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*Pathfinder & Starfinder
Variant Rules from the DMG, for Combat in My Campaigns
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<blockquote data-quote="Tilla the Hun (work)" data-source="post: 1217077" data-attributes="member: 14214"><p>It's an interesting idea. Here's a slight variation that a) removes randomness entirely, and b) rewards Imp Init -always-</p><p></p><p>Just use the initiative modifier of the character as an initiative. If two players are on the same initiative, let the players choose who goes first (Lars looks to the wizard to see if he's casting a spell) and keep that order. If it's players vs monsters, use dex scores or let the players go first.</p><p></p><p>I've not used this idea yet, but it strikes me as streamlining combat to no degree - I always know whose going first in combat <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=":)" /> They players and opponents can mix up the order via using special actions, but in the first rnd, I know who to call first.</p><p></p><p></p><p></p><p>While I would agree that expanding threat ranges makes combat more deadly (which some do desire) I must point out some fundamental flaws herein. You mention that you are moving to 3.5. In 3.5, 'keen' and 'imp crit' do not stack, unfortunately (it's one of the things I don't like in 3.5). You can certainly rule 0 that, however. </p><p> As for increasing by two steps, I think you might run into some issues when dealing with certain PrC's that increase crit ranges.</p><p></p><p></p><p></p><p>Seems terribly overcomplicated to me. I've looked at that optional rule, and while I -like- your modification to 'elect' to roll your base AC, I don't see why some characters would not always choose to roll it. Also, introducing a die roll into AC makes an encounter even more difficult to predict effectivity, impact, and/or to control such an encounter should it get out of hand.</p><p>From having looked at this variant myself, I judged it to be one too many die rolls that weren't strictly necessary.</p><p></p><p></p><p></p><p></p><p>We do fumbles far more simply. You rolled a 1 in combat? Make a dex check, DC 10 (15 if flanked/complications). Fail that, and something disastrous happens (I'll typically roll a d20 behind the screen, high = funny, low = serious, always an abnormal event in combat)</p><p></p><p>Bottom line: If your players like it, do it. However, a general rule of thumb is "more dice rolling = less enjoyment as combat BOGS down into sheer number crunching". Another is "Less dice rolling = faster combat = chance for MORE combat!"</p></blockquote><p></p>
[QUOTE="Tilla the Hun (work), post: 1217077, member: 14214"] It's an interesting idea. Here's a slight variation that a) removes randomness entirely, and b) rewards Imp Init -always- Just use the initiative modifier of the character as an initiative. If two players are on the same initiative, let the players choose who goes first (Lars looks to the wizard to see if he's casting a spell) and keep that order. If it's players vs monsters, use dex scores or let the players go first. I've not used this idea yet, but it strikes me as streamlining combat to no degree - I always know whose going first in combat :) They players and opponents can mix up the order via using special actions, but in the first rnd, I know who to call first. While I would agree that expanding threat ranges makes combat more deadly (which some do desire) I must point out some fundamental flaws herein. You mention that you are moving to 3.5. In 3.5, 'keen' and 'imp crit' do not stack, unfortunately (it's one of the things I don't like in 3.5). You can certainly rule 0 that, however. As for increasing by two steps, I think you might run into some issues when dealing with certain PrC's that increase crit ranges. Seems terribly overcomplicated to me. I've looked at that optional rule, and while I -like- your modification to 'elect' to roll your base AC, I don't see why some characters would not always choose to roll it. Also, introducing a die roll into AC makes an encounter even more difficult to predict effectivity, impact, and/or to control such an encounter should it get out of hand. From having looked at this variant myself, I judged it to be one too many die rolls that weren't strictly necessary. We do fumbles far more simply. You rolled a 1 in combat? Make a dex check, DC 10 (15 if flanked/complications). Fail that, and something disastrous happens (I'll typically roll a d20 behind the screen, high = funny, low = serious, always an abnormal event in combat) Bottom line: If your players like it, do it. However, a general rule of thumb is "more dice rolling = less enjoyment as combat BOGS down into sheer number crunching". Another is "Less dice rolling = faster combat = chance for MORE combat!" [/QUOTE]
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Variant Rules from the DMG, for Combat in My Campaigns
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