True 20 Combat

GlassJaw said:
Heck, in Mongoose's Conan ruleset, there are 2 types of defense modifiers! (which captures the feel of Conan very well IMO)

Oddly, there are two types of defense modifiers in True20 as well. You can either use your dodge bonus (dex, role-based dodge bonus) or a parry bonus (str). If you're a strong fighter, it may well make more sense to smack your opponents' attacks out of the way rather than trying to dodge them.

I don't know what that's worth, but I found it nifty when I first saw it.
 

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Oddly, there are two types of defense modifiers in True20 as well. You can either use your dodge bonus (dex, role-based dodge bonus) or a parry bonus (str).

Yeah, that's essentially what's in the Conan system as well. I definitely like the rule.

Admittedly, I need to look at the True 20 system. I'm basing most of my comments on the MnM system, which, from my understanding, is the basis for True 20.
 

GlassJaw said:
Admittedly, I need to look at the True 20 system. I'm basing most of my comments on the MnM system, which, from my understanding, is the basis for True 20.

It is and it isn't. MnM was the first step toward True20, at least philisophically, but True20 has undergone major changes from the initial MnM rule-set (the inclusion of roles and levels not the least of the changes). From what I've seen about the 2nd edition of MnM, it looks like it's been inspired more by True20 than True20 was by the 1st edition of MnM.

Maybe the designer, Steve Kenson, will stop by and give us his thoughts on the matter if he sees this thread.
 

GlassJaw said:
In kind, I have to strongly disagree with this as well. Howard goes to great lengths in virtually every battle that Conan is in to detail the various parries, feints, sidesteps, backhand slices, crunching bones, etc. If those aren't tactical movements and maneuvers, I don't know what is.

Combat in Conan isn't reduced to a single "attack". The less options, the less gritty the feel becomes IMO.

True20 does have feints & many maneuvers. It's not just "attack". It just lacks the AoO's and Flanking rules. I think flanking could easily be added back in.

As to AoO's... I havn't read the books, just saw the pretty bad movies - and True20 fits the movies well.

I'll ask you Bookies about the book.

Does Conan ever see a villain or see a friend in trouble and run past a bunch of combatants to get to the target? If so (which it is in the movies and many other movies/shows) then AoO's wouldn't fit with the literature.

Now if Conan goes to run and everyone within 5 feet of him turns around and attacks him as he runs by... then AoO would work just fine.

I'm all for holding actions and applying bonuses/penalites. I just don't like AoO's. I've been burned by the stupid logic of them, but that was in a modern game. I shot someone and someone else got to punch me. What logic there was in that, I'll never know. It's not like I opened up or had more/less defense.
 

Denaes said:
Does Conan ever see a villain or see a friend in trouble and run past a bunch of combatants to get to the target? If so (which it is in the movies and many other movies/shows) then AoO's wouldn't fit with the literature.

Now if Conan goes to run and everyone within 5 feet of him turns around and attacks him as he runs by... then AoO would work just fine.

I'm all for holding actions and applying bonuses/penalites. I just don't like AoO's. I've been burned by the stupid logic of them, but that was in a modern game. I shot someone and someone else got to punch me. What logic there was in that, I'll never know. It's not like I opened up or had more/less defense.

Conan doesn't run by a bunch of able-bodied opponents without tumbling or swinging his sword about to deflect their blows (i.e., using his Parry defense to avoid attacks) or even taking scratches from their feeble strikes. Being Conan, he doesn't die from these attacks, but they do occur. Conan himself certainly hews down foes who try to move past/away from him.

As for shooting - you were presumably firing from the hip with an automatic weapon, or at least firing a shotgun in the general direction of your opponent; otherwise, you either weren't concentrating on melee defense or weren't going to hit anything!

AoOs as a system are debatable, but their logic is by no means stupid - nor is it untrue to the background material.

Look at Star Wars (a more "modern" example). Why do the Jedi Jump or Tumble while moving into groups of enemies? Why do those enemies die when they try to shoot Jedi next to them? AoO. You can see the same thing in many martial arts movies; gunmen in melee go down when they try to fire - to AoOs.
 

Denaes said:
Flanking still exists? Where is it in the PDF?

I brought up sneak attacks and the concept of flanking on the Green Ronin boards (an opponent is engaged; ie otherwise occupied) and being open to a Sneak Attack and people were flipping out about it saying that Flanking no longer exists and that Facing doesn't matter.

I havn't noticed it and would like to read the section on it in True20.

I'm pretty sure I stated I didn't have my book in front of me when I posted.
 


MoogleEmpMog said:
Conan doesn't run by a bunch of able-bodied opponents without tumbling or swinging his sword about to deflect their blows (i.e., using his Parry defense to avoid attacks) or even taking scratches from their feeble strikes. Being Conan, he doesn't die from these attacks, but they do occur. Conan himself certainly hews down foes who try to move past/away from him.

Sounds more like True20 to hear you describe it and very far from Attacks of Opportunity.

In True20 you would just note that your character is picking up superficial scratches and is blocking blows.

