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General Tabletop Discussion
*Pathfinder & Starfinder
Need critique for my combat system
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<blockquote data-quote="Eltern" data-source="post: 2980762" data-attributes="member: 5870"><p>Yes, that's supposed to be BDB. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I appreciate you testing it out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> Understand that these groups are designed with the purpose of being rather simple, intuitive, and promoting narration. So, I would suggest running one battle with a set of characters under d20, then running the exact same battle with this system. You may want to keep the same die rolls for each run, but that may not be necessary. </p><p></p><p>I think this system will succeed at its goals if 1. it is not more complicated/time consuming than normal d20 and 2. it paints a clear picture of what's happening. </p><p></p><p>Now, understand that a significant amount of GM leeway is built into this system in describing the specifics, but there is still a lot more guidance than in standard d20. For instance, a spread of 13 to an attack to the arm gives "two wounds". If this were an arrow attack, I might say that the arrow literally hit twice, going through the forearm and then through the bicep. Ouch. Alternatively, I could say that arrow simply hit a particularly important location, the elbow. Either way, the ramifications are pretty similar, but the exact description is still up to the DM. Here are some possibilities for those ramifications. I realize this further complicates things, of course <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Wounds Head </p><p>1 -2 Spot/Listen</p><p>2 Unconcious (Concentration check to stay up?)</p><p>3 Death</p><p></p><p>Arms and Legs</p><p>-1 Attacks with that limb, -2 Grapple, -1 to Physical Skills</p><p>-2 attacks with that limb,-4 Grapple,-2 to Physical Skills</p><p>Can't use it, start bleeding out (will go unconcious eventually from blood loss. Concentration check to stay up?)</p><p></p><p>Total Wounds to Legs</p><p>2 Speed minus 5</p><p>4 Speed halved</p><p>5 Speed quartered</p><p></p><p>Torso</p><p>-1 to Physical Skills</p><p>-2 to Physical Skills</p><p>Unconcious (Concentration check to stay up?)</p><p>Death</p><p></p><p>A couple other, house keeping things:</p><p></p><p>I would say not throwing magic into the system would be the best for trying this out. Just straight fighters and rogues would be best. However, if you're going to use magic, Cure Light, Moderate, Serious, and Critical wounds might cure 1, 2, 3, and 4 wounds, respectively. This can't help someone who's already dead (3 to head or 4 to torso). This does mean that a Cure Critical can really bounce someone back. Since I use the Elements of Magic system, I'm not going to give this a lot of thought. If you're using EoM, I think "2 dice" healing one wound ought to work well. </p><p></p><p>I recognize that there are more armors than just the ones I listed in the PHB. One of the critical differences in how armor works between this system and normal d20 is that different hit locations could have different armors (ie. Breastplate with scale greaves). I was trying to present a system where armor is a function of material, not location. So, d20 full plate is just plate at all hit locations, hide is just leather everywhere, etc. </p><p></p><p>Obviously, if you're wanting to try anything with mixing and matching armors, you're talking mixing and matching armor check penalties, speed, weight, and max dex. I'll wait until your results before I venture to create a system like that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>I'm interested to see how the sneak attack/weapon specialization mechanic works out. It seems to be virtually nothing early on, and then possibly broken later. But then, if you're good at sneaking up on people and stabbing them in the chest, I would hope you kill people easily. </p><p></p><p>One thing I see going wrong with this system is that people will just target the head and torso, and ignore attacking the legs or arms. There are a few ways to alter this. First, make the vast majority of your armor check penalty be determined by what's on your limbs. This will encourage characters to have less armor on their limbs, making them easier to attack than the torso and the head. </p><p></p><p>Secondly, I would like there to be some mechanic for the defender to throw up an arm to take a blow, in lieu of getting a hit to the face or chest. I'm still kicking around how to do this, and here are some suggestions from players:</p><p></p><p>1. As long as you roll over 10 on your defense roll, you may choose to throw up your arm to take a blow. </p><p>2. Calculate the spread without factoring in armor. If it's 10 or under, you can throw up an arm. Then calculate armor. </p><p>3. The defender rolls first. Based on their roll, they can choose whether or not to throw up an arm. Then the attacker rolls (I kind of like that one). </p><p></p><p>SOOO <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I'm sure that gives you enough to think about, SpiralBound. Let me know what you cook up.</p></blockquote><p></p>
