Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Making each ability score count (Ideas)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mkill" data-source="post: 5813564" data-attributes="member: 55985"><p>Thanks for everybody's input so far! I thought about the matter again and here is what I came up with.</p><p></p><p>Goal: Allow each PC to use whatever stat he likes for melee attacks, but explain it in the game in a flavorful and believable way.</p><p></p><p>So here we are:</p><p></p><p><span style="font-size: 12px"><strong>Combat Styles</strong></span></p><p></p><p>At first level, pick a combat style. Your class preselects one combat style by default, but you can switch to a different one if you like. (I believe that "default that you can trade away" will be a common design element in 5E)</p><p></p><p>Each combat style consists of a stat to use for melee attacks and two other goodies (some of the styles below have more... this is just for design ideas, it would have to be reduced to two). You can spend a feat to gain a second combat style.</p><p></p><p><strong>Muscle</strong></p><p><em>You swing your weapon with the raw strength of your muscles. You are most effective with a heavy weapon that crushes bones wherever it connects.</em></p><p></p><p>* Strength for melee attacks</p><p>* +2 to damage when fighting with two-handed weapons</p><p>* Push extra square with shield rush</p><p>* Knock enemy prone on critical hit</p><p>* Default for: Fighter, Barbarian, Paladin</p><p></p><p><strong>Agile</strong></p><p><em>You're a master of slender, agile weapons, and fancy footwork. With uncanny precision, you strike the enemy where he is most vulnerable.</em></p><p></p><p>* Dexterity for melee attacks</p><p>* +2 to AC against opportunity attacks</p><p>* no attack penalty for fighting prone</p><p>* +Dex to damage on critical hit with piercing weapon</p><p>* Default for: Rogue</p><p></p><p><strong>Archer</strong></p><p><em>Your specialty is ranged weapons, but you can draw a blade quickly when enemies come too close.</em></p><p></p><p>* Dexterity for melee attacks</p><p>* +2 to AC against opportunity attacks provoked by ranged attacks</p><p>* switch between melee and ranged weapon as part of attack action</p><p>* On a critical hit with a melee action, get a free shift</p><p>* Default for: Ranger</p><p></p><p><strong>Endurance</strong></p><p><em>Blow by blow, you wear your enemy down. When he can't hold his defenses up anymore, you strike him down.</em></p><p></p><p>* Constitution for melee attacks</p><p>* Use second wind as minor action / gain second second wind</p><p>* No ability check penalty / no speed penalty for wearing heavy armor</p><p>(Note: details of this one depend on the second wind mechanics and dwarven racial features of 5E)</p><p></p><p><strong>Tactical</strong></p><p><em>You fight with your smarts. You have studied the old fencing masters from leathery tomes, and know the difference between Giordano's Riposte and the Green Dragon Counter.</em></p><p></p><p>* Intelligence for melee attacks</p><p>* Give +Int bonus to damage with aid another</p><p>* Gain flanking bonus when adjacent to enemy together with ally,</p><p>regardless of exact square</p><p>* On a critical hit, enemy grants combat advantage to everyone for one turn</p><p>* Default for: Warlord</p><p></p><p><strong>Arcane</strong></p><p><em>Your Wizard training included strict lessons on staff fencing and combat casting.</em></p><p></p><p>* Intelligence for melee attacks</p><p>* Intelligence save to avoid opportunity attacks when spellcasting</p><p>* On a critical hit with a melee attack, use an arcane attack feat on the target as a free action.</p><p>* Default for: Wizard</p><p></p><p><strong>Mystic</strong></p><p><em>Years of training in a monastery have heightened your senses and sharpened your body.</em></p><p></p><p>* Wisdom for melee attacks</p><p>* Wisdom save against grappling</p><p>* Ignore concealment with melee attacks</p><p>* On a critical hit, stun the enemy for 1 round</p><p>* Default for: Monk</p><p></p><p><strong>Veteran</strong></p><p><em>You might be new to adventuring, but you've seen battle before. You've fought all your short life, and there is hardly any trick you haven't seen.</em></p><p></p><p>* Wisdom for melee attacks</p><p>* Does not grant combat advantage to flanking enemies</p><p>* Always act in surprise round</p><p>* On a critical hit, add your Wisdom modifier to damage</p><p></p><p><strong>Dashing</strong></p><p><em>You are a swordsman extraordinaire. You know that it's not enough to just be the best, you have to make your enemy feel it. If you can display confidence, your enemy has lost the battle before it started.</em></p><p></p><p>* Charisma for melee attacks</p><p>* Feint as move action</p><p>* Charisma save to defend against feints</p><p>* On a critical hit, your enemy takes a penalty on his next attack against you equal to your Charisma bonus</p><p>* Default for: Bard</p></blockquote><p></p>
