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General Tabletop Discussion
*Pathfinder & Starfinder
Streamlining advanced combat actions
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<blockquote data-quote="Grayhawk" data-source="post: 1840315" data-attributes="member: 11288"><p>Based on the feedback so far, here is the current incarnation of the streamlined rules for special combat moves:</p><p></p><p>These rules cover Bull Rush, Disarm, Feint, Grapple, Overrun, Sunder and Trip. All of these require a standard action to perform. 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. On a tie the defender wins.</p><p></p><p>(Some of these are almost identical to Caine Freerover's (fuindordm's) suggestions in post #11, but without the consequences from a low, failed check.)</p><p></p><p>Bull Rush: You and your opponent roll d20+BAB+Str, if you win you push him back 1' per point of difference between the rolls, rounded up to the nearest 5' interval, to the limit of your normal move.</p><p> </p><p>Disarm: You and your opponent make opposed attack rolls with the weapons you're holding. If you succeed then your opponent drops his weapon. If the defender is using a weapon 2-handed he gets a +4 to his roll. (I changed Caine Freerover's (fuindordm's) suggestion of d20+BAB+Dex to opposed attack rolls.)</p><p></p><p>Feint: You roll d20+BAB+Cha, and your opponent rolls d20+BAB+Wis. If you succeed your opponent is denied his Dex bonus to AC against your next attack.</p><p></p><p>Grapple: You and your opponent roll d20+BAB+Str. If the defender is armed, he may oppose the initial grappling attempt with an attack roll using his current weapon. If you win, you are both considered to be grappling. When grappling (in subsequent rounds) you can do the following by winning an opposed d20+BAB+Str check: Break free, deal unarmed damage, draw a light weapon, deal damage with a light weapon (and the rest of the stuff allowed by the RAW, I guess). </p><p></p><p>Overrun: You and your opponent (unless he chooses to sidestep) roll d20+BAB+Str. If you succeed, your opponent is knocked prone and you may continue moving. (It seems to me, that if you choose to block, it should be based on Str and not Str <em>or</em> Dex...)</p><p></p><p>Sunder: You and your opponent make opposed attack rolls with the weapons you're holding. If you succeed, you deal damage to your opponent's weapon.</p><p></p><p>Trip: You roll d20+BAB+Str, and your opponent rolls d20+BAB+(Str or Dex) (whichever is more favorable). If you succeed, your opponent is now prone. If you're tripping with a trip-weapon, you may use an attack roll with that instead.</p><p></p><p>Again, I'd like your input on these questions:</p><p></p><p>1: <em>In a game with no AoO's</em>, does the mechanic with the opposed rolls make these actions too easy, too hard or just about right? If it seems too easy, what kind of penalty should they carry?</p><p></p><p>2: Are there any of the suggestions above you'd rather see handled differently? For instance, should it be possible to substitute Str with Dex when grappling?</p><p></p><p>Thanks for your time!</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1840315, member: 11288"] Based on the feedback so far, here is the current incarnation of the streamlined rules for special combat moves: These rules cover Bull Rush, Disarm, Feint, Grapple, Overrun, Sunder and Trip. All of these require a standard action to perform. 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. On a tie the defender wins. (Some of these are almost identical to Caine Freerover's (fuindordm's) suggestions in post #11, but without the consequences from a low, failed check.) Bull Rush: You and your opponent roll d20+BAB+Str, if you win you push him back 1' per point of difference between the rolls, rounded up to the nearest 5' interval, to the limit of your normal move. Disarm: You and your opponent make opposed attack rolls with the weapons you're holding. If you succeed then your opponent drops his weapon. If the defender is using a weapon 2-handed he gets a +4 to his roll. (I changed Caine Freerover's (fuindordm's) suggestion of d20+BAB+Dex to opposed attack rolls.) Feint: You roll d20+BAB+Cha, and your opponent rolls d20+BAB+Wis. If you succeed your opponent is denied his Dex bonus to AC against your next attack. Grapple: You and your opponent roll d20+BAB+Str. If the defender is armed, he may oppose the initial grappling attempt with an attack roll using his current weapon. If you win, you are both considered to be grappling. When grappling (in subsequent rounds) you can do the following by winning an opposed d20+BAB+Str check: Break free, deal unarmed damage, draw a light weapon, deal damage with a light weapon (and the rest of the stuff allowed by the RAW, I guess). Overrun: You and your opponent (unless he chooses to sidestep) roll d20+BAB+Str. If you succeed, your opponent is knocked prone and you may continue moving. (It seems to me, that if you choose to block, it should be based on Str and not Str [i]or[/i] Dex...) Sunder: You and your opponent make opposed attack rolls with the weapons you're holding. If you succeed, you deal damage to your opponent's weapon. Trip: You roll d20+BAB+Str, and your opponent rolls d20+BAB+(Str or Dex) (whichever is more favorable). If you succeed, your opponent is now prone. If you're tripping with a trip-weapon, you may use an attack roll with that instead. Again, I'd like your input on these questions: 1: [i]In a game with no AoO's[/i], does the mechanic with the opposed rolls make these actions too easy, too hard or just about right? If it seems too easy, what kind of penalty should they carry? 2: Are there any of the suggestions above you'd rather see handled differently? For instance, should it be possible to substitute Str with Dex when grappling? Thanks for your time! [/QUOTE]
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