| Post/Author/DateTime | Post |
|---|---|
| Novem10-21-07, 08:35 PM | I have recently gotten so fed up with the crappy rules for combat and armor that I've decided I'm going to post some ideas for future houserules here: Armor as DR: Armor now grants an armor bonus based on type. Light +1, Medium +2, Heavy +3 The DR granted is equal to the normal armor bonus - the new armor bonus, minimum 1. Example: Full plate now grants DR 5/- and +3 armor bonus. Shields continue to grant their normal Shield Bonus to AC. I also feel the game should be more Intelligence-based, the truth is Brain beats Brawn- so why not in D&D? Quite frankly, the Fighter should get as much from Intelligence as the Wizard. (In my opinion). I feel that Tome of Battle did a great job with the maneuver system, but I would prefer to use a more skill-based system. All classes now use odd numbers for skills (like d20 Modern), and the Fighter receives 5 skill points Changes to the Fighter: At all "Dead Levels" the Fighter gains a Talent Example Talents trees are: Swordsman Diagonal Parallel: Holding the sword with the same hand in front as the foot is, you sweep down. If you use this ability in melee, a successful attack deals an extra point of damage/ 3 levels of Fighter. Diagonal Reverse Parallel: As Diagonal Parallel, but holding the hand the reverse of normal. This ability is identical to Diagonal Parallel, except for the following changes: When this ability is chambered, the wielder takes a -2 to armor class. When this ability is used, the extra damage is equal to 1/2 levels of Fighter Diagonal Opposite: As Diagonal Parallel, but with the sword held in the opposite hand. This ability can be discharged when an enemy attacks, gaining the median weapon damage as a circumstance bonus to AC (note- only the weapon's normal damage applies- no strength bonuses, enhancements, etc., apply) Diagonal Reverse Opposite: You can imagine the stance. When this is chambered, you take a -4 to AC. When you discharge it, the threat range is reduced by 2 and and the damage is increased by 1 die step for a single attack. Horizontal Slash: A horizontal slash at the midsection is nigh-impossible to dodge. When this ability is discharged, a humanoid targeted by a single melee attack cannot avoid it unless they have a shield bonus to armor class, in which case only that bonus and any dodge bonuses apply to armor class. (Without a shield bonus, no attack roll is needed). Only Humanoids can be targeted with this ability. Scorpion: You stab at the gap in neck and shoulder armor on a humanoid or creature in barding. When this ability is discharged, make a single melee attack which ignores armor and natural bonuses to AC of any target creature. In addition, you can choose to deal up to your level in damage to Constitution instead of hp. Axe Hack: Your good form on a blade swing deals more damage. Discharge this ability as part of a full attack to deal an extra 1 point of damage/ 4 levels in fighter on all attacks. Hew Limb (Requires Improved Sunder): You may make a sunder attempt against an opponent. Discharging this ability provokes an attack of opportunity. If the attack succeeds, the attempt fails. If the attack of opportunity fails, then a limb may be sundered. A Limb has AC=10+Natural Armor+Shield Bonus+Dex modifier+Dodge bonuses+Base Reflex Save. All Damage Reduction and Hardness applies. The Limb has hit points equal to the Con bonus of it's owner. Once a limb is reduced to -1 hp, it is useless in combat- the owner takes a -10 to all attack rolls and check while the arm is so injured. A limb reduced to -10 or lower is permanently severed. Pikeman Stab: You discharge a stab straight at an opponent. Make a single melee attack, and add your Intelligence modifier to damage. Impale (Required Combat Expertise, Stab, and Scorpion): Make a single melee attack with a piercing weapon. If it hits, the opponent may make a Fortitude save (DC 10+1/2 Fighter levels+Int modifier) to take 5d6 points of damage. A Reflex save (same DC) can halve this. If the original Fortitude save fails, a Reflex save (same DC) must be made. Success means the target takes 5d6 damage, as though it had failed it's original Fortitude save and Reflex save. Failure means Death. Hammering Dazing Strike: Whenever using a Bludgeoning weapon, a Fighter can use target the victim's head, dealing normal damage and adding the affects of the Daze spell. Advanced Dazing Strike (Requires Dazing Strike): Whenever a Fighter uses a Dazing Strike, he may choose to deal damage as Intelligence damage rather than hp damage- the damage must be at least 1/2 normal, however. Superior Dazing Strike (Requires Advanced Dazing Strike): If the Intelligence damage dealt by a Fighter's Advanced Dazing Strike exceeds the victim's constitution score, than the target takes 1 point of permanent Intelligence damage Brute Shock: A Fighter may may an especially savage blow with a heavy melee weapon. The fighter makes a single melee attack at his highest attack bonus and deals normal damage + full damage in nonlethal damage. This lowers his AC by 2 until his next round and is a full-round action. Falling Strike: A Fighter may choose to take advantage of the weight of his weapon. As a full-round action, he may make a single melee attack at his highest attack bonus and choose to replace the normal weapon damage with the weapon's weight. This lowers AC by 2 until the next round. Repelling Blow: Make a single attack, and force an opponent to make a balance check (DC your Attack roll) to avoid being knocked back one square. Standard action. The Talents must be "Chambered" before they can be used again. Fighters also have a new skill list, including a new skill, Chamber Weapon Chamber Weapon [INT, Trained Only] You can chamber a number of martial talents and feats before they happen. Check: Chamber a discharge as a full action: Full Action: DC 15 Chamber a discharge as a move action: Move Action: DC 20 Chamber a discharge as a swift action: Swift Action: DC 25 Change a discharge without using it: Free Action: DC 20 New Fighter Skill List: Appraise (INT), Balance (Dex), Bluff (Cha), Chamber Weapon (Int), Climb (Str), Craft (INT), Diplomacy (Cha), Disable Device (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Geography, Knowledge: History, Knowledge: Nobility and Royalty (All Int), Profession: Soldier (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex) |
