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| #1prowlorJul 18, 2008 18:30:06 | This is an idea I've had for a while, and I have been refining it to make it as balanced as possible before trying to implement it in a game. The idea would be to make combat a bit less back and forth by using counter attacks. I am going to add the skill "Counter Attack" to the skill list, and make it a class skill for the melee oriented characters (and maybe rogues). Its still limited to the normal cap that the other skills are limited too, and the player can spend points in it just like any other skill, although having a skill level higher then your AC is pointless. The skill automatically takes place in combat like this: When an opponent makes an attack on you and the attack roll misses, if his roll is smaller then your counter attack skill, you can make an attack on them with a -3 (or maybe -5) penalty. This way, having a higher rank in Counter Attack will give you more chances to counter (for a character focusing on CA, it may be near every miss), but if they hit you, you wont be able to counter at all (so no countering even if they hit by maxing out your CA skill). The skill can also be used untrained, but when you use it like that, it is assumed you have a skill in 1 and can only counter attack an enemy that rolls a 1 on their attack roll. But I don't want this to end up killing the PCs too quickly (as choice opponents can counter attack too), but I don't want to give them the ability to counter every attack very easily. Part of its charm is that at level 1, you can only put up to 4 in it, but at level 20, you can put 23 points into it and counter nearly everything in existence, so it kind of levels up with you. But I don't want to introduce it, have it cause problems, then have to pull it out. So to those of you who have more experience with this kind of thing, any idea how it could be balanced more? I don't want to try it until its perfect else it ruin the game. |