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[ooc] gng - nameless [4/4]
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<blockquote data-quote="Maerdwyn" data-source="post: 2180145" data-attributes="member: 835"><p>I liked the pacing of the combat, though I'll be glad when the whole party is together and un-sblocked <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 also like the way a lot of the stuff (initiative, etc) is handled behind the screen. </p><p> </p><p>I wouldn't give a bonus for a flat 20+ on init, but maybe we could experiment with something similar to the critical hit system: If you exceed your opponent's initiative by a given amount, you get a additional action ( exceed by 10+, you get a move action, 15+ you get an additional standard action) Just off the top of my head - not totally convinced a bonus like this is necessary</p><p> </p><p>I don't think bab should be tied directly to initiative. Yes, more experienced characters are going to act faster, but acting faster isn't always about swinging a sword. Fighter types under that system would always get the jump on wizards or stealthy types. Experienced character of any sort could always spend points on improved init (using existing rules), or you could introduce point based init - a parallel to the bab progression, for example, where chracters get some small increase in their init every level, but you can spend points to make it go up faster. </p><p> </p><p>Fixed the sling damage, and fixed the weight I was carrying, I think (I had four days rations only weighing 1 lb before. I ate or tossed two days of rations and increased the weight to 2 lbs. </p><p> </p><p>For the spear, I think of short spears as about the same length as long bows, which I pictured as able to be strapped to characters' backs but may be not. If it's a problem, no sweat, and I'll figure out another way of keeping him armed - probably keep a spear in the shield hand and keep the sling ready instead of the spear. <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></blockquote><p></p>
[QUOTE="Maerdwyn, post: 2180145, member: 835"] I liked the pacing of the combat, though I'll be glad when the whole party is together and un-sblocked :) I also like the way a lot of the stuff (initiative, etc) is handled behind the screen. I wouldn't give a bonus for a flat 20+ on init, but maybe we could experiment with something similar to the critical hit system: If you exceed your opponent's initiative by a given amount, you get a additional action ( exceed by 10+, you get a move action, 15+ you get an additional standard action) Just off the top of my head - not totally convinced a bonus like this is necessary I don't think bab should be tied directly to initiative. Yes, more experienced characters are going to act faster, but acting faster isn't always about swinging a sword. Fighter types under that system would always get the jump on wizards or stealthy types. Experienced character of any sort could always spend points on improved init (using existing rules), or you could introduce point based init - a parallel to the bab progression, for example, where chracters get some small increase in their init every level, but you can spend points to make it go up faster. Fixed the sling damage, and fixed the weight I was carrying, I think (I had four days rations only weighing 1 lb before. I ate or tossed two days of rations and increased the weight to 2 lbs. For the spear, I think of short spears as about the same length as long bows, which I pictured as able to be strapped to characters' backs but may be not. If it's a problem, no sweat, and I'll figure out another way of keeping him armed - probably keep a spear in the shield hand and keep the sling ready instead of the spear. :) [/QUOTE]
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