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Re: Combat Options Supplement
Posted: Fri Feb 15, 2013 2:58 pm
by artikid
New release
cheers
artikid
EDIT: LAST RELEASE IN LATER POST
Re: Combat Options Supplement
Posted: Fri Feb 15, 2013 3:45 pm
by dymondy2k
Sacrifice = 'Wait I gotta stop the fight and find a live chicken.."
Re: Combat Options Supplement
Posted: Fri Feb 15, 2013 5:40 pm
by artikid
unless I messed up the files this version should use 'spend' instead of 'sacrifice', doesn't it?
Re: Combat Options Supplement
Posted: Sat Feb 16, 2013 7:10 am
by artikid
A few new thoughts:
1.Maybe shield-bash and shield specialization should be separate (so shield spec could work more like weapon spec).
2.This should probably be the place where we discuss non-standard stuff like trips, disarms and other called shots (always in a basic way like: you roll to hit and the targets rolls a ST)
Re: Combat Options Supplement
Posted: Sat Feb 16, 2013 1:54 pm
by artikid
Latest release
Re: Combat Options Supplement
Posted: Wed Feb 20, 2013 8:42 pm
by SmootRK
I just got around to inspecting this latest draft.
While the mounted combat is pretty well thought out, the Jousting subsection is untested. It likely needs some review and perhaps someone do a little play-testing with the ideas there.
I think the two-handed grip mechanic is sound as long as it is applied across the board (including humanoid monsters) but as discussed in other threads, that becomes one of those things that changes the core rules (if only slightly in this case). Still, I think it could be represented here (being the most appropriate place for such), but with perhaps a little bit more or stronger disclaimer of its Optional-ness.
Re: Combat Options Supplement
Posted: Wed Feb 20, 2013 11:05 pm
by Joe the Rat
I'll need to update some of my notes in weapons.
Are there any problems with using light weapons and two-weapons together? It's a double-dip on dexterity, which is something I'm always cautious about.
Re: Combat Options Supplement
Posted: Thu Feb 28, 2013 12:28 pm
by Solomoriah
Here are my comments:
1. Shield specialization: Needs its own table, detailing how many levels can be applied to a shield. As it reads now, it's not clear if the fighter can take more than one level of shield spec, nor what the bonus should be if he does take two, for instance. If you're only allowing one level, you should give the bonus as a literal +1 and leave it at that.
2. Weapon specialization bonus to AB should apply to using an offhand weapon to defend. While there may be theoretical balance issues with this, I doubt it will matter much since few characters will specialize in an offhand weapon (unless it's someone who chooses to fight with two daggers, which might be kind of cool).
3. Mounted combat: All bonuses from fighting while mounted should be void if a proper saddle with stirrups is not in service. A horse, or similar animal, is a very precarious place to sit without stirrups.
... more later, must work now.
Re: Combat Options Supplement
Posted: Thu Feb 28, 2013 12:52 pm
by SmootRK
I agree on Mounted Combat. How does this phrasing work?
"If no saddle equipment is used, then no Strength and/or Dexterity Bonuses shall apply due to the difficulty in maintaining one's positioning, however, any such penalties from low scores (STR/DEX) shall apply normally."
and, I have no problem with specialization bonuses offsetting or even superseding the penalties of two-weapon fighting.
Re: Combat Options Supplement
Posted: Thu Feb 28, 2013 12:59 pm
by Solomoriah
What I mean is, you can neither gain a charging bonus nor set against charge if not so equipped.