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General Tabletop Discussion
*Pathfinder & Starfinder
Streamlining advanced combat actions
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<blockquote data-quote="Grayhawk" data-source="post: 1838964" data-attributes="member: 11288"><p>Off topic: I'm with Plane Sailing on the swimming issue. There <em>is</em> such a thing as not being able to swim. (Now, enough with the swimming, lest the real topic drowns <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></p><p></p><p>I'm sure that there are many ways which you can try to streamline these special combat actions, but I've decided to stay with the opposed attack roll mechanic, at least until someone shows me why it doesn't work. </p><p></p><p>My reasons are that I find that mechanic easy to remember as well as elegant and transparent. Also, if these actions required an attack roll against your opponents AC, some (all?) would propably had to be against a touch AC, something I'm planning to get rid off in my search for simplicity.</p><p></p><p>Caine Freerover, I understand why you would want to use slightly different checks to perform the different actions, but personally I'd much prefer a single mechanic, unless it generates gross balance or logic issues.</p><p></p><p>Which is why I'm proposing the opposed attack roll mechanic in the first place <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>Time for a humble appeal: I really like to see all of your ideas for how to go about this, but before I can seriously consider any of these, I'd like for you to turn your most scrutinizing eye on the idea I'm proposing and tell me what you see.</p><p></p><p>Once again, here's the thing:</p><p></p><p>'Trip, Disarm, Feint*, Bull Rush, Sunder, Overrun and Grapple all require a standard action and are all resolved using the opposed attack roll mechanic. You cannot initiate such an action against someone more than 1 size larger than yourself. If you are smaller than your opponent you get a -4 penalty on your roll.'</p><p></p><p>* <span style="font-size: 9px">I've included Feint, as this is for a game without the current skill system.</span></p><p></p><p>Since this is meant for a system without AoO's, there's no drawback to initiate one of these actions.'</p><p></p><p>Here are the specific questions I'd like for you to consider:</p><p></p><p>1: <em>In a game with no AoO's</em>, does the opposed attack roll mechanic make these actions too easy, too hard or just about right?</p><p></p><p>2: <em>In a simple game</em>, do you think that the opposed attack roll mechanic adequately can be used to govern these actions? If not, which do you feel needs to be handled differently?</p><p></p><p>Thanks for your time!</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1838964, member: 11288"] Off topic: I'm with Plane Sailing on the swimming issue. There [i]is[/i] such a thing as not being able to swim. (Now, enough with the swimming, lest the real topic drowns :) ) I'm sure that there are many ways which you can try to streamline these special combat actions, but I've decided to stay with the opposed attack roll mechanic, at least until someone shows me why it doesn't work. My reasons are that I find that mechanic easy to remember as well as elegant and transparent. Also, if these actions required an attack roll against your opponents AC, some (all?) would propably had to be against a touch AC, something I'm planning to get rid off in my search for simplicity. Caine Freerover, I understand why you would want to use slightly different checks to perform the different actions, but personally I'd much prefer a single mechanic, unless it generates gross balance or logic issues. Which is why I'm proposing the opposed attack roll mechanic in the first place :) Time for a humble appeal: I really like to see all of your ideas for how to go about this, but before I can seriously consider any of these, I'd like for you to turn your most scrutinizing eye on the idea I'm proposing and tell me what you see. Once again, here's the thing: 'Trip, Disarm, Feint*, Bull Rush, Sunder, Overrun and Grapple all require a standard action and are all resolved using the opposed attack roll mechanic. You cannot initiate such an action against someone more than 1 size larger than yourself. If you are smaller than your opponent you get a -4 penalty on your roll.' * [SIZE=1]I've included Feint, as this is for a game without the current skill system.[/SIZE] Since this is meant for a system without AoO's, there's no drawback to initiate one of these actions.' Here are the specific questions I'd like for you to consider: 1: [i]In a game with no AoO's[/i], does the opposed attack roll mechanic make these actions too easy, too hard or just about right? 2: [i]In a simple game[/i], do you think that the opposed attack roll mechanic adequately can be used to govern these actions? If not, which do you feel needs to be handled differently? Thanks for your time! [/QUOTE]
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