InaVegt
2007-03-16, 07:57 AM
This is one new system for melee combat (I've got yet to figure it out for ranged combat.
First you assign every weapon a speed and a parry modifier, a fast rule is the following: Light weapons have a speed of 3 and a parry bonus of +0, Standard traditional one handed weapons have a speed of 5 and a parry bonus of +0, traditional one handed weapons usable with weapon finesse have a speed of 4 and a parry penalty of -1, standard two handed weapons have a speed of 5 and a parry bonus of +0. Exotic one handed martial twohanded weapons become one handed with a speed of 7 and a parry bonus of +0, reach weapons have the speeds of their previously explained category - and the parry bonus of their previously explained category +2.
Next you get rid of the distinction between light and onehanded weapons, we just call all of them onehanded
Rules for your primary weapon: You gain a number of normal attacks equal to your BAB/your weapon's speed (rounded up, at least 1), every additional attack having you weapon's speed less BAB. You also gain an out of turn attack with your primary weapon (at full BAB, explained later on)
Rules for your secondary weapon: Subtract 1+secondary weapon's speed from you BAB, this is you base BAB for all normal attacks with this weapon, if this would drop your BAB below 0 you gain no normal attacks with your secondary weapon. Then devide the rest of you BAB by both your weapon's speeds totaled (round down), this is the number of additional normal attacks you gain with your secondary weapon, every additional attack having your totaled weapon speeds les BAB. Finally add a bonus of +1 to all normal attacks with your secondary weapon. You also gain an out of turn attack with your secondary weapon (at full BAB).
Uses of normal attacks
As a standard action you can make an attack with one of your normal attacks for this turn, as a full attack action you can make an attack with all of them. Any normal attacks left over as your turn has ended will transform into out of turn attacks.
Uses of out of turn attacks
Out of turn attacks can be used for two things: Attacks of oppertunity and parry attempts.
Parrying
If you are attacked by a melee attack you can use one of your out of turn attacks to try and parry this attack, make an attack roll and if this is equal to or higher than the attack roll of your opponent you have succesfully parried the attack, or in other words the attack of your opponent doesn't hit.
Shields in this system
Shields work just like weapons. Light shields have a parry bonus of 4 while heavy shields have a parry bonus of 6. Light unspiked shields have a speed of 2 while heavy unspiked shields have a speed of 4, spiked shields have a +1 to speed.
feats which needed to be reworked
Weapon finesse works with all weapons with a weapon speed of 4 or below.
Two weapon fighting will be reworked later on.
First you assign every weapon a speed and a parry modifier, a fast rule is the following: Light weapons have a speed of 3 and a parry bonus of +0, Standard traditional one handed weapons have a speed of 5 and a parry bonus of +0, traditional one handed weapons usable with weapon finesse have a speed of 4 and a parry penalty of -1, standard two handed weapons have a speed of 5 and a parry bonus of +0. Exotic one handed martial twohanded weapons become one handed with a speed of 7 and a parry bonus of +0, reach weapons have the speeds of their previously explained category - and the parry bonus of their previously explained category +2.
Next you get rid of the distinction between light and onehanded weapons, we just call all of them onehanded
Rules for your primary weapon: You gain a number of normal attacks equal to your BAB/your weapon's speed (rounded up, at least 1), every additional attack having you weapon's speed less BAB. You also gain an out of turn attack with your primary weapon (at full BAB, explained later on)
Rules for your secondary weapon: Subtract 1+secondary weapon's speed from you BAB, this is you base BAB for all normal attacks with this weapon, if this would drop your BAB below 0 you gain no normal attacks with your secondary weapon. Then devide the rest of you BAB by both your weapon's speeds totaled (round down), this is the number of additional normal attacks you gain with your secondary weapon, every additional attack having your totaled weapon speeds les BAB. Finally add a bonus of +1 to all normal attacks with your secondary weapon. You also gain an out of turn attack with your secondary weapon (at full BAB).
Uses of normal attacks
As a standard action you can make an attack with one of your normal attacks for this turn, as a full attack action you can make an attack with all of them. Any normal attacks left over as your turn has ended will transform into out of turn attacks.
Uses of out of turn attacks
Out of turn attacks can be used for two things: Attacks of oppertunity and parry attempts.
Parrying
If you are attacked by a melee attack you can use one of your out of turn attacks to try and parry this attack, make an attack roll and if this is equal to or higher than the attack roll of your opponent you have succesfully parried the attack, or in other words the attack of your opponent doesn't hit.
Shields in this system
Shields work just like weapons. Light shields have a parry bonus of 4 while heavy shields have a parry bonus of 6. Light unspiked shields have a speed of 2 while heavy unspiked shields have a speed of 4, spiked shields have a +1 to speed.
feats which needed to be reworked
Weapon finesse works with all weapons with a weapon speed of 4 or below.
Two weapon fighting will be reworked later on.