Mustrum_Ridcully
Legend
Doing stuff to help non-spellcasters is more difficult. Essentially, the question is how do they get "more spotlight" and how make their contribution stronger. I think you will always run into a strong balance change here. But by ensuring that spellcasters still use high level spells sparingly, but get to enjoy their spellcasting with low level spells, you might get closer to an effective game balance between fighters and spellcasters.
Here are still some thoughts that might help the non-spellcasters.
Action Points: For each encounter you finish, you gain one action point. These can be spent on the following things:
- Reroll one melee or ranged attack roll. Take the higher result.
- Reroll one saving throw you just made. Take the higher result.
- Reroll weapon damage. Take the higher result.
- Reroll one skill check. Take the higher result.
- Confirm one critical hit.
- Negate one critical made against you.
- Ignore difficult terrain for one move action.
Spend 2 action points to gain one of the following benefits:
- One extra melee or ranged attack at highest base attack bonus. Optionally: Can be done as an immediate action against an enemy that moves through your threat range, or that misses you with his melee attack.
- Double weapon damage after succesful attack(but not spell damage. Use the normal rules for double doublings)
- Half the damage of one weapon attack against you.
- Reduce ability damage or drain taken to half. (Minimum 1)
You can spent as many action points as you like within one combat, but only once for each "opportunity", and can use only one of the options per round.
After resting for 8 hours, you lose all action points and reset back to one point. You can't "hoard" more than 5 + 1/2 your level in action points.
Action Points now allow non-spellcasters to deal or avoid massive amounts of damage if the really need to, and otherwise help everyone. They again serve to encourage continue "running", since you lose them if you will rest.
After that, you might want to add feats that build on action points, or add options to existing feats that relate to action points.
For example:
Cleave: When making a cleave attack, you can spend one action point to make a second attack against that enemy.
Greater Cleave. When making a cleave attack, you can spend one instead of two action points to double damage.
Dodge: Spend one action point instead of two to suffer only half damage from the target that you dodged against.
Mobility: If you spend an action point, you suffer no attack of opportunities due to movement for the full round.
Whirlwind Attack: Spend two action points to make a second attack against every opponent you strike during your whirlwind attack. The second attack is made at a -5 penalty.
Two Weapon Fighting: When making a standard attack, spend one action point to attack with your off-hand weapon.
Combat Reflexes: When making an attack of opportunity, spend one action point to stop the enemies movement.
Improved Trip: When making a succesful attack, immediately spend an action point to gain a free trip attempt. You don't need to make a touch attack, and do not gain a follow up attack.
Weapon Finesse: When making an attack with a finessable weapon, spend an action point to double the weapons base damage (including enhancement bonus, but bonus granted from strength, feats or sneak attack)
Improved Unarmed: When making an unarmed attack, spend one action point to initiate a trip or grapple attempt.
Weapon Focus: When using your focussed weapon, spend one action point to gain one reroll for 3 rounds
Weapon Specialisation: Doubling your weapons damage costs only one action point.
Here are still some thoughts that might help the non-spellcasters.
Action Points: For each encounter you finish, you gain one action point. These can be spent on the following things:
- Reroll one melee or ranged attack roll. Take the higher result.
- Reroll one saving throw you just made. Take the higher result.
- Reroll weapon damage. Take the higher result.
- Reroll one skill check. Take the higher result.
- Confirm one critical hit.
- Negate one critical made against you.
- Ignore difficult terrain for one move action.
Spend 2 action points to gain one of the following benefits:
- One extra melee or ranged attack at highest base attack bonus. Optionally: Can be done as an immediate action against an enemy that moves through your threat range, or that misses you with his melee attack.
- Double weapon damage after succesful attack(but not spell damage. Use the normal rules for double doublings)
- Half the damage of one weapon attack against you.
- Reduce ability damage or drain taken to half. (Minimum 1)
You can spent as many action points as you like within one combat, but only once for each "opportunity", and can use only one of the options per round.
After resting for 8 hours, you lose all action points and reset back to one point. You can't "hoard" more than 5 + 1/2 your level in action points.
Action Points now allow non-spellcasters to deal or avoid massive amounts of damage if the really need to, and otherwise help everyone. They again serve to encourage continue "running", since you lose them if you will rest.
After that, you might want to add feats that build on action points, or add options to existing feats that relate to action points.
For example:
Cleave: When making a cleave attack, you can spend one action point to make a second attack against that enemy.
Greater Cleave. When making a cleave attack, you can spend one instead of two action points to double damage.
Dodge: Spend one action point instead of two to suffer only half damage from the target that you dodged against.
Mobility: If you spend an action point, you suffer no attack of opportunities due to movement for the full round.
Whirlwind Attack: Spend two action points to make a second attack against every opponent you strike during your whirlwind attack. The second attack is made at a -5 penalty.
Two Weapon Fighting: When making a standard attack, spend one action point to attack with your off-hand weapon.
Combat Reflexes: When making an attack of opportunity, spend one action point to stop the enemies movement.
Improved Trip: When making a succesful attack, immediately spend an action point to gain a free trip attempt. You don't need to make a touch attack, and do not gain a follow up attack.
Weapon Finesse: When making an attack with a finessable weapon, spend an action point to double the weapons base damage (including enhancement bonus, but bonus granted from strength, feats or sneak attack)
Improved Unarmed: When making an unarmed attack, spend one action point to initiate a trip or grapple attempt.
Weapon Focus: When using your focussed weapon, spend one action point to gain one reroll for 3 rounds
Weapon Specialisation: Doubling your weapons damage costs only one action point.