[OOC - 3.5] The Storm Coast


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the other problem with rolling all at once is what happens if u role a potential crit when u roll all the dice? do u keep the damage roll and then role again to confirm and keep the damage if confirming hit fails and reroll if it is a crit? it can cause things to get out of order...
 

Drat forgot about that :o

Thanks for the reminder and I suggest alot of attacking on the defense or getting some AC bonus from somewhere(Dodge, Combat Expertise). Toughness would work also. Glad I'm not a warrior in this game would be tough to fiqure out how to stay alive.

HM
 

Roll to hit as normal not exspecting a crit (i.e. 1d20+3;1d8+2)

then go and roll the confirmation (i.e. 1d20+3;1d8+2 if you have a x3 then it would be 1d20+3;2d8+4) If you miss ignore the damage and just use the first posts damage if you hit add them together and post the total damage atleast that's what I would do.

HM
 

Glad I'm not a warrior in this game would be tough to fiqure out how to stay alive.

It certainly changes the dynamics, but I've found that armored characters may get KOd more but they get killed less. Unarmored characters just get killed. I've run face-to-face games the same way. Last session, four 1st-level characters faced an ogre. The front line got KOd but not killed. They inflicted enough damage to get the ogre down enough that the other two PCs took it out with two ranged attacks.

Good times. :)
 


Roll to hit as normal not exspecting a crit (i.e. 1d20+3;1d8+2)

then go and roll the confirmation (i.e. 1d20+3;1d8+2 if you have a x3 then it would be 1d20+3;2d8+4) If you miss ignore the damage and just use the first posts damage if you hit add them together and post the total damage atleast that's what I would do.

This is the same way that I do it.
 

Sounds realist also...

Let's get this combat rolling I wish to see this in action :]

It'll probably be tomorrow evening before I get back on track. The weekend was busy with a Christmas concert at my parents' church (starring Cynthia Clawson, who I'd never heard of but was floored from the get-go by her stunning acapella rendition of O Come, O Come, Emmanuel) and a Sunday concert featuring cowboy poet Michael Martin Murphey. Tonight I have a men's chili dinner at my church. Busy, busy.

:)

I'll get on Giant Boy about getting Lyryc's actions posted tonight.
 

I think I'd like to amend the house rules a bit. I'm playtesting bits and pieces of combat changes here at EN World as well in my face-to-face game. As already noted, part of these changes are about how armor works. I've also got this that I want to try:

Expanding BAB

Every character has a Base Attack Bonus, or BAB. F&F* expands the uses for BAB two ways. First, BAB is added to your Armor Class as a dodge bonus. BAB reflects a character's general skill in combat This includes not only the ability to land a blow, but also the ability parry and dodge attacks. Furthermore, a character's BAB affords a certain amount of flexibility in combat from round-to-round as well.

Each round on his turn, a character can "shift" his up to his BAB to provide a bonus to a specific facet of combat. The same value is applied as a penalty to another facet. This bonus/penalty combinations lasts until the beginning of the character's next turn. A character can apply up to his BAB as a bonus to attack rolls, to damage rolls (for attacks that require an attack roll), or to AC (as a dodge bonus). He must apply the same value as a penalty to one of the two other facets.

For example, Horace Berkeley has a +1 BAB. He's facing three goblins in melee combat. Being outnumbered, he decides to fight cautiously. Horace adds +1 to his AC and applies a -1 penalty to his attack rolls. These modifiers remain in play until the beginning of his next, at which time Horace can keep them or change them as desired. A few rounds later, Horace has defeated two of the goblins. He goes on the offensive, applying a +1 bonus to his attack rolls and a -1 penalty to his AC.

This variable use of BAB in combat replaces Combat Expertise and Power Attack as feats. These two feats are simply removed from play. Feats for which they are prerequisites are treated as if they have one fewer prerequisites. Thus, a character qualifies for Improved Bull Rush as long as he has at least a 13 Strength.


Thoughts?

* This is a reference to Fencing & Firearms, a PDF that Spes Magna Games will be releasing next month.
 
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