| Post/Author/DateTime | Post |
|---|---|
| kilpatds10-08-05, 03:18 PM | I'm planning a very stealth oriented game, and I'd like ambushes to be a little more dangerous. So I'd like to increase the advantage from going first... Basically, if the PCs are level 6, and the ambushed victims are a equivalently sized group of level 2s, I'd like the combat to be over before the surprise round ends... Without requiring huge amounts of spell-up time. On the other hand, I don't want non-surprise battles to be sped up... Most of the PCs will have sneak attack, so something that increases it's effectiveness slightly might work. Any thoughts? Experiences with Variant damage systems that had this effect? |
| Lawrence10-08-05, 06:16 PM | hiding, then shooting with the standard action you get with the surprise round. lvl 6 versus level two means most of your shots will probably kill the critter in question with that level difference. You shouldn't need to change much of anything. Alternatively, you could make a feat for the more melee oriented, allowing them to use full round actions as long as they move no no than the allotted 5 feet. Essentially, give them a full turn instead of a standard action during surprise rounds. Ideal for your 'walk up quietly between them, tap their shoulders and then start stabbing repeatedly in both directions quickly' sort of strategy, etc. |
| lostone10-09-05, 08:15 AM | How about this: Give them an extra attack and a bonus 5ft step during the surprise round. Slightly more effective, but not game-breakingly so. |
| kilpatds10-09-05, 01:48 PM | How about this: Give them an extra attack and a bonus 5ft step during the surprise round. Slightly more effective, but not game-breakingly so. What do you mean an extra attack? Iterative? "A surprise-round attack action is a full attack action, except that only two attacks may occur."? Another idea I was playing with is to allow everyone a flurry-like option if their total initiative is high enough... If it were written up as a feat, it would be something like: Enhanced Reflexes: Depending on your initiative roll, you may gain the option to take extra attacks during a full-attack action at the cost of some accuracy. If your initiative score is over 20, you gain the option of an extra attack, with additional extra attacks for each additional 10 points. (So the option of adding 2 attacks at 30, 3 at 40, and so on) For each extra attack you chose to take, you get an extra attack at your highest base attack bonus, but all attacks taken that round suffer a -2 penalty to hit. You also may use the extra attacks during a standard attack action, but the penalty grows to -5 per extra attack taken. |
| lostone10-09-05, 03:09 PM | What do you mean an extra attack? Iterative? "A surprise-round attack action is a full attack action, except that only two attacks may occur."?Take it however works best for you. |