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General Tabletop Discussion
*Pathfinder & Starfinder
Wind Strength using CMB
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<blockquote data-quote="Mistah J" data-source="post: 5128729" data-attributes="member: 29527"><p>I posted this on the Paizo boards but I thought it'd be cool to bring it here too:</p><p></p><p></p><p> I was preparing for my campaign when I saw that the Winds Force table for Pathfinder remained the same from 3.5. Of course, there is nothing wrong with that system, but I thought "Hey! Strong winds seem like a great place to use the new CMB/CMD system." </p><p> It kind of ballooned from there, but I quickly put together this set of alternate rules for myself and figured it might be worth sharing.</p><p></p><p>[code]</p><p>[SIZE=2]Wind Force Wind Speed Ranged Attacks Str. DC* Success/Failure** Bullrush*** Fly Check </p><p> Normal/Siege CMB Penalty </p><p></p><p>Light 0-10mph -/- - - - - </p><p>Moderate 11-20mph -/- - - - - </p><p>Strong 21-30mph -2/- - - - -2 </p><p>Severe 31-50mph -4/- 10 Full/1/2 +0 -4 </p><p>Wind-storm 51-74mph Impossible/-4 15 1/2/Checked +10 -8 </p><p>Hurricane 75-174mph Impossible/-8 20 1/4/Checked +20 -12 </p><p>Tornado 175-300mph Impossible/Impossible 25 5ft./Checked +30 -16</p><p> </p><p>[B][B]*[/B][/B] A creature moving against the direction of the wind must make a special Str. check. </p><p>This check is modified by the same special size modifier the creature uses in its CMB and CMD. </p><p>[B][B]</p><p>**[/B][/B] The results of the above check are explained as follows: </p><p>Full: The creature can move at its full speed. </p><p>1/2: The creature moves at half speed. </p><p>1/4: The creature moves at one quarter speed. </p><p>5ft: The creature can only move 5ft. </p><p>Checked: The creature is unable to move in that direction. </p><p>[B][B]</p><p>***[/B][/B] Each time, at the start of a creature's turn, the wind performs a Bull Rush maneuver using the CMB </p><p>listed. The creature is always pushed in the same direction as the wind. A creature who is airborne </p><p>suffers a penalty to their CMD equal to the Fly Check Penalty associated with the wind strength.[/SIZE] </p><p> [/code]So there you have it. The plan was to make high winds a little more dynamic, and a little more interesting to use as an encounter, or perhaps spice up a combat. Hopefully, I did this without making it overly complex.</p><p> What do you think?</p></blockquote><p></p>
[QUOTE="Mistah J, post: 5128729, member: 29527"] I posted this on the Paizo boards but I thought it'd be cool to bring it here too: I was preparing for my campaign when I saw that the Winds Force table for Pathfinder remained the same from 3.5. Of course, there is nothing wrong with that system, but I thought "Hey! Strong winds seem like a great place to use the new CMB/CMD system." It kind of ballooned from there, but I quickly put together this set of alternate rules for myself and figured it might be worth sharing. [code] [SIZE=2]Wind Force Wind Speed Ranged Attacks Str. DC* Success/Failure** Bullrush*** Fly Check Normal/Siege CMB Penalty Light 0-10mph -/- - - - - Moderate 11-20mph -/- - - - - Strong 21-30mph -2/- - - - -2 Severe 31-50mph -4/- 10 Full/1/2 +0 -4 Wind-storm 51-74mph Impossible/-4 15 1/2/Checked +10 -8 Hurricane 75-174mph Impossible/-8 20 1/4/Checked +20 -12 Tornado 175-300mph Impossible/Impossible 25 5ft./Checked +30 -16 [B][B]*[/B][/B] A creature moving against the direction of the wind must make a special Str. check. This check is modified by the same special size modifier the creature uses in its CMB and CMD. [B][B] **[/B][/B] The results of the above check are explained as follows: Full: The creature can move at its full speed. 1/2: The creature moves at half speed. 1/4: The creature moves at one quarter speed. 5ft: The creature can only move 5ft. Checked: The creature is unable to move in that direction. [B][B] ***[/B][/B] Each time, at the start of a creature's turn, the wind performs a Bull Rush maneuver using the CMB listed. The creature is always pushed in the same direction as the wind. A creature who is airborne suffers a penalty to their CMD equal to the Fly Check Penalty associated with the wind strength.[/SIZE] [/code]So there you have it. The plan was to make high winds a little more dynamic, and a little more interesting to use as an encounter, or perhaps spice up a combat. Hopefully, I did this without making it overly complex. What do you think? [/QUOTE]
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Wind Strength using CMB
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