major changes involve alot of work. Tell me what you think of the ideas, and I'm open to input. As mentioned, this is a fair chunk of work, and involves things such as altering alot of spells (or at least a rule to convert the damage over) etc.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4994457, member: 48520"] I was thinking, and I think I like the Idea of making some big changes to combat. This would mean some large changes. Here are the proposed chanes and the reasons why. I don't think I plan on using any published versions of these chages, as I looked and dont like them. 1. Piecemeal Armor Rules: The value of your armor is based on the armor type over each location. Different materials will give a different fractional bonus to your total amount of armor, as well as influencing your armor penalties, Dex-based difficulties, Arcane Spell Failure, and the penalty to your stealth (some armor is noisy from movement). There is a chart I have seen in a LARP rulebook with a genderless dummy covered by various locations, worth armor, based on the materials covering them. This allows players to create their own armor. Normally, for example, leather armor does not include a helmet. Players could get a helmet. Also, Players could have armor made from different materials. You could have Scalemail on your chest and Leather on your arms. Perhaps, if more compleity is acceptable, you could have no armor on the joints, meaning no Dex Penalties, and just weight, but some other increased risk for not armoring those places (or, those vulnerable places could just be worth more armor, regardless of materials). 2. Armor as DR: Unlike in UA, Armor will be purely DR (or HP). As it will also be Piecemeal, each location will give a fractional bonus to said DR/HP total. If Armor as HP. This variant may work better. However, touch attacks would ignore Armor HP and go directly to real HP. Things like Constriction Damage, (crushing your armor ON to you), will damage both Armor and Hit Points by the same amount. Generally, magic is goign to be touch-attack based. 3. Static, CON Based Hit Points. Hit points do not go up from level changes. Hit Points go up based on your constitution changing. For Undead, these will be CHA Based, maybe. Monster HPs will also be adjusted accordingly. Hit Points will represent the damage you can take, not your ability to void damage, that will be placed entirely in your defense bonus. 4. Damage output adjusted to match the new, not-rapidly increasing hit points. 5. Class Defense Bonuses: As characters gain levels, they become more adept at not getting hit. AC will be DB (Defensive Bonus) as it's now related to deflecting attacks, and getting out of the way, and does not represent damage absorbing blows anymore. 6. Arcane Spell Failure: Instead of a flat percentage, it will be a check of some sort, with more modifiers than just armor penalties. It will also include: Carrying Load, Spell Level, Nonproficiency Penalties, but your bonus will increase as you gain levels. (either through skills, or through caster levels.) Armored Mage class features will give an additional bonus to the roll. 7. Power Attack: Sacrificing DB for Better chance to hit. Combat Expertise: Sacrificing Chance to Hit for Better DB. Acrobatic Charge: Use skills to get around obstacles while charging. These are now core mechanics anyone can do, not feats. 8. I use fractional BAB, and a different system for Saves that gives similar values without goof ups with multiclassing. 9. I'm working on figuring out something liek the trailblazer caster rules, wherein casters use a single spell table for all their combined levels. It will be different than the trailblazer rules in terms of spells known, spontaneous casting, and spells per day. the table will be more complex, and may actually be a series of tables. 10. I'm dropping the LA system. Playable monsters will have an LA 0 base race, and optional racial levels (which will be of equal power to base classes, and will give all level benefits of a regular class, including the benefits to spellcasting). For pissy GMs, they can force the players to take all the racial levels, instead of having them be optional. I understand that these major changes involve alot of work. Tell me what you think of the ideas, and I'm open to input. As mentioned, this is a fair chunk of work, and involves things such as altering alot of spells (or at least a rule to convert the damage over) etc. [/QUOTE]
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