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<blockquote data-quote="Kerrick" data-source="post: 5026028" data-attributes="member: 4722"><p>That works.</p><p></p><p></p><p>I'll have to dig out my 1E DMG and take a look through it.</p><p></p><p></p><p>Okay... you only need three attackers to encircle.</p><p></p><p></p><p></p><p>Not really... as long as the person moving remains in the threatened area, he won't provoke an AoO. The guy at the NE corner, frex, could take a half move to the NW corner:</p><p></p><p>AXX</p><p>XDA</p><p>XXA</p><p></p><p>And still get an attack. With the addition of the <a href="http://project-phoenix.wikidot.com/combat:actions-in-combat#swift" target="_blank">combat stride</a> (the new 5-foot-step), it's even easier for fast characters/creatures to flank someone without a loss of actions.</p><p></p><p></p><p>Now that makes a lot of sense. I like that.</p><p></p><p></p><p>I've already altered sneak attack immunities. I thought I had a summary of that rule somewhere, but it appears I don't, so here it is:</p><p></p><p>I divided immunity to sneaks/crits into three levels of resistance: Lesser, moderate, and greater. This rule assumes that a "critical hit" is simply a hit that does more damage than normal, not a hit that penetrates to a vital area. Cutting off someone's arm, for instance, is a critical hit that doesn't touch a vital area.</p><p></p><p><em>Lesser</em> reduces critical hits by 1 step (a x3 crit becomes x2) and sneak attack damage by 1/3 (calculate after damage is rolled). Constructs and plants have lesser resistance.</p><p></p><p>Moderate reduces critical hits by 2 steps (a x3 crit becomes x1) and sneak attack damage by 1/2. Undead have moderate resistance.</p><p></p><p>Greater reduces critical hits by 3 steps and sneak attack damage by 2/3. Most creatures with greater resistance to crits are completely immune to sneak attacks due to homogenous structure (elementals) or lack of any real organs (oozes). Elementals and oozes fall into this category.</p><p></p><p>Thus, we can retain the original rules with only minor changes, while making rogues a good deal more effective at all levels. I can't claim all the credit for this idea; I think I got it originally from either Monte Cook or Pathfinder and tweaked it to my own ends.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5026028, member: 4722"] That works. I'll have to dig out my 1E DMG and take a look through it. Okay... you only need three attackers to encircle. Not really... as long as the person moving remains in the threatened area, he won't provoke an AoO. The guy at the NE corner, frex, could take a half move to the NW corner: AXX XDA XXA And still get an attack. With the addition of the [url=http://project-phoenix.wikidot.com/combat:actions-in-combat#swift]combat stride[/url] (the new 5-foot-step), it's even easier for fast characters/creatures to flank someone without a loss of actions. Now that makes a lot of sense. I like that. I've already altered sneak attack immunities. I thought I had a summary of that rule somewhere, but it appears I don't, so here it is: I divided immunity to sneaks/crits into three levels of resistance: Lesser, moderate, and greater. This rule assumes that a "critical hit" is simply a hit that does more damage than normal, not a hit that penetrates to a vital area. Cutting off someone's arm, for instance, is a critical hit that doesn't touch a vital area. [I]Lesser[/I] reduces critical hits by 1 step (a x3 crit becomes x2) and sneak attack damage by 1/3 (calculate after damage is rolled). Constructs and plants have lesser resistance. Moderate reduces critical hits by 2 steps (a x3 crit becomes x1) and sneak attack damage by 1/2. Undead have moderate resistance. Greater reduces critical hits by 3 steps and sneak attack damage by 2/3. Most creatures with greater resistance to crits are completely immune to sneak attacks due to homogenous structure (elementals) or lack of any real organs (oozes). Elementals and oozes fall into this category. Thus, we can retain the original rules with only minor changes, while making rogues a good deal more effective at all levels. I can't claim all the credit for this idea; I think I got it originally from either Monte Cook or Pathfinder and tweaked it to my own ends. [/QUOTE]
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