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*Pathfinder & Starfinder
Major D20 Combat Change: Suggestions?
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<blockquote data-quote="Sylrae" data-source="post: 5046341" data-attributes="member: 48520"><p>@Hawken:</p><p></p><p>1. Piecemeal Armor Rules: I suppose your Idea of "Make up some armor and say what it's specifically designed to do and I'll create a set of armor rules for it" would work too. The Number of Armor Types would build up pretty fast though.</p><p></p><p>Personally I was thinking it might be cool if I could give out individual armor items instead of full suits of armor. You find a steel helmet. Yes you can wear that with your studded leather vest, and with your darkwood shoulderpads.</p><p></p><p>Not so much that I want to 'unnecessarily complicate the game', it's more that there are a number of things I'm not so fond of in D&D, which I think are done better in World of Darkness, in particular (oWoD or nWoD) but the World of Darkness system doesn't do a good job handling a fantasy setting. Particularly for fantasy style magic, different races, or races of differing power levels.</p><p></p><p>2. Armor as DR: Armor is for reducing the injuries you take if you get hit. I could see deflecting attacks using your weapons, or a shield, but not as much with armor.</p><p> </p><p>3. Static, CON Based Hit Points: Being hit is always described as being hit. However, Hit points supposedly also represent your skill at getting out of the way, and only a small fraction of your hit points are necessarily for the damage you take. It can be ignored, and in my current games I have been handwaving it away as always, but it still drives me crazy. In WoD you get Hit Points based on your character's toughness, and a flat amount by race (in WoD it's 5 for most creatures, it goes up if youre really big).</p><p> </p><p>4. Damage output adjusted to match the new, not-rapidly increasing hit points: If you have less hit points, damage should be adjusted down. I'm not going for "Everything Kills You", I'm going for Toughness != Dodging Ability.</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 Change: ASF as a flat % is just a weird mechanic that doesn't match the mechanics for the rest of the game, even though it's not that complicated. It doesnt cover weird situations that well either, such as casting underwater, with one hand, etc.</p><p> </p><p>7. These feats are just things I saw as default combat mechanics that anyone should be able to do. Like Grapple.</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>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. Trailblazer spellcasting progressions will work do what I need them to, with one issue that I want to talk to him about that gives multiclass casters too big of a spell list to choose from.</p><p> </p><p>10. LA as levels: I've described this elsewhere on these forums. It works pretty well from playtests, though you can't just grab a creature from the MM and go. It takes pre-game Prep work for monsters.</p><p></p><p>11. Altered Counterspelling: I want counterspelling to be a more commonly tried maneuver which is more doable. The spellcasting will be along the lines of what I discussed <a href="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267982-spellcasting-changes.html" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5046341, member: 48520"] @Hawken: 1. Piecemeal Armor Rules: I suppose your Idea of "Make up some armor and say what it's specifically designed to do and I'll create a set of armor rules for it" would work too. The Number of Armor Types would build up pretty fast though. Personally I was thinking it might be cool if I could give out individual armor items instead of full suits of armor. You find a steel helmet. Yes you can wear that with your studded leather vest, and with your darkwood shoulderpads. Not so much that I want to 'unnecessarily complicate the game', it's more that there are a number of things I'm not so fond of in D&D, which I think are done better in World of Darkness, in particular (oWoD or nWoD) but the World of Darkness system doesn't do a good job handling a fantasy setting. Particularly for fantasy style magic, different races, or races of differing power levels. 2. Armor as DR: Armor is for reducing the injuries you take if you get hit. I could see deflecting attacks using your weapons, or a shield, but not as much with armor. 3. Static, CON Based Hit Points: Being hit is always described as being hit. However, Hit points supposedly also represent your skill at getting out of the way, and only a small fraction of your hit points are necessarily for the damage you take. It can be ignored, and in my current games I have been handwaving it away as always, but it still drives me crazy. In WoD you get Hit Points based on your character's toughness, and a flat amount by race (in WoD it's 5 for most creatures, it goes up if youre really big). 4. Damage output adjusted to match the new, not-rapidly increasing hit points: If you have less hit points, damage should be adjusted down. I'm not going for "Everything Kills You", I'm going for Toughness != Dodging Ability. 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 Change: ASF as a flat % is just a weird mechanic that doesn't match the mechanics for the rest of the game, even though it's not that complicated. It doesnt cover weird situations that well either, such as casting underwater, with one hand, etc. 7. These feats are just things I saw as default combat mechanics that anyone should be able to do. Like Grapple. 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. 8. I use fractional BAB, and a different system for Saves that gives similar values without goof ups with multiclassing. 9. Trailblazer spellcasting progressions will work do what I need them to, with one issue that I want to talk to him about that gives multiclass casters too big of a spell list to choose from. 10. LA as levels: I've described this elsewhere on these forums. It works pretty well from playtests, though you can't just grab a creature from the MM and go. It takes pre-game Prep work for monsters. 11. Altered Counterspelling: I want counterspelling to be a more commonly tried maneuver which is more doable. The spellcasting will be along the lines of what I discussed [URL="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/267982-spellcasting-changes.html"]here[/URL]. [/QUOTE]
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