WizarDru said:
Well, here I think you're trying to eat your cake and have it, too. The genre is also full of plenty of scenes in which just such a scenario occurs, that is that the 'one in a million' strike defeats or wounds the otherwise unstoppable foe. The natural 20 models this, to some effect. You also get a completely different problem, that of verisimilitude going right out the window. If the only way a 10th level fighter can be touched by 80-90% of mankind is for him to fumble or be asleep, then you've got a completely different problem, IMHO.
Note that you said "one in a million"--not "one in twenty". The problem is that the system errs, IMHO, too far in the direction of making things common, and thus un-special. Now, if the die roll was open-ended, that'd be great (roll a 20, roll again and add), 'cause then you could have those 1-in-10000 chances, and the like. Right now, it's pretty much 5%, or 0--nothing in between. So if it's possible at all, it's fairly frequent, in the grand scheme of things. [i suppose you could argue that there is support in the following sense: say a creature has DR20, and the person attacking does d8+5, and needs a 20 to hit. The odds of actually doing damage would then be ~.09%, which is a reasonably small number. It'd also be a horrible combat to actually play through, unless the creature also only had 5 or 10 hps.]
Now, i accept that such long odds need to be less-long for RPG purposes--you're not gonna make a million attack rolls against Great Wyrm dragons during your entire RPing career, so one-in-a-million odds may as well be zero. But you still need something a fair bit rarer than 5% for those long-shot odds. Heck, i probably make 20 rolls in a single session--and i'm sure the group, in aggregate, does--so 5% means it's gonna come up at least every night, on average. Hardly fits the trope of "one-in-a-million."
Well, see here's the thing: I don't think you're envisioning your swashbuckler correctly, under the rules. A couple of thoughts:
Your goal seems to work to two different ends: that of a swift fighter, and that of a precise fighter.
Yes, and no. That is, i'm aware that those are two distinct things, but i think they go together, in terms of archetypes. I'm thinking of the swashbuckler/fencer, martial artist, maybe knife fighter--they use a combination of precision and mobility/speed to get the job done, rather than just raw force. That said, i see your points--some of what you suggest, i *hadn't* thought of, or didn't think of interpreting it that way. Other parts i disagree with (on which more below).
A swift fighter will do less damage, and emphasize both mobility and speed. You correctly suss that, from a movement perspective, D&D does not favor this character in respect of hitting more often, which I was I think you're really talking about with initiative issues.
Sort of. I want some sort of difference between the guy with high init and the guy with low. With the cyclic init, the advantage disappears after the first round. That advantage could be more attacks (it's how i'm currently tackling it in one system). It could be having a real advantage to going first (such as actions/conditions lasting to the end of the round, or end of the next round, rather than until your initiative count on the next round). Even having strict declarations would be an improvement and give the high-init guy some advantage (that is, the person with the lowest init declares what she's going to do, then the next-lowest, and so on, up to the highest, so that the fastest person gets to plan based on what everyone else is doing, to simulate faster reaction time). I'm sure there are others i'm not thinking of right now, or have never thought of. So, more attacks isn't the only solution, but it is my favorite (reverse-order declarations are a pain in the butt; variable-length conditions gets a bit wonky from both a verissimilitude standpoint and a balance standpoint).
You need to dissassociate these concepts. A swift fighter will have light or no armor, a high DEX, will use things such as Dodge, Quick Draw, Run, Spring Attack and Tumble to move about the battlefield. He may have two weapon fighting and weapon finesse, so that he can strike more often. He will do less damage than the barbarian with the two handed-weapon or the fighter with the flail and shield. By design, as those opponents cannot keep up with his mobility. This type of fighter needs to utilize the environment to his advantage, and deny his opponents the benefit of thiers. The fighter and barbarian's greatest advantage in this scenario are their superior BAB...but if have to move around to get you, they sacrifice iterative attacks. Keep that in mind, we'll return to it in a second.
um, did i miss something? If you're moving, you don't get multiple attacks either--and that means no point to TWF. Even with Spring Attack, you can't run in, hit with both hands, and then run out.
A precise fighter is one that strikes hard with a relatively light weapon...his goal is to deliver a penetrating attack that badly wounds his foe, and owes it to his mastery of his weapon and where the deliver the blows to do the most damage. Such a fighter is not as concerned with moving around, merely with meteing out damage as effectively as possible. He would choose feats like Improved Critical, Weapon Focus, Weapon Specialization, and, of course, Weapon Finesse or Power Attack, depending on his weapon of choice. More importantly, he takes a few levels of rogue (for sneak attack damage), and master the art of Feint (and Improved Feint), and takes feats like Expertise.
This is the character that, IMHO, is warped by the rules. Specifically, sneak attack damage is really a mobility thing, mechanically, not a precision thing. You don't get sneak attack damage for having a good hit, or high BAB, or antyhing like that, you get it for outmaneuvering your opponent, catching her by surprise. IOW, it conceptually supports the swift fighter you talk about above. Also, i don't think this is the character concept i've been envisioning--this sounds like an archer, not a swashbuckler.
I personally think that the disconnect is that you're thinking a little too linearly about how to construct a combatant effectively enough. Consider that a well designed fighter/rogue, ranger/rogue or barbarian/rogue can achieve the design you're looking for, and is a completely viable contender to the brute or the tank...moreover, they can much more versatile.
Hmmm...maybe. Not familiar enough with all the details to really demonstrate this or counter it. Conceptually, it bugs me, mind you--it's yet another case where the rogue is being used as a "dirty fighter", rather than a deceiver or skillmonkey. But that's another rant, so never mind.
Anyway, back on topic: i'm not a super-expert with D&D3E, but i'm going to toss out an example from soemone who shoul be: Monte Cook seems to think that the system as written doesn't support the light fighter, as evidenced by both his inclusion of the unfettered class in AU, and the ways in which it behaves that no PH class (or multiclass) can mimic.