| Erk_10-22-07, 02:40 AM | I have similar opinions on skills in combat. I made a somewhat similar rule in my game, where numerous feats grant "pseudoskills" that offer bonuses in combat (eg. damage mitigation adds to hitpoints, weapon expertise adds to damage with a specialised weapon, etc). It's a little more streamlined, I think, but also a lot less interesting. I'm gonna take a good look at your stuff... might yoink a little if you don't mind. |
| deathbane10-22-07, 02:46 AM | The average person can learn tactics. Brain can beat brawn but only to an extent. I am smarter than most animals, but I would not win against a lot of them. Sometimes you just cant overcome raw power, so the intel thing really wont do any good. There is no need to boost AC. The heavier armor already has a higher AC than lower armor. That plus bonuses are magical, and are there to balance the game so it does not get to high. |
| BigGus10-24-07, 08:36 PM | Brain can beat brawn but only to an extent. I am smarter than most animals, but I would not win against a lot of them. You might if you had a weapon. Or a trap. Or a cunning plan. Or any of the other products of your higher intelligence. |
| trapspringer10-24-07, 08:41 PM | The reason all classes use odd skill points in d20 modern is because all characters are human. The bonus skill point and feat for being human are subsumed by the core rules. All the other races lose a skill point a level and gain one fewer feat at first level. |
| deathbane10-24-07, 09:11 PM | You might if you had a weapon. Or a trap. Or a cunning plan. Or any of the other products of your higher intelligence. If I use a weapon I am resorting to brawn, or in the case of D&D magic/magic items:) |
| Novem10-24-07, 09:42 PM | If I use a weapon I am resorting to brawn, or in the case of D&D magic/magic items:) Not really. Brain over Brawn means that your brain uses it's inferior brawn to beat a superior enemy who only uses brawn. In other words, brain is more valuable than brawn in the evolutionary sense. |
| Greelic10-25-07, 12:31 AM | Brain is valuable but it takes brawn to wield the weapon. A wizard or sorc uses his magic to substitute for the fighters sword. I agree a fighter witha low intell should be hampered but a super-genious would have put down his sword taken up the magic arts and hired a couple of meat-shields for the mundane tasks. Roleplay the power and the mind. |
| trapspringer10-25-07, 02:51 AM | Not really. Brain over Brawn means that your brain uses it's inferior brawn to beat a superior enemy who only uses brawn. In other words, brain is more valuable than brawn in the evolutionary sense. Yea. A neanderthal with a pointy stick is an example of brain over brawn if he is pwning a bigger neanderthal who doesn't know how to make a pointy stick. |
| deathbane10-25-07, 03:53 AM | Not really. Brain over Brawn means that your brain uses it's inferior brawn to beat a superior enemy who only uses brawn. In other words, brain is more valuable than brawn in the evolutionary sense. Yeah, but that example is not going to help in the next fight which is what D&D focuses on. Mike Tyson was by no means a smart guy, but I doubt there were many people in Mensa who could have lasted more than one round with him. Intelligence and fighting ability don't go hand in hand, as mush as physical attributes and fighting ability does. When you are fighting wars a smart commander might be able to beat a superior army due to more circumstances being involved, but smaller groups of people fighting lead to less factors that can be manipulated. The ability to do a task(in this case fighting), through training or experience,will beat intelligence most of the time. Intelligence has to figure out what to do, while experience, which is represented in D&D as level and XP has already been through it, and only has to react. |
| Hochiu10-25-07, 10:05 AM | I like the ideas that you're presenting here for the fighter class. I may try to implement something along these lines. I think another revision is necessary. Also, I've generally done away with the 2 + Int mod skill point progression for all classes with it. All 2 + Int mod classes receive 4 + Int mod. It's not much, but it helps a little bit. For the fighter, I think that Intelligence should be made a bit more important, but you'd need to let it substitute one of his physical abilities - the fighter has enough MAD as it is. I will be keeping my eye on this thread. |
| trapspringer10-25-07, 10:50 AM | Mike Tyson was by no means a smart guy, but I doubt there were many people in Mensa who could have lasted more than one round with him ...unless you got rid of all the rules and changed the venue from "a boxing ring" to "the whole world." Brains over Brawn is mostly a Darwinian Fitness kinda' thing. It doesn't work if you make a bunch of arbitrary rules. |
| deathbane10-25-07, 11:00 AM | ...unless you got rid of all the rules and changed the venue from "a boxing ring" to "the whole world." Brains over Brawn is mostly a Darwinian Fitness kinda' thing. It doesn't work if you make a bunch of arbitrary rules. I am assuming the "real world" is a street fight. Even in a fist fight he most likely only needed one hit. Intelligence can't replace skill and experience. He still has some training as a fighter, while the smart guy most likely has none. |
| Puritan1310-25-07, 01:05 PM | Brain over brawn Yeah, if brain has time to prepare I beat up plenty of nerds in high school...:P |
| mod500010-25-07, 02:36 PM | You might want to take a look at Iron Heroes by Malhavoc Press. Not only is there a "background feat" that switches strength with any other stat that you wish (so yes, you can deal 1.5x int mod or con mod or ... damage with a weapon instead of str) but it also concentrates a lot more on the characters and less on wealth; a character can the same masterwork sword all their lives and live happily, never needing a different weapon because there it's the character that matters--not the equipment. |