[QUOTE="mkill, post: 5813564, member: 55985"] Thanks for everybody's input so far! I thought about the matter again and here is what I came up with. Goal: Allow each PC to use whatever stat he likes for melee attacks, but explain it in the game in a flavorful and believable way. So here we are: [SIZE="3"][B]Combat Styles[/B][/SIZE] At first level, pick a combat style. Your class preselects one combat style by default, but you can switch to a different one if you like. (I believe that "default that you can trade away" will be a common design element in 5E) Each combat style consists of a stat to use for melee attacks and two other goodies (some of the styles below have more... this is just for design ideas, it would have to be reduced to two). You can spend a feat to gain a second combat style. [B]Muscle[/B] [I]You swing your weapon with the raw strength of your muscles. You are most effective with a heavy weapon that crushes bones wherever it connects.[/I] * Strength for melee attacks * +2 to damage when fighting with two-handed weapons * Push extra square with shield rush * Knock enemy prone on critical hit * Default for: Fighter, Barbarian, Paladin [B]Agile[/B] [I]You're a master of slender, agile weapons, and fancy footwork. With uncanny precision, you strike the enemy where he is most vulnerable.[/I] * Dexterity for melee attacks * +2 to AC against opportunity attacks * no attack penalty for fighting prone * +Dex to damage on critical hit with piercing weapon * Default for: Rogue [B]Archer[/B] [I]Your specialty is ranged weapons, but you can draw a blade quickly when enemies come too close.[/I] * Dexterity for melee attacks * +2 to AC against opportunity attacks provoked by ranged attacks * switch between melee and ranged weapon as part of attack action * On a critical hit with a melee action, get a free shift * Default for: Ranger [B]Endurance[/B] [I]Blow by blow, you wear your enemy down. When he can't hold his defenses up anymore, you strike him down.[/I] * Constitution for melee attacks * Use second wind as minor action / gain second second wind * No ability check penalty / no speed penalty for wearing heavy armor (Note: details of this one depend on the second wind mechanics and dwarven racial features of 5E) [B]Tactical[/B] [I]You fight with your smarts. You have studied the old fencing masters from leathery tomes, and know the difference between Giordano's Riposte and the Green Dragon Counter.[/I] * Intelligence for melee attacks * Give +Int bonus to damage with aid another * Gain flanking bonus when adjacent to enemy together with ally, regardless of exact square * On a critical hit, enemy grants combat advantage to everyone for one turn * Default for: Warlord [B]Arcane[/B] [I]Your Wizard training included strict lessons on staff fencing and combat casting.[/I] * Intelligence for melee attacks * Intelligence save to avoid opportunity attacks when spellcasting * On a critical hit with a melee attack, use an arcane attack feat on the target as a free action. * Default for: Wizard [B]Mystic[/B] [I]Years of training in a monastery have heightened your senses and sharpened your body.[/I] * Wisdom for melee attacks * Wisdom save against grappling * Ignore concealment with melee attacks * On a critical hit, stun the enemy for 1 round * Default for: Monk [B]Veteran[/B] [I]You might be new to adventuring, but you've seen battle before. You've fought all your short life, and there is hardly any trick you haven't seen.[/I] * Wisdom for melee attacks * Does not grant combat advantage to flanking enemies * Always act in surprise round * On a critical hit, add your Wisdom modifier to damage [B]Dashing[/B] [I]You are a swordsman extraordinaire. You know that it's not enough to just be the best, you have to make your enemy feel it. If you can display confidence, your enemy has lost the battle before it started.[/I] * Charisma for melee attacks * Feint as move action * Charisma save to defend against feints * On a critical hit, your enemy takes a penalty on his next attack against you equal to your Charisma bonus * Default for: Bard [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Making each ability score count (Ideas)
Top