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Skill Based Combat and Magic

Would you seriously consider the system outlined below?

  • Definitely. That's exactly what I've been looking for.

    Votes: 8 14.8%
  • Maybe. I'd give it consideration.

    Votes: 28 51.9%
  • The combat stuff might be handy, but I wouldn't use magic.

    Votes: 1 1.9%
  • The magic stuff might be handy, but I wouldn't use combat

    Votes: 6 11.1%
  • I've already implemented/bought my own system for these things.

    Votes: 3 5.6%
  • Be gone Heathan! I play D&D only as God intended.

    Votes: 8 14.8%

Who amongst you would be interested in a skill-based combat and magic system for d20?

A broad outline would be:

Combat
-Heavy armour reduces damage, but makes it easier to be hit for small amounts of damage.
-Damage inflicted uses a more detailed system than hp.
All weapons use the same damage resolution system (no different dice for different weapons).
-Each attack is still resolved with one or two rolls.
-Some increase in complexity.

Magic
-Overt magic attacks (eg, fireball, magic missile) use the same resolution style as normal combat.
-Divine, Arcane and Psionics use the same system.
-Differences between Div, Arc and Psi are based on the spells/powers available and their source, rather than how your spell slots work (so Psionic effects arn't just Arcane effects with different names). There would be some cross-over between magic types.

I know that's not a lot to go on, but, anyway,we'll see how the poll goes.

Also, assume that this is being produced by an established, non-WotC company.
 

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I voted "maybe", because I am always interested in new takes on some game mechanics, but the advantages (realism, style, customizability, ...) would have to outweigh the increased complexity for me to consider using it.
 

I've never seen one I really like, but I'm open to the possibility.

GURPS doesn't do it for me, be wary of duplicating the problems it has.
 

No to the former, yes to the latter! You've really got two questions there. I'm fine with combat more or less the way it is (with a few houserules of my own, of course!) but I don't like the default magic system very much. I skills and feats based magic system, or class that was based on skill-based magic (ala Sovereign Stone, or the Force from the Star Wars d20 RPG) is something I'd really like to see.
 

I would be interested in looking at it. I've already got a rough version of a skill-based magic system in playtest, so I've become much more aware of the potential pitfalls. I have also wondered why weapons (groups of similar weapons) weren't done as skills (with an extra attack every 5 ranks, or something).

So I would definitely be interested in looking at someone else's take.
 

I don't think it's heresy, but you didn't include any other "I'm probably not interested" options than to call you a heathen.

Combat already takes long enough to resolve. You admit the system you suggest would be more complicated. That means it takes longer - there's more fiddly bits to worry about, more dice to roll. Taking longer disrupts the tension in the scene, and the flow of the story.

Whether combat is "skill based" or not isn't a selling point for me. I'm more interested that it be reasonably fast, yet intricate enough to be interesting and inspire creativity in tactics. The current system does that. So, I'm probably not interested.
 





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