In D&D you would actually perform attack rolls for every opponent. And once you take damage from AoO (even a relative scratch) isn't your turn over? Or was that an option in another d20 RPG (or houserule a GM was using to keep people from running past people)

As for shooting - you were presumably firing from the hip with an automatic weapon, or at least firing a shotgun in the general direction of your opponent; otherwise, you either weren't concentrating on melee defense or weren't going to hit anything!

I was presumably aiming at someone and pulled a trigger. Once the finger moved I was attacked. Thats counter to logic. Once the trigger pulls, I can apply my perception and defense. I can't do that prior to the attack.

I fail to see how moving my finger a centimeter will open me up to an attack vs me just standing there with my finger on a trigger not opening me to an attack.

AoOs as a system are debatable, but their logic is by no means stupid - nor is it untrue to the background material.

To what background material? I was just asking a question about Conan books. I wasn't trying to proove anything by asking the question. Yes AoO's are pretty flawed logic wise. In some cases they work logically and in others they're pretty fubar. Which is why I prefer to just use (or have the GM use) judgement.

Look at Star Wars (a more "modern" example). Why do the Jedi Jump or Tumble while moving into groups of enemies? Why do those enemies die when they try to shoot Jedi next to them? AoO. You can see the same thing in many martial arts movies; gunmen in melee go down when they try to fire - to AoOs.

Often it's the other way around. It's the Attacker doing something like attacking or grabbing a weapon that causes them to fire.

The Jedi would routinely use this tactic against foes who had guns aimed at them. As they're not dead Jedi and Jedi can't move faster than the speed of light, we can assume they didn't wait for the trigger to be pulled to act. They acted and the opponent tried to react.

I won't debate any sort of flavour people add into moving through combat - be it flips, rolls, defensive parries, etc. It's just flowery talk and you don't need rules to make it happen. Same as the flowery talk you use to describe avoiding an attack and damage (or lack of damage in True20's case) in both D&D and True20

You can use AoOs to try to simulate it. AoO's will work some of the time and will reinact a scene properly so long as people have trained Feats to do special techniques to allow them to bypass AoOs. Other times AoOs will rule against what you're going for.
 

"Making an attack" isn't the same as "pulling a trigger". Making an attack is lining up the shot, deciding if/how you can hit the guy, and trying to do so.

And getting AoOed doesn't end your turn, that must have been a house rule from your GM. It just happens. When orcs turn to flee from raging barbarians ... well that usually ends the orc's turn, as he gets bisected.

My own AoO rules don't have people firing at a single opponent in front of you provoke. I can see where you'd be paying enough attention to not getting clobbered that you'd plug the guy in front of you. If you're trying to shoot somebody on the OTHER side of the room, though, and somebody is standing next to you, well, "whap" it is.

5' Squares are pretty big ... its assumed that alot is going on while nothing is going on. I mean, what about saving throws? Some how you can avoid taking damage from a grenade with "reflexes" yet are effectively standing in the same spot when the smoke clears?

Some real-world tactics take advantage of an AoO-type logic. The short stabbing swords of the early celts and the roman legionaires depended on getting up and inside the swing-arc of larger, more awkward weapons like axes and swords. When your foe attempted to swing his arm around to attack with his weapon, you moved IN to stab with your own, effectively using HIS ATTACK to allow you to make yours.

I've always treated AoOs a little more flexibly than pure RAW. If there's a raging barbarian on one side of a guy and a small rogue slipping past on the other, is the guy really going to take his eyes off of the Barbarian to make a swipe at the rogue? Wouldn't that provoke an AoO itself?

AoOs can get pretty absurd, but they can also be cinematic in their own right. What about a stocky dwarf, facing down a pack of orcs with his ranseur ... they laugh, nod to one another, and charge ... in a whistling blur of steel and blood, orcs go stumbling and falling, battered back, hooked at the knee with that wicked barbed blade, slashed and disoriented. Dwarf with Combat Reflexes, Improved Trip, and a reach weapon taking AoOs against a handful of enemies trying to move through his threat squares ... all getting tripped and whacked for their trouble.

--fje
 

HeapThaumaturgist said:
--Snipped out cool stuff--

--fje

I liked your post.

I wouldn't say AoO are stupid, they just often don't make sense and some good flavour speak does just as well in other games.

Sometimes I do enjoy throwing logic to the wind and just getting wargamey with D&D.

Sometimes we want to get on with the game and not slow things down so that we can do 15+ die rolls (like that dwarf with the chains) to say something flowery and cool that takes a second to describe.

Different moods, different groups.

Then again with that grenade thing, it wouldn't happen like that in one of my games. If there is an explosion only the toughest SOBs could stand still. If you take full damage you're sometimes thrown clear of the explosion area or sometimes go up in the air and come back down close or are just knocked down/back a few feet.

If you're perriphial and make your save I'd give you the choice of rolling a bit or just staying put and saying that the blast itself didn't harm you, but debree instead.

Any time you do a Ref save, you're trying to avoid the attack. So if you get partial damage, you partially avoided the attack. In the case of a grenade, you're near the end of the AoE. If you make your save for no damage, you're clear.

I can suspend my disbelief for a purpose, but something like that, there just isn't a reason other than specific rules for knockback, dodging, etc would be cumbersome.
 

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