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The World of Siluria Thread
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<blockquote data-quote="HeavenShallBurn" data-source="post: 3443292" data-attributes="member: 39593"><p><strong>Core Mechanics Overview</strong></p><p></p><p><em>Combat system is Battleque d20-Further modifications and revisions still under construction</em></p><p><strong>Features</strong></p><p>*No penalty for TWF. Fighting with any number of different weapons is supported without penalties for any order of attack as long as you don't attempt to gain extra attacks. Extra attacks are gained through flurrying which imposes a penalty based on how many extra attacks you attempt. The TWF and MWF chains will be integrated into a unified feat chain that reduces penalties for Flurrying.</p><p>*Power Attack. A version of this with reduced effectiveness will be a universal combat option. The power attack feat will increase this option to the standard level of effectiveness and expand a character's range of PA.</p><p>*Shields. There will be major improvements to the benefit provided to AC by shields to encourage the traditional sword & board style and offset the slightly lower average AC of an Armor as DR system. Preliminary stats are: buckler +3AC, light +5AC, heavy +7AC, tower +9AC. Shields provide no AC but not DR.</p><p>*Armor. Armor as DR but formula not entirely finalized. Manufactured Armor DR= 1/2(normal AC) + 1/2(primary material hardness). Enhancement bonus is not added to AC or DR but since each +1 adds 2 hardness effectively gives +1DR per +1 bonus. Natural Armor DR=1/2(normal AC). Only add hardness in the case of natural armor with a material hardness, such as golems or other constructs with a specified material. I haven't decided whether to add keep 1/2 normal AC in the AC calculations, depends upon other balancing factors. Armor layers in four different categories. Magic/Manufactured/Innate SU/Natural. At lower levels most of these will not enter play, by the time all of them enter play attacks will be available that bypass various categories of DR. Still there is a mechanism to increase damage to account for the decrease in damage getting through DR to a target.</p><p>*Bonuses. In order to reduce the number of magic items characters need to maintain balance I will either use the Iron Heroes saving throws and BAB or I will use a universal character progression chart similar to that of FFZ. This will be strictly to balance character advancement against expected bonuses from magic items. I will also add a pool of bonus XP at each level up that can be used only for adding magical bonuses to a character for customization. Thus weapon/armor qualities and the effects of wondrous items of appropriate power level will simply be incorporated into the character as inherent effects.</p><p>*New Spot Rules. The spot rules will be non-core. They are based on a thread here at EN World several months ago that revised spot rules to better handle different environments and situations. Characters in the wrong situation may not be able to see far at all, in the right situation they will be able to see farther than the standard spot rules can handle.</p><p>*Weapons Groups. Weapon group proficiencies will be used but there will be slight differences from standard UA version. Will incorporate some IH and AU ideas.</p><p>*Modified Grappling Rules. This will be a part of the latest revision to the Battlegue d20 system and is still in vague stage. Probably involves following changes. Grapple becomes a new type of attack using grapple bonus in place of standard AB. Winner of roll is in control of grapple. Doesn't require touch attack to initiate, opponent still gets AoO unless a feat or quality removes that. Once achieved grapple lasts 2 ticks until attacker must recheck to maintain. Having a character grappled allows several further combat actions.</p><p>*1)Crush-deals crushing damage to foe</p><p>*2)Throw-hurls foe, mechanic still undecided</p><p>*3)Pin-pins foe, some modification of standard mechanic</p><p>*4)Maim-similar to coup de grace an action to disable a pinned foe</p><p>*5)Use As Sheild-this will be based on difference in size categories and allow for shoot-through</p><p>*6)Use As Weapon-mechanic still undecided but potentially based on either size category or standard damage of attacker or some combination thereof.</p><p></p><p><strong>Many aspects of this system are still changeable. Feedback is appreciated, especially on the Grapple system and any new maneuvers to integrate into it I haven't thought of yet.</strong></p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 3443292, member: 39593"] [b]Core Mechanics Overview[/b] [i]Combat system is Battleque d20-Further modifications and revisions still under construction[/i] [b]Features[/b] *No penalty for TWF. Fighting with any number of different weapons is supported without penalties for any order of attack as long as you don't attempt to gain extra attacks. Extra attacks are gained through flurrying which imposes a penalty based on how many extra attacks you attempt. The TWF and MWF chains will be integrated into a unified feat chain that reduces penalties for Flurrying. *Power Attack. A version of this with reduced effectiveness will be a universal combat option. The power attack feat will increase this option to the standard level of effectiveness and expand a character's range of PA. *Shields. There will be major improvements to the benefit provided to AC by shields to encourage the traditional sword & board style and offset the slightly lower average AC of an Armor as DR system. Preliminary stats are: buckler +3AC, light +5AC, heavy +7AC, tower +9AC. Shields provide no AC but not DR. *Armor. Armor as DR but formula not entirely finalized. Manufactured Armor DR= 1/2(normal AC) + 1/2(primary material hardness). Enhancement bonus is not added to AC or DR but since each +1 adds 2 hardness effectively gives +1DR per +1 bonus. Natural Armor DR=1/2(normal AC). Only add hardness in the case of natural armor with a material hardness, such as golems or other constructs with a specified material. I haven't decided whether to add keep 1/2 normal AC in the AC calculations, depends upon other balancing factors. Armor layers in four different categories. Magic/Manufactured/Innate SU/Natural. At lower levels most of these will not enter play, by the time all of them enter play attacks will be available that bypass various categories of DR. Still there is a mechanism to increase damage to account for the decrease in damage getting through DR to a target. *Bonuses. In order to reduce the number of magic items characters need to maintain balance I will either use the Iron Heroes saving throws and BAB or I will use a universal character progression chart similar to that of FFZ. This will be strictly to balance character advancement against expected bonuses from magic items. I will also add a pool of bonus XP at each level up that can be used only for adding magical bonuses to a character for customization. Thus weapon/armor qualities and the effects of wondrous items of appropriate power level will simply be incorporated into the character as inherent effects. *New Spot Rules. The spot rules will be non-core. They are based on a thread here at EN World several months ago that revised spot rules to better handle different environments and situations. Characters in the wrong situation may not be able to see far at all, in the right situation they will be able to see farther than the standard spot rules can handle. *Weapons Groups. Weapon group proficiencies will be used but there will be slight differences from standard UA version. Will incorporate some IH and AU ideas. *Modified Grappling Rules. This will be a part of the latest revision to the Battlegue d20 system and is still in vague stage. Probably involves following changes. Grapple becomes a new type of attack using grapple bonus in place of standard AB. Winner of roll is in control of grapple. Doesn't require touch attack to initiate, opponent still gets AoO unless a feat or quality removes that. Once achieved grapple lasts 2 ticks until attacker must recheck to maintain. Having a character grappled allows several further combat actions. *1)Crush-deals crushing damage to foe *2)Throw-hurls foe, mechanic still undecided *3)Pin-pins foe, some modification of standard mechanic *4)Maim-similar to coup de grace an action to disable a pinned foe *5)Use As Sheild-this will be based on difference in size categories and allow for shoot-through *6)Use As Weapon-mechanic still undecided but potentially based on either size category or standard damage of attacker or some combination thereof. [b]Many aspects of this system are still changeable. Feedback is appreciated, especially on the Grapple system and any new maneuvers to integrate into it I haven't thought of yet.[/b] [/QUOTE]
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