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*Pathfinder & Starfinder
Need critique for my combat system
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<blockquote data-quote="Eltern" data-source="post: 2985173" data-attributes="member: 5870"><p>So you know, when I was originally sketching up this system I pictured characters as typically having less BDB than BAB. The rationale behind this was than in the point buy character creation system I use (Buy the Numbers), HP are fairly in expensive, and BAB is expensive. Since HP doesn't exist in this system, the logical thing to do would be to take all that XP you -would- have spent on HP and spend it on BDB. But, since BDB is more expensive, you're getting less bang for your buck. </p><p></p><p>The lower BDB would be balanced out by having armor. So, characters who didn't put a lot of effort into learning to evade blows would wear armor, while those that didn't want to wear armor (ex. A rogue that doesn't want big penalties) would spend the extra points in BDB.</p><p></p><p>The end result, provided the numbers all worked out, was for BDB to be around BAB. This is unlike standard D&D where attack bonuses rapidly surge past Armor Classes. However, this is also unlike the characters that you present, SpiralBound, in that their defense bonuses are significantly higher than their attacks. </p><p></p><p>I'm not saying this is a good thing or a bad thing. It's just a thing. In general, it's going to be harder to injure someone than I imagined. The chances of screwing up an attack increase. The strategy of attacking loses ground to the strategy of counterattacking. I'm no martial artists, but this seems like this aspect of the rules is either kind of right, or kind of wrong. So, for you real life fighters out there, which is it? In general, across multiple fighting mediums, is waiting to counterattack a safer strategy than making an initial attack of your own?</p><p></p><p>I would think that answer would not be simple, but we'll see. </p><p></p><p>So, SpiralBound, if you find that the combat is not deadly enough/takes to long to actually deal damage, consider the possibility of lowering your characters' defense bonuses.</p></blockquote><p></p>
[QUOTE="Eltern, post: 2985173, member: 5870"] So you know, when I was originally sketching up this system I pictured characters as typically having less BDB than BAB. The rationale behind this was than in the point buy character creation system I use (Buy the Numbers), HP are fairly in expensive, and BAB is expensive. Since HP doesn't exist in this system, the logical thing to do would be to take all that XP you -would- have spent on HP and spend it on BDB. But, since BDB is more expensive, you're getting less bang for your buck. The lower BDB would be balanced out by having armor. So, characters who didn't put a lot of effort into learning to evade blows would wear armor, while those that didn't want to wear armor (ex. A rogue that doesn't want big penalties) would spend the extra points in BDB. The end result, provided the numbers all worked out, was for BDB to be around BAB. This is unlike standard D&D where attack bonuses rapidly surge past Armor Classes. However, this is also unlike the characters that you present, SpiralBound, in that their defense bonuses are significantly higher than their attacks. I'm not saying this is a good thing or a bad thing. It's just a thing. In general, it's going to be harder to injure someone than I imagined. The chances of screwing up an attack increase. The strategy of attacking loses ground to the strategy of counterattacking. I'm no martial artists, but this seems like this aspect of the rules is either kind of right, or kind of wrong. So, for you real life fighters out there, which is it? In general, across multiple fighting mediums, is waiting to counterattack a safer strategy than making an initial attack of your own? I would think that answer would not be simple, but we'll see. So, SpiralBound, if you find that the combat is not deadly enough/takes to long to actually deal damage, consider the possibility of lowering your characters' defense bonuses. [/QUOTE]
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Need critique for my combat system
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