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*Pathfinder & Starfinder
Major D20 Combat Change: Suggestions?
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<blockquote data-quote="Hawken" data-source="post: 5046551" data-attributes="member: 23619"><p>Well, make up your armor and then put it into one of the three categories--Light, Medium or Heavy. And just tweak the numbers. If your going to increase AC bonus, increase ACP or reduce Max Dex, or both and don't forget to mess with ASF too if the armor is going to be clunky. </p><p></p><p>Individual armor items are too much to keep track of, plus you're digging yourself a deep hole when it comes to getting those individual pieces enchanted. How screwed are you when your breastplate is ghost touch, but nothing else is? And just how resistant are you to critical hits when your bracers have Heavy Fortification but nothing else does? You may be immune to getting your arms chopped off, but how does that protect the rest of you?</p><p></p><p>If you want to get into helmets, make different helmets have have them provide varying degrees of protection against critical hits. If a critical threat is rolled maybe one type of helm gives a +2 AC bonus on the confirming roll only, while another gives +4 or +7. And these could be treated as magic item slots also. Do you take the Goggles of Minute Seeing, or stick with the helmet for better protection?</p><p></p><p>I get the armor as DR and I use it in my games frequently. I usually give DR 1/- for light armor, 2 for Medium and 4 for Heavy. And it would stack with things like Adamantite and other untyped DR. </p><p></p><p>You can still use hit points and also use wound points too. Hit points can remain the same and wound points would be analogous to a character's negative hit point score. This way you don't have to mess up your game recalculating damage for EVERYTHING. This way you still get the skill at avoiding injury and a critical hit would still be dangerous (you could have, say, one multiple of the critical damage apply to your wound points; otherwise wound points don't get touched until someone runs out of hit points). </p><p></p><p>If you do class defense, you need to mitigate it somehow with armor, unless the rate you gain these bonuses is pathetically slow, but then no one would care about them.</p><p></p><p>ASF: Change it to a Concentration check whenever someone casts in armor. Maybe DC 18 for Light, 23 for medium and 28 for heavy, +1 per level of the spell. Maybe allow the bonus from Combat Casting to apply to these checks, or not. And since those checks will soon be easy, make a stipulation that casting in armor changes the casting time from a standard action to a full round action. If someone wants to do it, they can, but there will be a price to pay.</p><p></p><p>Those feats, yeah, anyone should be able to do them, but someone taking the feat should get a better bonus. Say for Power Attack, maybe trade on a 2 for 1 ratio; 2 pts of attack gets you 1 extra pt of damage, and maybe 3:2 for two handed weapons. And if you get the actual feat, the exchange is 1:1 normally, or 2:1 for two handed weapons.</p><p></p><p>Have a feat that trades BAB for damage, one that trades BAB for AC, one that trades damage for BAB and maybe even one that allows an extra attack but at a -5 to damage AND BAB--trading precision and power for speed.</p></blockquote><p></p>
[QUOTE="Hawken, post: 5046551, member: 23619"] Well, make up your armor and then put it into one of the three categories--Light, Medium or Heavy. And just tweak the numbers. If your going to increase AC bonus, increase ACP or reduce Max Dex, or both and don't forget to mess with ASF too if the armor is going to be clunky. Individual armor items are too much to keep track of, plus you're digging yourself a deep hole when it comes to getting those individual pieces enchanted. How screwed are you when your breastplate is ghost touch, but nothing else is? And just how resistant are you to critical hits when your bracers have Heavy Fortification but nothing else does? You may be immune to getting your arms chopped off, but how does that protect the rest of you? If you want to get into helmets, make different helmets have have them provide varying degrees of protection against critical hits. If a critical threat is rolled maybe one type of helm gives a +2 AC bonus on the confirming roll only, while another gives +4 or +7. And these could be treated as magic item slots also. Do you take the Goggles of Minute Seeing, or stick with the helmet for better protection? I get the armor as DR and I use it in my games frequently. I usually give DR 1/- for light armor, 2 for Medium and 4 for Heavy. And it would stack with things like Adamantite and other untyped DR. You can still use hit points and also use wound points too. Hit points can remain the same and wound points would be analogous to a character's negative hit point score. This way you don't have to mess up your game recalculating damage for EVERYTHING. This way you still get the skill at avoiding injury and a critical hit would still be dangerous (you could have, say, one multiple of the critical damage apply to your wound points; otherwise wound points don't get touched until someone runs out of hit points). If you do class defense, you need to mitigate it somehow with armor, unless the rate you gain these bonuses is pathetically slow, but then no one would care about them. ASF: Change it to a Concentration check whenever someone casts in armor. Maybe DC 18 for Light, 23 for medium and 28 for heavy, +1 per level of the spell. Maybe allow the bonus from Combat Casting to apply to these checks, or not. And since those checks will soon be easy, make a stipulation that casting in armor changes the casting time from a standard action to a full round action. If someone wants to do it, they can, but there will be a price to pay. Those feats, yeah, anyone should be able to do them, but someone taking the feat should get a better bonus. Say for Power Attack, maybe trade on a 2 for 1 ratio; 2 pts of attack gets you 1 extra pt of damage, and maybe 3:2 for two handed weapons. And if you get the actual feat, the exchange is 1:1 normally, or 2:1 for two handed weapons. Have a feat that trades BAB for damage, one that trades BAB for AC, one that trades damage for BAB and maybe even one that allows an extra attack but at a -5 to damage AND BAB--trading precision and power for speed. [/QUOTE]
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