Anabstercorian
First Post
Will save or Shaken, that's my advice. And giving a weapon Save or Unconscious on EVERY BLOW is still completely broken.
woodelf said:I'd been wondering about changing all of the qualities with saves to be 'standard" DCs: 10 + ability mod + char level, or something along those lines. The flaw in incapacitating just highlights why. Dan McS: any particular reason you used save DCs based on damage, instead of the standard formula?
Yeah, now that i think about it, demoralizing is too powerful, since it basically doubles your damage. Hmmm... i like it conceptually, does D20 System have anything like "morale damage" built in? I suppose i could just fudge something with a save and a -1 on future rolls for some length of time.
Anabstercorian said:Okay, we've got some issues here.
One: Awesome blow requires the user to do two important things to use it. First, it must be used as a standard action - that prevents it from being used in every attack of a full-attack action. Yours activates on every attack. Second, the user suffers a -4 penalty to attack when using it.
Two: Awesome blow moves you back 10 feet, possibly doing an additional 1d6 damage. Incapacitating Blow knocks you unconscious and leaves you vulnerable to coup de grace.
THIS IS BAD.
I'd make Incapacitating Blow an entirely separate feat, personally...
OK, two ways to go at this:Anabstercorian said:Okay, we've got some issues here.
One: Awesome blow requires the user to do two important things to use it. First, it must be used as a standard action - that prevents it from being used in every attack of a full-attack action. Yours activates on every attack. Second, the user suffers a -4 penalty to attack when using it.
Two: Awesome blow moves you back 10 feet, possibly doing an additional 1d6 damage. Incapacitating Blow knocks you unconscious and leaves you vulnerable to coup de grace.
THIS IS BAD.
I'd make Incapacitating Blow an entirely separate feat, personally...
So, have you had a chance to take a look at what i did? I took your idea and ran with it, and i'd love to know whether you think i polished it or butchered it. Also, how'd you like to provide a copyright entry and OGC declaration so i can reuse this formally and release it for others to build on (or butcher)?DanMcS said:There's a feat like it, Awesome Blow, which gives you a reflex save vs damage dealt or be knocked back 10 feet. This isn't a spell-like ability (to have DC 10 + ability mod + 1/2 hit dice), it was supposed to be something based on damage, so that was the mechanic I wanted.
woodelf said:OK, two ways to go at this:
First, i really like the idea of being able to knock someone out. So, within this weapon-quality system, and keeping in mind that you won't be getting any access to it 'til BAB +15, how would you implement a chance-of-KO quality?
snip
Racking up subdual damage might still be a better way to go. I'm just tossing this out there.
I've been actually using these rules, as they evolve, for the last several weeks. We never use a battlemat or miniatures for combat--occasionally i might do a quick sketch and use some spare dice to represent something when exploring a room, but not during combats.Quickleaf said:Dan and Woodelf - I'm loving your rules! And thanks for the pdf too!![]()
I'd be interested in running a test-run combat on WebRPG or another program to give them a try. To me, it looks like they really rely on miniature combat and a tactical grid, i.e. the whole Attack of Opportunity system. Which is a little strange, because these are mean to be more cinematic...
Anyhow, I would host a quick 2 hour combat if anyone is interested in trouble-shooting them. These rules really, really appeal to me, and will probably see use in my games once they've been tested out. Thanks again!