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PEACH- My alternate combat system
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3017124" data-attributes="member: 710"><p>My first thought was: This belongs into the House Rules forum! <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>My second thought: Others have had this idea before, there are probably even some threads on it in the House Rules forum. If not, at least the people who thought about it will be found there. </p><p></p><p>A few ideas more on topic (mostly, admittedly, negatively or reminding of problems): </p><p>Keep in mind that, if armor causes to many penalties and you also give a bonus for "good" attacks, armor might easily become useless, and the high-dex fighter might be the superior build (since he can use weapon finesse and his resulting good attack bonus to abandon strength). But this is just a risk, it depends a lot on the specifics of the system wether this actually becomes an issue or not. </p><p></p><p>What you have to keep in mind is that such rules will increase the real-world time required for a single attack. Both sides have to roll their dice, add the appropriate modifiers, then one side rolls damage while the other has to subtract its DR. It might not be so beginner's friendly having so many steps, but in the long term, it might not matter.</p><p></p><p>The biggest step in actually implementing these rules will be the conversion of monsters to the new rule. It is easy to redesign class tables, but reworking all monster stats takes time and effort, especially if you want to maintain the old CRs.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3017124, member: 710"] My first thought was: This belongs into the House Rules forum! :) My second thought: Others have had this idea before, there are probably even some threads on it in the House Rules forum. If not, at least the people who thought about it will be found there. A few ideas more on topic (mostly, admittedly, negatively or reminding of problems): Keep in mind that, if armor causes to many penalties and you also give a bonus for "good" attacks, armor might easily become useless, and the high-dex fighter might be the superior build (since he can use weapon finesse and his resulting good attack bonus to abandon strength). But this is just a risk, it depends a lot on the specifics of the system wether this actually becomes an issue or not. What you have to keep in mind is that such rules will increase the real-world time required for a single attack. Both sides have to roll their dice, add the appropriate modifiers, then one side rolls damage while the other has to subtract its DR. It might not be so beginner's friendly having so many steps, but in the long term, it might not matter. The biggest step in actually implementing these rules will be the conversion of monsters to the new rule. It is easy to redesign class tables, but reworking all monster stats takes time and effort, especially if you want to maintain the old CRs. [/QUOTE]
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