[QUOTE="Eltern, post: 2980762, member: 5870"] Yes, that's supposed to be BDB. :) I appreciate you testing it out :-) Understand that these groups are designed with the purpose of being rather simple, intuitive, and promoting narration. So, I would suggest running one battle with a set of characters under d20, then running the exact same battle with this system. You may want to keep the same die rolls for each run, but that may not be necessary. I think this system will succeed at its goals if 1. it is not more complicated/time consuming than normal d20 and 2. it paints a clear picture of what's happening. Now, understand that a significant amount of GM leeway is built into this system in describing the specifics, but there is still a lot more guidance than in standard d20. For instance, a spread of 13 to an attack to the arm gives "two wounds". If this were an arrow attack, I might say that the arrow literally hit twice, going through the forearm and then through the bicep. Ouch. Alternatively, I could say that arrow simply hit a particularly important location, the elbow. Either way, the ramifications are pretty similar, but the exact description is still up to the DM. Here are some possibilities for those ramifications. I realize this further complicates things, of course :p Wounds Head 1 -2 Spot/Listen 2 Unconcious (Concentration check to stay up?) 3 Death Arms and Legs -1 Attacks with that limb, -2 Grapple, -1 to Physical Skills -2 attacks with that limb,-4 Grapple,-2 to Physical Skills Can't use it, start bleeding out (will go unconcious eventually from blood loss. Concentration check to stay up?) Total Wounds to Legs 2 Speed minus 5 4 Speed halved 5 Speed quartered Torso -1 to Physical Skills -2 to Physical Skills Unconcious (Concentration check to stay up?) Death A couple other, house keeping things: I would say not throwing magic into the system would be the best for trying this out. Just straight fighters and rogues would be best. However, if you're going to use magic, Cure Light, Moderate, Serious, and Critical wounds might cure 1, 2, 3, and 4 wounds, respectively. This can't help someone who's already dead (3 to head or 4 to torso). This does mean that a Cure Critical can really bounce someone back. Since I use the Elements of Magic system, I'm not going to give this a lot of thought. If you're using EoM, I think "2 dice" healing one wound ought to work well. I recognize that there are more armors than just the ones I listed in the PHB. One of the critical differences in how armor works between this system and normal d20 is that different hit locations could have different armors (ie. Breastplate with scale greaves). I was trying to present a system where armor is a function of material, not location. So, d20 full plate is just plate at all hit locations, hide is just leather everywhere, etc. Obviously, if you're wanting to try anything with mixing and matching armors, you're talking mixing and matching armor check penalties, speed, weight, and max dex. I'll wait until your results before I venture to create a system like that :-) I'm interested to see how the sneak attack/weapon specialization mechanic works out. It seems to be virtually nothing early on, and then possibly broken later. But then, if you're good at sneaking up on people and stabbing them in the chest, I would hope you kill people easily. One thing I see going wrong with this system is that people will just target the head and torso, and ignore attacking the legs or arms. There are a few ways to alter this. First, make the vast majority of your armor check penalty be determined by what's on your limbs. This will encourage characters to have less armor on their limbs, making them easier to attack than the torso and the head. Secondly, I would like there to be some mechanic for the defender to throw up an arm to take a blow, in lieu of getting a hit to the face or chest. I'm still kicking around how to do this, and here are some suggestions from players: 1. As long as you roll over 10 on your defense roll, you may choose to throw up your arm to take a blow. 2. Calculate the spread without factoring in armor. If it's 10 or under, you can throw up an arm. Then calculate armor. 3. The defender rolls first. Based on their roll, they can choose whether or not to throw up an arm. Then the attacker rolls (I kind of like that one). SOOO :D I'm sure that gives you enough to think about, SpiralBound. Let me know what you cook up. [/QUOTE]
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