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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Need critique for my combat system
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<blockquote data-quote="Eltern" data-source="post: 2981782" data-attributes="member: 5870"><p>Obviously, the answer here is that her master was a badass. You're saying he did a one-legged wall sit, without the wall, for the entirety of the work day? That's crazyinsaneawesome. </p><p></p><p>However, your point is still valid. In general, people's legs are bigger/tougher than their arms. But I never really got the impression that they were -that- much tougher. One option is simply to leave it as it is, and say the difference is too small. Another option is to get a friend and a knife, and start stabbing him/her in various places to find out what a perfectly realistic number of wounds is <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 think we'll find that the head really ought to have only two or maybe even one wounds before death. </p><p></p><p>So, yes, the wounds slots might be a little too broad. Let's see what SpiralBound finds out. </p><p></p><p>"2nd: how does DR affect this?"</p><p>+1 to Defense bonus, I would think. It's just like having tough skin, like a high constitution.</p><p></p><p>3rd: Bucklers can defend one arm, shields defend both?</p><p>I really don't see a particular reason to treat bucklers different than other shields, since they are basically all pieces of material strapped to your arm. It seems that shields fit well with the "throw up your arm" mechanic, since if you have a shield on that arm, you're always going to want to throw it up.</p><p></p><p>This makes the primary difference between sheilds material, not size. One way to make shield size matter would be to have the "throw up your arm" mechanic be aided by larger shields. For instance, if you have to make at least a 15 on your defense check to throw up an arm, maybe having a buckler would lower that number to 13, a small shield to 10, a large one to 8, and a tower to 6. Or something like that. </p><p></p><p>"And 4th: Vorpal weaponry?"</p><p>Plus one wound whenever you make a successful attack? This doesn't really come up much in my game, since the players are about ~7th level (with the Buy the Numbers system) and have seen -one- magic item. And it wasn't a weapon. </p><p></p><p>"-20 and down: "I've fallen and I can't get up" attacker goes prone, and can immediately be hit by a coup de grace, sneak attack, or any of the above at +8."</p><p>I would be more inclined to drop the coup de grace, sneak attack, and prone, and just say an AoO at +5 (or larger?) and any of the above special attacks at +8 (or larger?). The reason being that the defender might rather push the attacker off a cliff than knock him prone, so he could choose to bull rush instead of trip. </p><p></p><p>Also, the coup de grace doesn't really have a place in this system, since it's just an attack against someone who doesn't get a defense roll. This automatically makes the spread huge, and will result in a lot of wounds. But maybe I'm imagining this incorrectly, and having a coup de grace mechanic will be important.</p></blockquote><p></p>
[QUOTE="Eltern, post: 2981782, member: 5870"] Obviously, the answer here is that her master was a badass. You're saying he did a one-legged wall sit, without the wall, for the entirety of the work day? That's crazyinsaneawesome. However, your point is still valid. In general, people's legs are bigger/tougher than their arms. But I never really got the impression that they were -that- much tougher. One option is simply to leave it as it is, and say the difference is too small. Another option is to get a friend and a knife, and start stabbing him/her in various places to find out what a perfectly realistic number of wounds is :D I think we'll find that the head really ought to have only two or maybe even one wounds before death. So, yes, the wounds slots might be a little too broad. Let's see what SpiralBound finds out. "2nd: how does DR affect this?" +1 to Defense bonus, I would think. It's just like having tough skin, like a high constitution. 3rd: Bucklers can defend one arm, shields defend both? I really don't see a particular reason to treat bucklers different than other shields, since they are basically all pieces of material strapped to your arm. It seems that shields fit well with the "throw up your arm" mechanic, since if you have a shield on that arm, you're always going to want to throw it up. This makes the primary difference between sheilds material, not size. One way to make shield size matter would be to have the "throw up your arm" mechanic be aided by larger shields. For instance, if you have to make at least a 15 on your defense check to throw up an arm, maybe having a buckler would lower that number to 13, a small shield to 10, a large one to 8, and a tower to 6. Or something like that. "And 4th: Vorpal weaponry?" Plus one wound whenever you make a successful attack? This doesn't really come up much in my game, since the players are about ~7th level (with the Buy the Numbers system) and have seen -one- magic item. And it wasn't a weapon. "-20 and down: "I've fallen and I can't get up" attacker goes prone, and can immediately be hit by a coup de grace, sneak attack, or any of the above at +8." I would be more inclined to drop the coup de grace, sneak attack, and prone, and just say an AoO at +5 (or larger?) and any of the above special attacks at +8 (or larger?). The reason being that the defender might rather push the attacker off a cliff than knock him prone, so he could choose to bull rush instead of trip. Also, the coup de grace doesn't really have a place in this system, since it's just an attack against someone who doesn't get a defense roll. This automatically makes the spread huge, and will result in a lot of wounds. But maybe I'm imagining this incorrectly, and having a coup de grace mechanic will be important. [/QUOTE]
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