Now, let's return to that iterative attack idea and the initiative's value. I mentioned above (in a prior post) how significant Init is in both early and late levels...let's return to that, now. You mention that you don't see Init ats meaningful, and show that by explaining that you might get the first hit...in a 'so what?' implied response. I think that misses a major factor, particularly of high-level battles, but true all around: he who starts the battle, sets it's tone. If the deep-wood sniper leads off the battle and does over a hundred points of damage in the suprise or first round to one character, you've suddenly been put on the defensive. The whole party's tactics change. If the enemy sorceror puts a wall of force around the fighters, or casts a prismatic spray that turns the cleric to stone...you're in reactive mode. The cleric suddenly drops that dimensional anchor to cast a heal, or the wizard suddenly decides to 5' step and Dim Door to safety, removing a big gun from the battle.
OK, this i can't argue with. I haven't run into it much, but i see what you're talking about. In short, good tactics, combined with getting the first strike in, can make a significant difference. But, wouldn't surprise rounds be just as effective, even if you lose initiative? As is, because of the highly random nature of init, you can't assure that result, except by getting the advantage of surprise, anyway.
I understand what you're talking about with setting the tone of the battle. Just that in my D&D3E experience, it wasn't necessarily the side that won initiative that got to set the tone. Often the deciding factor didn't happen until the 2nd or 3rd round, and it could be either side that does it. But i can see what you're saying that, often, the mechanics will essentially let the side with initiative do that tone-setting, if they're careful--especially at higher levels.
This ties into the mobile fighter concept in the denial of Full Attack options. The mobile fighter only goes to his opponent when he can deal a killing blow, take adavantage of a weakness or dash-in and bounce out. If the enemy warrior has to run 60' to reach the mobile figher, he's sacrificed his best ability, iterative attacks. The mobile fighter steps in, attacks, and then retreats, possibly setting up for AoOs. That's what he does.
I agree ,conceptually: dash in, attack, dash out. Problem is, the freezeframe init system means that it doesn't matter how fast you are--no Spring Attack, no dash-in-and-out. I was particularly frustrated by this because it makes a classic strategy of the cinema impossible: rush in, piss off the [dumb] bad guy, then back pedal, staying just out of reach, in order to taunt/lead her into a trap of some sort. Because of the timing, my choices are: (1) rush in and bash (on my turn), get bashed (on her turn), bash and retreat (on my turn), or (2) rush in and out (on my turn)--which doesn't provide any incentive for the enemy to follow, 'cause she can already see where i'm going. In short, the strategic feint is essentially impossible, unless you have Spring Attack (at least lvl6 for the monk). In short, i agree that that's what the mobile fighter does, but i think you're glossing over the difficulty of actually creating such a character, especially at low levels.
Remember, D&D 3E pretty much makes it that a higher-level fighter or monster rarely misses on the first hit. After that, it gets much dicier. Add effects like Power Attack, and you can see that it doesn't actually get as good for the heavy hitter as it first appears. Folks have run the numbers for that two-handed power-attacking barbarian in other threads, for example: power-attack doesn't always benefit him, because of the loss to his attack bonus on the iterative attacks. Extra damage is meaningless if it doesn't actually get dealt.
Now, you may contend that the D&D 3e doesn't mold itself to a swashbuckling style, as much. This is true. The design of combat is not meant to simulate what you're after. However, I would point you to Dragon Magazine a few months ago, where a set of feats for actual parrying and more swashbuckling swordplay was introduced. This would probably give you the options you're looking for to make an effective Dumas'-esque rapier fighter who could stand toe-to-toe in single combat with Conan.
Which just aggravates the problem, IMHO. Forcing someone to take a bunch of feats to play a swashbuckler is, IMHO, just adding insult to injury. You don't have to take any feats to play an effective tank (just have a high Str and Con). This particular trade off--power vs. mobility--should be better handled by the basic combat rules, IMHO.
You might also consider GURPS for a more realistic combat model, but I'd give you two warnings about it: one, it is a very gritty, realistic system with a higher level of lethality about such things and two, the system, which is about what you're looking for in terms of design, tends to favor a single combat option, specifically the high-skilled parry fighter. We literally had a session where two master swordsman fought for thirty minutes (real-time) in a duel, and neither one managed to land a single strike. The actual combat only lasted about 20-30 seconds of game-time (1 round=1 sec.). It was mnay things, but the fun factor started to bleed out by round 10. YMMV.
Funny you should mention that. I just pulled out my copy of GURPS a couple of days ago, specifically to read the advanced combat rules for ideas. Anyway, GURPS is even more complex, and thus even less desirable to me. I want *less* number-crunching, and *less* mechanical detail--i was reasonably satisfied with the non-tactical AD&D2 combat rules (while they also didn't support this archetype, at least they were less of a pain in general, and combats required less thought and usually went faster).
Now, long drawn-out fights between master swordsmen, especially fencing-style, are very cool--but only if they have the tactical livelihood of te one duel from The Princess Bride. IOW, a 30rd fight in which each combatant used 10 or 12 different strategies (each for a couple of blows), would be interesting. I haven't seen a system yet that supports that, however. Also, at least in GURPS, the fight could easily be over in one blow--30 rds to land a blow is acceptable if, as i said, thefight is interesting as well as suspenseful, and that pretty much decides the fight. If it were D&D style, where it's gonna take you several blows--possibly dozens--to decide the fight (much less end it), then you want to hit every time, more or less.
Oh, and from a cinematic standpoint, favoring the swashbuckler is no better--the complaint would switch to "i want to play Conan--Conan doesn't parry, Conan doesn't work for advantage, he just cleaves right through the guy's defense".