| Post/Author/DateTime | Post |
|---|---|
| Runepriest04-12-07, 09:58 AM | The Defensive modifier is added to all saving throws and normal/touch AC. Your starting score is your initiative score. Refocusing is a full-round action without losing 3 points of your Defensive Modifier score. Your score is affected in the following ways: Action Modifier Move -1 Standard -2 Full-Round -3 Refocus 1+1/4 HD+Con Modifier These are the modifiers for your score: Defense Score Bonus/Penalty Status condition etc. 26 – 30 +2 21 – 25 +1 16 – 20 0 11 – 15 -1 6 – 10 -2 1 – 5 -3 -4 – 0 -4 Fatigued -9 - -5 -5 -14 - -10 -6 Exhausted -19 - -15 -7 -20 or lower - Unconscious This is to promote longer combats. |
| RobbyPants04-12-07, 12:44 PM | I'm a little confused by the table at the bottom... So, you said your initial defense score is your initiative? So if you roll a 13 for initiative, +3 for Dex, and +4 for Improved Inititative, your starting defense would be (13 + 3 + 4) = 20? And then the idea is that as you take actions, this number gets lowered, but can be refocused at the cost of actions? And it is added to AC and saves? (I'm just restating it to make sure I understood you correctly). Wow. You're right in that it would make for some much longer combats! I guess if this is applied equally to both sides, there should't be much of a balance issue, other than perhaps with a few spells. Spells like magic missile (no save or attack roll) would become much more useful! Of course, in theory, you could make yourself partcitcally invincible by doing nothing in combat (thus taking no actions)... Let me know how this works out in practice. |
| Runepriest04-12-07, 08:51 PM | I'm a little confused by the table at the bottom... So, you said your initial defense score is your initiative? So if you roll a 13 for initiative, +3 for Dex, and +4 for Improved Inititative, your starting defense would be (13 + 3 + 4) = 20? And then the idea is that as you take actions, this number gets lowered, but can be refocused at the cost of actions? And it is added to AC and saves? (I'm just restating it to make sure I understood you correctly). Wow. You're right in that it would make for some much longer combats! I guess if this is applied equally to both sides, there should't be much of a balance issue, other than perhaps with a few spells. Spells like magic missile (no save or attack roll) would become much more useful! Of course, in theory, you could make yourself practically invincible by doing nothing in combat (thus taking no actions)... Let me know how this works out in practice. Yes, you are understanding me correctly. It's much simpler on my file I have it on. The table just didn't format correctly. I think i might put a cap on the # of refocuses per minute. |
| Runepriest04-13-07, 09:47 AM | :bump: |
| RobbyPants04-13-07, 10:32 AM | It's much simpler on my file I have it on. The table just didn't format correctly. For future reference, to make tables, put the text inside of CODE tags (using the square brackets). This makes all the text inside evenly spaced. I'll make an example table, and if you quote this post, you will have the code necessary for making your own ;) Level BAB Fort Ref Will 1 +1 +2 +0 +0 2 +2 +3 +0 +0 3 +3 +3 +1 +1 4 +4 +4 +1 +1 5 +5 +4 +1 +1 |
| Rhavin04-13-07, 02:33 PM | You want longer combats???:eek: my last BBEG encounter took 2 hours of real world time and around 3 minutes of in game time. A 3 minute fight in real life is exhausting if you are given no time for breaks, In a normal fencing match 3 minutes is the limit if the bout is not before a break is announced, and by then both combatants are nearly worn out. Thats with light weapons on an essentially 2 dimensional strip (you can only move back or forewards). Imagine the stress characters would be under in game flailing away for 3 minutes straight in armor with heavy weapons and quite possibly shields. Finally... imagine the further Real Life time that such encounters would take up. |
| Runepriest04-13-07, 10:51 PM | Here it is with code: Action Modifier Move -1 Standard -2 Full-Round -3 Refocus 1+1/4 HD+Con Modifier Defense Score Bonus/Penalty Status condition etc. 26 – 30 +3 21 – 25 +2 16 – 20 +1 11 – 15 0 6 – 10 -1 1 – 5 -2 -4 – 0 -3 Fatigued -9 - -5 -4 -14 - -10 -5 Exhausted -19 - -15 -6 -20 or lower - Unconscious |
| RobbyPants04-14-07, 12:22 AM | Oh! That makes more sense! So if your defense score is 27 you get a +2 bonus on your AC and saves? I misunderstood and thought that you got the +27 bonus! I was thinking that would make for some real long fights. |
| bartleby4204-14-07, 02:05 AM | I'm not sure your tables scaling is quite correct for longer fights. As it stands an average inititive is an 11.5 (dex of 12 + 1d20) This would mean that most of the time you will have a penalty to AC and saves, that will get a whole lot worse if do anything. Only if you usally take a round to refocus at the start of combat, you will be down quick. Maybe if you scale it so the 11-15 range is a zero mod (or even better a 8 - 13 range) you might have a viable system. |
| Runepriest04-14-07, 05:56 PM | (edited) |
| Runepriest04-14-07, 05:57 PM | (edited thing for 11-15 to give no penalty/bonus) |
| bartleby4204-14-07, 06:46 PM | Your still running into a wall, and really quick too. An average initive will yeild an 11.5, after one full rounds worth of actions, you have a defense score of 8.5. This will give you a -3 penalty on AC and saves. If your goal was to shorten combat this would work, but your goal is to make combat take longer, so bonuses are more likely to reduce quick kills, penalties only encourage them. |
| Runepriest04-14-07, 06:56 PM | my mistake, thats a -1 penalty |
| Runepriest04-15-07, 08:42 PM | :bump: |