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*Pathfinder & Starfinder
Post-Apoc Combat Reactions
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3242791" data-attributes="member: 20805"><p>Interesting.. my first thought is 'hey, expanded AoO rules!'</p><p> My second though was, 'this looks like a good implementation of adrenaline in combat'</p><p></p><p>Which may not be a bad thing, perhaps alter to use AoO's instead of Action points, and maintain the mechanic that a Combat Reaction burns your next Move action *or* an Action point.</p><p> Another Combat Reaction may be taken in a turn at the cost of another AoO and either becoming Fatiqued or an Action Point. {GM can limit number of Action points spent in this manner}</p><p></p><p>This would allow character to use this options alot, but still have uses for the precious Action points. It also allows a Combat Reflexes build to be extremly dangerous for a single round. </p><p></p><p>You can trim down the list of options to:</p><p> As a Combat Reaction you can do one of the following:</p><p> - Snap-Shot: Make a single ranged attack with a weapon already in hand. This attack suffers a -4 penalty to hit</p><p> - Move for Cover: Move 5', Drop Prone, or stand from Prone</p><p> --- If cover is available where the character moved to, they gain a bonus of +2 to AC and +2 to REF save for the attack they are reacting to.</p><p> - Grab: Dropping whatever is in your hands, you may grab either gear or an ally. Grabbing gear allows you to draw an item. If attempting to save an ally, you must make a touch attack. A willing ally can change his Dex mod to AC to be negative, making it easier to grab him.</p><p></p><p>A combat Reaction is resolved immeditely upon announcment. This allows characters to interupt an opponents move mid-way. A counter Reaction can be announced that would interupt the first. A character whose intended action is no longer valid must select another legal action or abandon thier action.</p><p></p><p>I don't think you will see this stuff used every round. Each option has a penalty associated beyong losing your next Move action. </p><p> Avoiding the 5' step rule in the text of the Move for Cover option means you can't use this to avoid sword weilding maniacs.. they would get an AoO as you retreat.</p><p></p><p>However, this variant does make Combat Reflexes almost a neccessity for the tank build.</p><p> I can't see going with just Action points as the limited number of points means players will be less likely to remember the rules when there is a chance to use them.</p><p></p><p>Silly/extreme example:</p><p> Joe opens the door to the room and Fred Snap-Shots at him. Joe burns a Combat Reaction to step back 5', out of sight. Fred burns a Combat action to move back into the line of fire..to which Joe burns another Combat reaction to close the door. Fred is left with the choice of firing into the door and giving up his attack. After which Joe continues with the rest of his turn.</p><p> {In this example both sides have Combat Reflexes and end up using a Move action and an Action point.}</p><p></p><p>Not so silly example:</p><p> Fred and Joe are standing at the edge of a cliff, with 10' seperating them. Sally pushes Joe and he is about to fall. Fred burns 3 Combat Reactions, 2 Moves and 1 Grab. Since he is out of Action points his second and third Reactions will Fatigue him. He successfully snatches Joe from certain death, but ends up Exhausted.</p><p> </p><p></p><p>The more I think about this, the more fluid these mechanics would make the battlefield. It would be harder to run combat with lots of characters. The key would have to be making Reactions as simple/fast to execute as possible.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3242791, member: 20805"] Interesting.. my first thought is 'hey, expanded AoO rules!' My second though was, 'this looks like a good implementation of adrenaline in combat' Which may not be a bad thing, perhaps alter to use AoO's instead of Action points, and maintain the mechanic that a Combat Reaction burns your next Move action *or* an Action point. Another Combat Reaction may be taken in a turn at the cost of another AoO and either becoming Fatiqued or an Action Point. {GM can limit number of Action points spent in this manner} This would allow character to use this options alot, but still have uses for the precious Action points. It also allows a Combat Reflexes build to be extremly dangerous for a single round. You can trim down the list of options to: As a Combat Reaction you can do one of the following: - Snap-Shot: Make a single ranged attack with a weapon already in hand. This attack suffers a -4 penalty to hit - Move for Cover: Move 5', Drop Prone, or stand from Prone --- If cover is available where the character moved to, they gain a bonus of +2 to AC and +2 to REF save for the attack they are reacting to. - Grab: Dropping whatever is in your hands, you may grab either gear or an ally. Grabbing gear allows you to draw an item. If attempting to save an ally, you must make a touch attack. A willing ally can change his Dex mod to AC to be negative, making it easier to grab him. A combat Reaction is resolved immeditely upon announcment. This allows characters to interupt an opponents move mid-way. A counter Reaction can be announced that would interupt the first. A character whose intended action is no longer valid must select another legal action or abandon thier action. I don't think you will see this stuff used every round. Each option has a penalty associated beyong losing your next Move action. Avoiding the 5' step rule in the text of the Move for Cover option means you can't use this to avoid sword weilding maniacs.. they would get an AoO as you retreat. However, this variant does make Combat Reflexes almost a neccessity for the tank build. I can't see going with just Action points as the limited number of points means players will be less likely to remember the rules when there is a chance to use them. Silly/extreme example: Joe opens the door to the room and Fred Snap-Shots at him. Joe burns a Combat Reaction to step back 5', out of sight. Fred burns a Combat action to move back into the line of fire..to which Joe burns another Combat reaction to close the door. Fred is left with the choice of firing into the door and giving up his attack. After which Joe continues with the rest of his turn. {In this example both sides have Combat Reflexes and end up using a Move action and an Action point.} Not so silly example: Fred and Joe are standing at the edge of a cliff, with 10' seperating them. Sally pushes Joe and he is about to fall. Fred burns 3 Combat Reactions, 2 Moves and 1 Grab. Since he is out of Action points his second and third Reactions will Fatigue him. He successfully snatches Joe from certain death, but ends up Exhausted. The more I think about this, the more fluid these mechanics would make the battlefield. It would be harder to run combat with lots of characters. The key would have to be making Reactions as simple/fast to execute as possible. [/QUOTE]
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