| Post/Author/DateTime | Post |
|---|---|
| Master_Vega02-17-08, 04:10 PM | The Tome of Battle pushed melee characters a bit closer to magic (if only for descriptive purposes), which is something I enjoy. Something I've been thinking about for awhile (in fact, I've created a thread about it before, but it's A: dead, and B: not the same idea) is the concept of signature moves, which would be given to melee characters (and perhaps archers) every fifth level they took in a melee class. My current idea: When choosing your signature move, count your melee class levels as caster levels, and choose one spell of a level that you would be able to cast (you must also choose between arcane and divine magic, as all your following signature moves will be of the same magic type as your first). The spell you choose must be able to be reasonably* explained and reflavored for your martial use. The spell you choose must be an offensive spell, and is transformed into a touch attack (with saves, if any). For instance: A fighter slashes out at his opponent with his signature Vital Strike and, as he sees his attack succeed, the invigoration from the perfect strike boosts his moral incredibly. He feels and almost seems invincible for the next hour (vampiric touch). If you want to go with battle shonen manga-level "realism", here's a martial interpretation of Wall of Stone: The bulky warrior watches a crowd of his enemies pour toward him though a wide canyon, eager to sink their blades into his skin... but he will not have this. He stabs his blade into the earth, then takes his bare fist and slams it into the ground with a force so immense the earth quakes slightly. Then, between him and the oncoming mob, a wall of rock shoots up from the dirt. With this nuisance taken care of, the warrior turned to face his original opponent, "Shall we?". * Depending on your group, certain things will seem more or less "reasonable". Determine with your players what sort of things you believe are reasonable for a melee character. Any thoughts on this idea? I'm not sure how it will work with partial casters and martial adepts. >_> Note: these abilities would only be able to be used once, twice, or three times per day. |
| BlackHalfDragon02-17-08, 04:55 PM | I had a monk once.. the signature move was that attacks were punches elbows and low snap kicks.. flurry would add a reverse heel kick and a critical was when you axe kicked someone to the head. I found these things added flavour. |
| adgramaine02-17-08, 05:43 PM | Note: these abilities would only be able to be used once, twice, or three times per day. You may want to use Signature Moves as based off of Charisma modifier (as in, a number of times each day based on the modifier) or even - as in ToB - once per encounter. Would characters be limited to singular Signature Moves? Could they take a Feat to use it more frequently, or to gain additional Signature Moves (in a "Limit Break" sort of fashion). Perhaps Signature Moves are limited to a specific weapon form (as in "shucks, I can't pull off my Tsargi Bowel-Reaver move since I am not armed with my halberd) or characters might be at a penalty to do such moves with different weapons...? Just a few thoughts from reading your post... |
| Master_Vega02-18-08, 01:42 PM | If they're going to be based on an ability, Charisma would probably be a fitting one, but it's also the dump stat for most melee combatants. Is there a balanced way for players to choose their own critical (mental) ability score? I think once per battle is a bit much, but maybe I'm wrong. If there will be feats to grant more signature moves, I think a feat tree is in order. The first, which requires that you already have a signature move, grants another basic (3rd level) signature move. The second, which requires a second level (5th level) signature move and the prior feat in the tree... and so on. I agree signature moves should be tied to a certain weapon. Thanks for the ideas. :P |
| Soel Griffin02-18-08, 08:51 PM | Goodman Games' Wicked Fantasy Factory series of adventures (at least 2 are out now,) have a finishing move concept/rule in them. |
| adgramaine03-02-08, 01:17 AM | If they're going to be based on an ability, Charisma would probably be a fitting one, but it's also the dump stat for most melee combatants.... What's wrong with making players think outside the optimization box? :cool: Is there a balanced way for players to choose their own critical (mental) ability score? Well, most people who focus on alert characters would key it on Wisdom, and those who horde Skill Points would use Intelligence. Go for the dump stat, and require such moves to have a minimum Charisma score... say 11 or 13. I mean, these moves are supposed to be a personalized effort in combat, right? Makes sense to me.... I think once per battle is a bit much... ...too harsh? Then seriously consider #/day with # equal to the relevant Ability modifier. Heck, on of the Feats in the chain could be "Affirm a Critical Hit with a Signature Move to gain the ability to use said Sig. Move one additional time that same day." The first, which requires that you already have a signature move, grants another basic (3rd level) signature move. The second, which requires a second level (5th level) signature move and the prior feat in the tree.... Don't actually key the feats off character level though. Use Base Attack Bonus +3, maybe Weapon Focus as well. The next one could be Base Attack +5 or +7, and the final could be BAB +9 or +11 and also have Improved Critical or Greater Weapon Focus, or even Weapon Specialization as additional pre-reqs. hope I'm helping at least somewhat~ |
| Master_Vega03-02-08, 11:21 AM | What's wrong with making players think outside the optimization box? :cool: Well, most people who focus on alert characters would key it on Wisdom, and those who horde Skill Points would use Intelligence. Go for the dump stat, and require such moves to have a minimum Charisma score... say 11 or 13. I mean, these moves are supposed to be a personalized effort in combat, right? Makes sense to me.... I'll keep all this in mind. ...too harsh? Then seriously consider #/day with # equal to the relevant Ability modifier. Heck, on of the Feats in the chain could be "Affirm a Critical Hit with a Signature Move to gain the ability to use said Sig. Move one additional time that same day." I meant it was too often (if there were no limits posted). Something more powerful than maneuvers that refreshes just as often? Hmm... that seems just a little too powerful. Don't actually key the feats off character level though. Use Base Attack Bonus +3, maybe Weapon Focus as well. The next one could be Base Attack +5 or +7, and the final could be BAB +9 or +11 and also have Improved Critical or Greater Weapon Focus, or even Weapon Specialization as additional pre-reqs. Yeah, but then the only Fighters (and classes with fighter feats) could have signature moves, which isn't exactly what I'm going for. I'm looking to power up melee in general, not try to make another "fighter fix". :P hope I'm helping at least somewhat~ It's helpful, but it's early for me right now, so I'm probably not getting everything in your post. I'll read it again later, though. :P |
| adgramaine03-02-08, 02:36 PM | Yeah, but then the only Fighters (and classes with fighter feats) could have signature moves, which isn't exactly what I'm going for. I'm looking to power up melee in general, not try to make another "fighter fix". :P You don't have to limit it as "fighter" bonus feats. Simply make them General, or maybe even just a new kind of Tactical Feat. Just because you key of the Base Attack Bonus doesn't mean it becomes Fighter only. It just means it is going to take other classes longer to be able to qualify for it. Granted, if you use Weapon Specialization for a high end pre-req. of the Signature Move Feat chain, then that one feat would become Fighter only, but I don't see anything wrong with that... |
| the_dark_one_of_twilight03-03-08, 08:10 PM | Signature move benefit: Character is able to select a spell from any spell list and use a number of times equal to his level in a melee class divided by 4. His caster level is equal to his level divided by 2 plus his strength modifier. Special: this ability is gained by all melee fighters at level 4. there could be improved and greater at higher levels that would require levls 10(improved) and later 17(master) it would increase the number of times per encounter they can use it, how effective it is, and its asthetics it could be changed a lot this is just an idea and you only get one at level four, and you can get a lesser signature as a feat but it requires you having a signature move |