Dimirag wrote:I would divide the Wrestler and Brawler specialties...
artikid wrote:Solomoriah wrote:I will withhold my decision until you reach a final stage.
In other words, carry on. I'm liking what Artikid is saying here.
I've got a new suggestion for 2 handed weapon specialists:
If you hit your opponent for 10 or more damage points he is slammed and next round will act last.
Dimirag wrote:I would divide the Wrestler and Brawler specialties.
How about using this table to help avoiding confusion on the Two Weapon usage.
I agree with artikid that purchasing different fighting styles by spending proficiency slots is the way to go. My own house system for BF does this, but it grants them sooner than the supplement does (every 3 levels instead of 4).
(Personally I also think spending slots should apply to two weapon fighting, mounted combat, using your Dex instead of Strength in combat, and shield bash. These are things not everyone can do. You have to buy a proficiency slot. But I'm aware that would radically change the system.)
I dislike the idea of split round (3/2) attacks, as well. I have no ready solution, though. You could make the purchase of an extra attack a proficiency in itself (Swift Attack)? It could have at least two ranks of specialization in that weapon as a prerequisite. That's the option I am thinking of using in my own game, but I haven't done the maths yet.
One thing about including called shot rules for trip and disarm - the inclusion of a both -4 penalty and a save looks a bit harsh to me, especially for trip. Can you specify exactly what happens to a disarmed weapon? Also, how do you rule on what happens to a trip victim, in your own games? If the victim is tripped in front of a queue of characters who have all yet to act, that's an obvious disadvantage. But in many other situations, like a one-on-one, all that happens is that they stand back up again on their turn, and nothing much would happen at all.
Solomoriah wrote:Okay, so I like the idea of fighting styles... but I'd like to keep Combat Options small. Can we break that out into a separate supplement, at least for development?
Cleaving variant 1 wrote:Whenever a character kills or incapacitates an opponent with an attack, they may immediately make another attack against one other opponent within 5' of the one they have just defeated. The additional attack must be made with the same weapon as the attack that felled the previous opponent. The attacker may move up to 5' between attacks, provided that they have enough movement remaining to do so during this round.
Fighters may cleave as many times per round as they have hit dice. Clerics and thieves may cleave only once per round. Magic-Users ordinarily cannot cleave. At the GM's option, certain monsters may also be capable of cleaving.
Cleaving variant 2 wrote:Whenever a character kills or incapacitates an opponent with an attack, if the amount of damage dealt was greater than the remaining hit points of the opponent, then the leftover damage may carry over to another opponent within 5' of the first, provided that the original attack roll was high enough to hit that opponent as well.
Users browsing this forum: Yahoo [Bot] and 4 guests