Blightedmarsh
2013-05-16, 04:03 AM
Adventurers! Villains! Monsters!
The purpose of this exercise is to identify and redress the base underlying problems of 003.5/pathfinder and create a “Fixed” and rebalanced D20 system where pathfinder failed.
Part 1 Magic/mundane imbalance (http://www.giantitp.com/forums/showthread.php?t=281984)
Part 2 alignment (http://www.giantitp.com/forums/showthread.php?t=282800)
New Combat Protocal: AKA. Nice things for fighters.
In the following incoherent drivel I will attempt to outline the ideas, concepts and design philosophy of the rebalanced combat system.
Melee combat
Weapon types
Weapon Type Light Balanced Heavy
To Hit Dexterity Dexterity Strength
Damage Dexterity Strength Strength
Light weapons
To hit mod: Dexterity
Damage mod: Dexterity
Examples:
Dagger
Club
Karma
Javalin
Shortsword
Balanced weapons
To hit: Dexterity
Damage mod: Strength
Examples:
Longsword
Quarterstaff
Mace
Heavy weapons
To hit: Strength
Damage mod: Strength
Examples
Great sword
Great axe
Halberd
Pike
Hefty
A weapon that is balanced in two hands and heavy in one.
Examples:
Bastard sword
Axe
Spear
Quick
The smallest types of weapon; quick’s stay light in the hands of small creatures and are easily concealable.
Examples:
Club
Knife
Bodkin
Weapon size
Weapons have a size category as well as a type. This size category interacts with the size category of the creature using it.
A small creature using a medium hefty weapon will use it as a heavy weapon.
The 3 styles
Have little to do with what the fighter is actually using and far more to do with how they are using them.
Power
Focus: Raw damage
Restriction: No light weapons
Examples:
A bare knuckle buzzer
Axe and board barbarian
Greatswordsman
Fury
Focus: Number of attack
Restriction: No heavy weapons
Examples:
Flurry of blows
TWF dervish
Frenzied knife attack
Empty
Focus:Defense Counterstike
Restriction None
Examples:
Kung Fu
Duelist
Fencer
Kendo
Loadout
The main loadouts are
- Two weapon
- Two hander
- Duel weapon
- X and shield
- One hander
- Unarmed
Load outs are less important than the three styles and each should be at least viable.
Combat manuvers
There must be a suite of standard combat manovers available to most characters. A none caster should have a limited proficiency in perhaps one or two with buffs, a skill monkey should be able to be good with at least one, a fighter/martial character should be capable with at least three and exceptional with one. Monks should be the undisputed masters of most combat tricks.
Stun
Grapple
Knockdown/trip:
Trips dex based, knockdown is strength based and it includes bullrush
Disarm/sunder:
This entails destroying or removing the weapon OR cutting off or crippling the arm itself.
Feint:
Be it a feint with a weapon or with foot work. Something you do to get a benefit to what you want to do next or leave your opponent open.
Blind::
This could be throwing sand in their eyes, reflecting light off of you blade in their face or cutting their foreheads so the flowing blood impairs vision.
Charge:
So that you don’t have to do pounce cheese to get a good attack in whilst moving offensively
Teamwork
I want teamwork to be an important part of combat. Particularly for NPC and enemies I want teamwork to be the counter to PC power.
Formations
These are a solid mass of men. They move, fight, die and flee as one. Buffs as well as debuffs effect the entire formation. They can be led by a character or NPC who can grant bonuses and or abilities to the entire unit.
- Spear wall
- Shield wall
- Missile line
- Square
Skirmish moves
Joint actions. Two or more characters fighting together to turn their foe into chunky salsa.
- Distract
- Double team
- Surround
- Overwhelm
- Flanking
- Tagout
- Lockdown
Ranged combat
I want to make mundane range combat better; much much better and far more lethal.
- Cover should be the paramount defense against range attacks.
- Easier to hit a stationary, surprised, large and/or flatfooted target.
Launched weapons
To hit: Dexterity
Damage: DX+Strength ( to max)
Examples:
Sling
Atla
Bow
Shot Weapons
To hit: Dexterity
Damage: DX+X
Examples:
Blowpipe
Gun
Crossbow
Throwing weapons
To hit: Dexterity
Damage: DX
Examples:
Shruken
Dart
Thr. Knife
Grenades
Hurling weapons
To hit: Strength
Damage: DX+Strength
Examples:
Thr. Hammer
Thr. Axe
Javelin
The purpose of this exercise is to identify and redress the base underlying problems of 003.5/pathfinder and create a “Fixed” and rebalanced D20 system where pathfinder failed.
