Combat Options Supplement

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LibraryLass
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Re: Combat Options Supplement

Post by LibraryLass »

Okay, well, I took a crack at adding the things I was thinking of adding, so... I dunno if we wanna put this in the showcase, or make it the next official release, or just leave it here, but it's done now.
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LibraryLass
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Re: Combat Options Supplement

Post by LibraryLass »

Hate to double post but I just wanted to make sure that my proposed additions came to Solo's attention so that he might consider whether to make them part of a new release. I think they should be formatted more or less correctly.
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Solomoriah
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Re: Combat Options Supplement

Post by Solomoriah »

I haven't read it yet. I'll be honest: I rather liked Combat Options as it was... it could be used completely, no need to choose options (despite the name). But I will look it over, and if it's quality stuff, I'll make it the "official" version.

... your stuff is always quality, so probably it's just a matter of getting me motivated.
My personal site: www.gonnerman.org
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LibraryLass
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Re: Combat Options Supplement

Post by LibraryLass »

Solomoriah wrote:I haven't read it yet. I'll be honest: I rather liked Combat Options as it was... it could be used completely, no need to choose options (despite the name). But I will look it over, and if it's quality stuff, I'll make it the "official" version.
Excellent. If anything isn't up to snuff I'm fine with removing it, however.
... your stuff is always quality, so probably it's just a matter of getting me motivated.
Aww, thanks. :D
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LibraryLass
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Re: Combat Options Supplement

Post by LibraryLass »

I think the biggest conflict as far as having to pick and choose might be the two different cleave options... even they are a little different, but if it would help I could remove one or the other.
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artikid
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Re: Combat Options Supplement

Post by artikid »

May I suggest a couple of things?
About Fighting styles...
Personally I'd not add them above and beyond the specialization rules, but I'd rather integrate them.
Want a fighting style? OK, but you have to spend one of the specialization slots.

I'd give two-weapon specialists the chance to wield medium weapons (like two swords or two maces) instead of a to-hit bonus.

I'd give Pole weapon specialists the chance to attack opponents that are executing a fighting withdrawal instead of giving an initiative bonus.

I'd give Missile combat specialists the chance to employ missile weapons when within 5' of enemies without a -5 penalty instead of a to hit bonus. Or increased range... maybe extend long range by 20'.

Weapon and shield is just a duplicate of shield specialization IMHO, I'd drop it.

Cleaving and weapon vs armor.
I've nothing for or against any of these, I like the cleave variant 1 best.

My 2 CPs
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LibraryLass
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Re: Combat Options Supplement

Post by LibraryLass »

artikid wrote:May I suggest a couple of things?
About Fighting styles...
Personally I'd not add them above and beyond the specialization rules, but I'd rather integrate them.
Want a fighting style? OK, but you have to spend one of the specialization slots.
That's a great idea! I'll revise that ASAP.
I'd give two-weapon specialists the chance to wield medium weapons (like two swords or two maces) instead of a to-hit bonus.

I'd give Pole weapon specialists the chance to attack opponents that are executing a fighting withdrawal instead of giving an initiative bonus.

I'd give Missile combat specialists the chance to employ missile weapons when within 5' of enemies without a -5 penalty instead of a to hit bonus. Or increased range... maybe extend long range by 20'.

Weapon and shield is just a duplicate of shield specialization IMHO, I'd drop it.
Alright, good ideas. The ones I used in this draft were mechanically identical to ACKS's, but doing something different might very well be worthwhile. Good catch on shield specialization, I can probably delete that as redundant.
Cleaving and weapon vs armor.
I've nothing for or against any of these, I like the cleave variant 1 best.

My 2 CPs
Okay, I can work with this.
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artikid
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Re: Combat Options Supplement

Post by artikid »

LibraryLass wrote: Alright, good ideas. The ones I used in this draft were mechanically identical to ACKS's, but doing something different might very well be worthwhile. Good catch on shield specialization, I can probably delete that as redundant.
You are welcome, I suggested these changes because personally I prefer abilities that change the way the game flows and/or add choices to those that simply add a bonus.
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Solomoriah
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Re: Combat Options Supplement

Post by Solomoriah »

I will withhold my decision until you reach a final stage.

In other words, carry on. I'm liking what Artikid is saying here.
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artikid
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Re: Combat Options Supplement

Post by artikid »

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.
Thanks,
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.

I'll try to think something for single weapon fighting and for brawlers (maybe change the way wrestling works)
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