Part 1 Magic/mundane imbalance (http://www.giantitp.com/forums/showthread.php?t=281984)
Part 2 alignment (http://www.giantitp.com/forums/showthread.php?t=282800)
New Combat Protocal: AKA. Nice things for fighters.
In the following incoherent drivel I will attempt to outline the ideas, concepts and design philosophy of the rebalanced combat system.
Melee combat
Weapon types
Weapon Type Light Balanced Heavy
To Hit Dexterity Dexterity Strength
Damage Dexterity Strength Strength
Light weapons
To hit mod: Dexterity
Damage mod: Dexterity
Examples:
Dagger
Club
Karma
Javalin
Shortsword
Balanced weapons
To hit: Dexterity
Damage mod: Strength
Examples:
Longsword
Quarterstaff
Mace
Heavy weapons
To hit: Strength
Damage mod: Strength
Examples
Great sword
Great axe
Halberd
Pike
Hefty
A weapon that is balanced in two hands and heavy in one.
Examples:
Bastard sword
Axe
Spear
Quick
The smallest types of weapon; quick’s stay light in the hands of small creatures and are easily concealable.
Examples:
Club
Knife
Bodkin
Weapon size
Weapons have a size category as well as a type. This size category interacts with the size category of the creature using it.
A small creature using a medium hefty weapon will use it as a heavy weapon.
The 3 styles
Have little to do with what the fighter is actually using and far more to do with how they are using them.
Power
Focus: Raw damage
Restriction: No light weapons
Examples:
A bare knuckle buzzer
Axe and board barbarian
Greatswordsman
Fury
Focus: Number of attack
Restriction: No heavy weapons
Examples:
Flurry of blows
TWF dervish
Frenzied knife attack
Empty
Focus:Defense Counterstike
Restriction None
Examples:
Kung Fu
Duelist
Fencer
Kendo
Loadout
The main loadouts are
- Two weapon
- Two hander
- Duel weapon
- X and shield
- One hander
- Unarmed
Load outs are less important than the three styles and each should be at least viable.
Combat manuvers
There must be a suite of standard combat manovers available to most characters. A none caster should have a limited proficiency in perhaps one or two with buffs, a skill monkey should be able to be good with at least one, a fighter/martial character should be capable with at least three and exceptional with one. Monks should be the undisputed masters of most combat tricks.
Stun
Grapple
Knockdown/trip:
Trips dex based, knockdown is strength based and it includes bullrush
Disarm/sunder:
This entails destroying or removing the weapon OR cutting off or crippling the arm itself.
Feint:
Be it a feint with a weapon or with foot work. Something you do to get a benefit to what you want to do next or leave your opponent open.
Blind::
This could be throwing sand in their eyes, reflecting light off of you blade in their face or cutting their foreheads so the flowing blood impairs vision.
Charge:
So that you don’t have to do pounce cheese to get a good attack in whilst moving offensively
Teamwork
I want teamwork to be an important part of combat. Particularly for NPC and enemies I want teamwork to be the counter to PC power.
Formations
These are a solid mass of men. They move, fight, die and flee as one. Buffs as well as debuffs effect the entire formation. They can be led by a character or NPC who can grant bonuses and or abilities to the entire unit.
- Spear wall
- Shield wall
- Missile line
- Square
Skirmish moves
Joint actions. Two or more characters fighting together to turn their foe into chunky salsa.
- Distract
- Double team
- Surround
- Overwhelm
- Flanking
- Tagout
- Lockdown
Ranged combat
I want to make mundane range combat better; much much better and far more lethal.
- Cover should be the paramount defense against range attacks.
- Easier to hit a stationary, surprised, large and/or flatfooted target.
Launched weapons
To hit: Dexterity
Damage: DX+Strength ( to max)
Examples:
Sling
Atla
Bow
Shot Weapons
To hit: Dexterity
Damage: DX+X
Examples:
Blowpipe
Gun
Crossbow
Throwing weapons
To hit: Dexterity
Damage: DX
Examples:
Shruken
Dart
Thr. Knife
Grenades
Hurling weapons
To hit: Strength
Damage: DX+Strength
Examples:
Thr. Hammer
Thr. Axe
Javelin